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Revision: 1.41
Committed: Sun Oct 5 13:52:33 2008 UTC (15 years, 7 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.40: +8 -2 lines
Log Message:
added unpaid flag for converters and fixed new_pickmap bug.

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 usually only for pickable items inside shops. Converters can also
706 have this flag set to make all output unpaid.
707 </attribute>
708 <attribute arch="sound" editor="sound" type="string">
709 The sound this objects makes on a map. Enter either a sound alias from
710 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
711 field it will point to sound/&lt;path&gt;.ext
712 </attribute>
713 <attribute arch="sound_destroy" editor="destroy sound" type="string">
714 The sound this objects makes when it is destroyed. Enter either a sound alias from
715 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
716 field it will point to sound/&lt;path&gt;.ext
717 </attribute>
718 </default_type>
719
720 <!-- This ignorelist is for all system objects which are non pickable
721 and invisible. They don't interact with players at all. -->
722 <ignore_list name="system_object">
723 <attribute arch="value" />
724 <attribute arch="nrof" />
725 <attribute arch="weight" />
726 <attribute arch="name_pl" />
727 <attribute arch="material" />
728 <attribute arch="no_pick" />
729 <attribute arch="unpaid" />
730 <attribute arch="title" />
731 <attribute arch="glow_radius" />
732 <attribute arch="identified" />
733 <attribute arch="blocksview" />
734 <attribute arch="invisible" />
735 </ignore_list>
736
737 <!-- This ignorelist is for non-pickable objects. They can be seen by
738 the player, but don't have values like material or weight. -->
739 <ignore_list name="non_pickable">
740 <attribute arch="value" />
741 <attribute arch="nrof" />
742 <attribute arch="weight" />
743 <attribute arch="name_pl" />
744 <attribute arch="material" />
745 <attribute arch="no_pick" />
746 <attribute arch="unpaid" />
747 <attribute arch="title" />
748 <attribute arch="identified" />
749 </ignore_list>
750
751 <!--####################################################################-->
752 <type number="0" name="Misc">
753 <required>
754 <!-- this is a special case: The "misc" type with type number 0 is
755 the fallback for all types which don't match any other defined types.
756 The required attribute "misc x" prevents that it gets confused with
757 other types like "monster & npc" which also have type number 0. -->
758 <attribute arch="misc" value="x" />
759 </required>
760 &movement_types_terrain;
761 <attribute arch="cursed" editor="cursed" type="bool">
762 Curses can have various effects: On equipment and food,
763 they generally harm the player in some way.
764 </attribute>
765 <attribute arch="damned" editor="damned" type="bool">
766 A damned item/floor on the ground makes it impossible for players
767 to use prayers on that spot. It also prevents players from saving.
768 Damnation on equipment works similar to a curse.
769 </attribute>
770 <attribute arch="unique" editor="unique item" type="bool">
771 Unique items exist only one time on a server. If the item
772 is taken, lost or destroyed - it's gone for good.
773 </attribute>
774 <attribute arch="startequip" editor="godgiven item" type="bool">
775 A godgiven item vanishes as soon as the player
776 drops it to the ground.
777 </attribute>
778 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
779 This text may describe the object.
780 </attribute>
781 </type>
782
783 <!--####################################################################-->
784 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
785 <type number="999" name="Ability">
786 <ignore>
787 <ignore_list name="system_object" />
788 </ignore>
789 <description><![CDATA[
790 Abilities are to be put in a monster's inventory. They grant monsters the
791 knowledge to cast spells. Spells from abilities are usually magical in
792 nature, thus adding magic attacktype to the spell-damage they produce.
793 <br><br>
794 A particularly nice feature of abilities is that they can hold two
795 spells: One for short range - and one for long range use.
796 \n\n
797 You should know that spellcasting monsters receive abilities via
798 &lt;treasurelist&gt;.]]>
799 </description>
800 <use><![CDATA[
801 If you want to create "customized" spellcasting monsters, you
802 should use abilities (rather than spellbooks/wands or something).
803 The long/short-range spell feature can make boss-monsters more
804 interesting and challenging.
805 <br><br>
806 You should keep in mind that magic abilities allow players
807 to get better resistance. You can turn off the magic part to
808 make the spells more dangerous. However, this really shouldn't
809 be neccessary unless you work on very high level maps.
810 And what fun is a magic resistance cloak when it has no effect?]]>
811 </use>
812 <attribute arch="invisible" value="1" type="fixed" />
813 <attribute arch="no_drop" value="1" type="fixed" />
814 <attribute arch="sp" editor="short range spell" type="spell">
815 The monster will use the specified &lt;short range spell&gt;
816 when the player is within 6-square radius (of the
817 monster's head).
818 </attribute>
819 <attribute arch="hp" editor="long range spell" type="nz_spell">
820 The monster will use the specified &lt;long range spell&gt;
821 when the player is at least 6 squares away (from the
822 monster's head).
823
824 Setting a &lt;long range spell&gt; is optional. If unset, the
825 &lt;short range spell&gt; gets used all the time.
826 </attribute>
827 <attribute arch="maxsp" editor="importance" type="int">
828 Sometimes you'll want a monster to use one ability more than others.
829 To achieve this, set the &lt;importance&gt; to a value greater than
830 one. Abilities with this value zero/unset are counted to be of
831 &lt;importance&gt; one.
832
833 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
834 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
835 times the "small fireball".
836 </attribute>
837 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
838 This flag specifies whether the ability &lt;is magical&gt; in nature.
839 If enabled, all spells produced by this ability will have magic
840 attacktype added to the usual attacktypes.
841
842 This should always be set for spell-like abilities. "Natural"
843 abilities like a dragon's firebreath are an exception.
844 Note that non-magical abilities are more dangerous because
845 magic resistance does not protect from those.</attribute>
846 </type>
847
848 <!--####################################################################-->
849 <type number="18" name="Altar">
850 <ignore>
851 <ignore_list name="non_pickable" />
852 </ignore>
853 <description><![CDATA[
854 When a player puts a defined number of certain items on the altar,
855 then either a spell is casted (on the player) or a connector is
856 triggered. If the latter is the case, the altar works only once.
857 Either way, the sacrificed item disappears.]]>
858 </description>
859 <attribute arch="no_pick" value="1" type="fixed" />
860 &move_on;
861 <attribute arch="slaying" editor="match item name" type="string">
862 This string specifies the item that must be put on the altar to
863 activate it. It can either be the name of an archetype, or directly
864 the name of an object. Yet, titles are not recognized by altars.
865 If you want the player to have to drop a specific amount of money use "money".
866 See also the "drop amount" attribute.
867 </attribute>
868 <attribute arch="food" editor="drop amount" type="int">
869 The drop amount specifies the amount of items (specified
870 in &lt;match item name&gt;) that must be dropped to activate the altar.
871
872 If &lt;match item name&gt; is set to "money", then the value of the
873 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
874 200 silver, 20 gold, or 4 platinum will all work.)
875
876 Note that the maximum possible for &lt;drop amount&gt; is 32767.
877 </attribute>
878 <attribute arch="connected" editor="connection" type="int">
879 If a connection value is set, the altar will trigger all objects
880 with the same value, when activated. This will only work once.
881 </attribute>
882 <attribute arch="sp" editor="spell" type="spell">
883 When activated, the selected &lt;spell&gt; will be casted (once, on the
884 player). This should work for any given spell. The altar will work
885 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
886 one altar.
887 </attribute>
888 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
889 This text will be displayed to the player
890 in the exact moment when the altar is activated.
891 </attribute>
892 </type>
893
894 <!--####################################################################-->
895 <type number="31" name="Altar Trigger">
896 <ignore>
897 <ignore_list name="non_pickable" />
898 </ignore>
899 <description><![CDATA[
900 Altar_triggers work pretty much like normal altars
901 (drop sacrifice -> connection activated), except for the fact that
902 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
903 </description>
904 <use><![CDATA[
905 Altar_triggers are very useful if you want to charge a price for...
906 <UL>
907 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
908 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
909 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
910 </UL>
911 The big advantage over normal altars is the infinite usability
912 of altar_triggers! If there are ten players on one server, they're
913 quite grateful if things work more than once. =)]]>
914 </use>
915 <attribute arch="no_pick" value="1" type="fixed" />
916 <attribute arch="slaying" editor="match item name" type="string">
917 This string specifies the item that must be put on the altar to
918 activate it. It can either be the name of an archetype, or directly
919 the name of an object. Yet, titles are not recognized by altars.
920 If you want the player to have to drop a specific amount of money use "money".
921 See also the "drop amount" attribute.
922 </attribute>
923 <attribute arch="food" editor="drop amount" type="int">
924 The drop amount specifies the amount of items (specified
925 in &lt;match item name&gt;) that must be dropped to activate the altar.
926
927 If &lt;match item name&gt; is set to "money", then the value of the
928 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
929 200 silver, 20 gold, or 4 platinum will all work.)
930
931 Note that the maximum possible for &lt;drop amount&gt; is 32767.
932 </attribute>
933 <attribute arch="connected" editor="connection" type="int">
934 If a connection value is set, the altar will trigger all objects
935 with the same value, when activated. This will only work once.
936 </attribute>
937 <attribute arch="sp" editor="spell" type="spell">
938 When activated, this &lt;spell&gt; will be casted (once, on the player).
939 This should work for any given spell. The altar will work infinitely
940 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
941 </attribute>
942 <attribute arch="exp" editor="reset time" type="int">
943 Being activated, the altar will reset after &lt;reset time&gt; ticks.
944 After reset, the altar is ready to be activated once again.
945 The default &lt;reset time&gt; is 30.
946 </attribute>
947 <attribute arch="last_sp" editor="ignore reset" type="bool">
948 If this attribute is enabled, the altar_trigger won't push the
949 connected value by altar reset. Only ONCE by dropping the sacrifice.
950 This is typically used when the altar is connected to a creator,
951 e.g. for selling tickets.
952
953 If this attribute is disabled (default), the altar_trigger
954 will push the connected value TWICE per sacrifice: First by
955 dropping sacrifice, second by reset. This mode is typically
956 used for altars being connected to gates, resulting in the
957 gate being opened and closed again.
958 </attribute>
959 &move_on;
960 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
961 This text will be displayed to the player
962 in the exact moment when the altar is activated.
963 </attribute>
964 </type>
965
966 <!--####################################################################-->
967 <type number="74" name="Skill Tool">
968 <description><![CDATA[
969 Wearing a skill tool will give the player the ability to use a skill.
970 ]]>
971 </description>
972 <use><![CDATA[
973 Feel free to assign resistancies and stats to a skill tools or change
974 the skill that is given.
975 ]]>
976 </use>
977 <attribute arch="skill" editor="skill name" type="string">
978 This field describes which skill the player will be able to use wearing this item.
979 </attribute>
980 &player_stat_resist_sections;
981 </type>
982 <!--####################################################################-->
983 <type number="39" name="Amulet">
984 <description><![CDATA[
985 Wearing an amulet, the object's stats will directly be inherited to
986 the player. Amulets are usually meant for protection and defense.]]>
987 </description>
988 <use><![CDATA[
989 Feel free to create your own special artifacts. However, it is very
990 important that you keep your artifact in balance with existing maps.]]>
991 </use>
992 <attribute arch="ac" editor="armour class" type="int">
993 This value defines the amount of armour-class bonus for wearing
994 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
995 values are better. It should usually be set only for armour-like equipment.
996 </attribute>
997 <attribute arch="wc" editor="weapon class" type="int">
998 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
999 melee attacks. Weapon class improves the chance of hitting the opponent.
1000 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1001 be set only for weapon-like items. Lower values are better.
1002 </attribute>
1003 <attribute arch="item_power" editor="item power" type="int">
1004 The &lt;item power&gt; value measures how "powerful" an artifact is.
1005 Players will only be able to wear equipment with a certain total
1006 amount of &lt;item power&gt;, depending on their own level. This is the
1007 only way to prevent low level players to wear "undeserved" equipment
1008 (like gifts from other players or cheated items).
1009
1010 It is very important to adjust the &lt;item power&gt; value carefully
1011 for every artifact you create! If zero/unset, the Deliantra server will
1012 calculate a provisional value at runtime, but this is never
1013 going to be an accurate measurement of &lt;item power&gt;.
1014 </attribute>
1015 <attribute arch="damned" editor="damnation" type="bool">
1016 A damned piece of equipment cannot be unwielded unless the curse
1017 is removed. Removing damnations is a tick harder than removing curses.
1018 </attribute>
1019 <attribute arch="cursed" editor="curse" type="bool">
1020 A cursed piece of equipment cannot be unwielded
1021 unless the curse is removed.
1022 </attribute>
1023 <attribute arch="lifesave" editor="save life" type="bool">
1024 An item with this flag enabled will save the players life
1025 for one time: When the player is wearing this item and his
1026 health points reach zero, the item disappears, replenishing
1027 half of the player's health.
1028
1029 An item with &lt;save life&gt; should not have
1030 any decent additional bonuses!
1031 </attribute>
1032 <attribute arch="unique" editor="unique item" type="bool">
1033 Unique items exist only one time on a server. If the item
1034 is taken, lost or destroyed - it's gone for good.
1035 </attribute>
1036 <attribute arch="startequip" editor="godgiven item" type="bool">
1037 A godgiven item vanishes as soon as the player
1038 drops it to the ground.
1039 </attribute>
1040 <attribute arch="applied" editor="is applied" type="bool">
1041 If you put this item into the inventory of a monster, and
1042 you want the monster to use/wear the item - you must set
1043 &lt;is applied&gt;.
1044 Enabling this flag doesn't make any sense if the item
1045 is NOT in a monster's inventory.
1046 </attribute>
1047 &player_stat_resist_sections;
1048 <section name="misc">
1049 <attribute arch="luck" editor="luck bonus" type="int">
1050 With positive luck bonus, the player is more likely to
1051 succeed in all sorts of things (spellcasting, praying,...).
1052 Unless the &lt;luck bonus&gt; is very high, the effect will be
1053 barely visible in-game. Luck bonus on one piece of equipment
1054 should never exceed 3, and such bonus should not be too
1055 frequently available.
1056 </attribute>
1057 <attribute arch="hp" editor="health regen." type="int">
1058 Positive &lt;health regen.&gt; bonus speeds up the
1059 player's healing process. Negative values slow it down.
1060 </attribute>
1061 <attribute arch="sp" editor="mana regen." type="int">
1062 Positive &lt;mana regen.&gt; bonus speeds up the
1063 player's mana regeneration. Negative values slow it down.
1064 </attribute>
1065 <attribute arch="grace" editor="grace regen." type="int">
1066 Positive &lt;grace regen.&gt; bonus speeds up the
1067 player's grace regeneration. Negative values slow it down.
1068 Since grace can be regenerated rather easy with praying,
1069 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1070 </attribute>
1071 <attribute arch="food" editor="food bonus" type="int">
1072 Positive &lt;food bonus&gt; slows down the player's digestion,
1073 thus he consumes less food. Negative values speed it up.
1074
1075 Note that food is consumed not only for "being alive", but
1076 also for healing and mana-regeneration.
1077 &lt;food bonus&gt; only affects the amount of food consumed
1078 for "being alive". Hence, even with high &lt;food bonus&gt;,
1079 during a fight a player can run out of food quickly.
1080 </attribute>
1081 <attribute arch="xrays" editor="xray vision" type="bool">
1082 Xray vision allows the player to see through obstacles
1083 in a two-square-wide radius. This is extremely helpful and
1084 desirable, so don't give it away for cheap on equipment.
1085 </attribute>
1086 <attribute arch="stealth" editor="stealth" type="bool">
1087 Stealth allows the player to move silently.
1088 This comes to effect if a player turns himself
1089 invisible and tries to sneak around monsters.
1090 (At least that was the idea behind it)
1091 </attribute>
1092 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1093 If a player is wearing any piece of equipment with
1094 the ability to &lt;reflect spells&gt;, all kinds of
1095 spell-bullets and -beams will bounce off him.
1096 This works only about 90% of all times, to
1097 avoid players being completely immune to certain
1098 types of attacks.
1099
1100 This is a very powerful ability and it
1101 shouldn't be handed out cheap!
1102 </attribute>
1103 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1104 If a player is wearing any piece of equipment with
1105 the ability to &lt;reflect missiles&gt;, all kinds of
1106 projectiles (e.g. arrows, bolts, boulders) will
1107 bounce off him. This works only about 90% of all
1108 times, to avoid players being completely immune to
1109 certain types of attacks.
1110 </attribute>
1111 &move_type;
1112 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1113 Click on the &lt;attuned paths&gt; button to select spellpaths.
1114 The player will get attuned to the specified spellpaths
1115 while wearing this item.
1116 </attribute>
1117 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1118 Click on the &lt;repelled paths&gt; button to select spellpaths.
1119 The player will get repelled to the specified spellpaths
1120 while wearing this item.
1121 </attribute>
1122 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1123 Click on the &lt;denied paths&gt; button to select spellpaths.
1124 The specified spellpaths will be denied to the player
1125 while wearing this item.
1126 </attribute>
1127 </section>
1128 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1129 This text describes the item's "story". Every decent artifact
1130 should have such a description.
1131 </attribute>
1132 </type>
1133
1134 <!--####################################################################-->
1135 <type number="58" name="Battleground">
1136 <ignore>
1137 <ignore_list name="non_pickable" />
1138 </ignore>
1139 <description><![CDATA[
1140 Battleground is very special: In short, players can die on battleground
1141 without any death penalties. They don't loose or gain experience
1142 while on battleground. Acid, draining and depletion effects don't
1143 work either.
1144 When a player dies on battleground, he gets teleported to an exit
1145 location which is defined in the battleground object.]]>
1146 </description>
1147 <use><![CDATA[
1148 Battleground is only meant for player vs. player duels. You can
1149 design combat arenas similiar to the one in scorn.<br>
1150 What should NEVER be done is placing battleground tiles in
1151 open dungeons or other free kinds of land.
1152 It must not be possible to gain significant treasure for fighting
1153 on battleground, because it bears no risk.<br><br>
1154 (Battleground will cease to work when the image or name is changed,
1155 or when it is placed beneath another floor tile.
1156 This is not a bug, it is there to prevent any attempts of placing
1157 "hidden" battleground tiles anywhere.)]]>
1158 </use>
1159 <attribute arch="no_pick" value="1" type="fixed" />
1160 <attribute arch="is_floor" value="1" type="fixed" />
1161 <attribute arch="hp" editor="destination X" type="int">
1162 The exit destinations define the (x, y)-coordinates where players
1163 get teleported after they died on this battleground.
1164 </attribute>
1165 <attribute arch="sp" editor="destination Y" type="int">
1166 The exit destinations define the (x, y)-coordinates where players
1167 get teleported after they died on this battleground.
1168 </attribute>
1169 </type>
1170
1171 <!--####################################################################-->
1172 <type number="165" name="Safe ground">
1173 <ignore>
1174 <ignore_list name="non_pickable" />
1175 </ignore>
1176 <description><![CDATA[
1177 Safe ground is a special object that prevents any effects that might
1178 be harmful for the map, other players or items on the map.
1179 It blocks all magic and prayers, usage of alchemy, prevents potions
1180 from being used and blocks bombs from exploding. Note that altars that
1181 do cast spells still work.
1182 ]]>
1183 </description>
1184 <use><![CDATA[
1185 Safe ground can be used to prevents any means of burning
1186 or destroying the items in a shop. Put this object below all floor tiles
1187 in your map and your shop will be safe. It's generally useful for making
1188 areas where really no kind of spell should be invoked by a player.
1189 ]]>
1190 </use>
1191 &movement_types_terrain;
1192 <attribute arch="no_pick" value="1" type="fixed" />
1193 </type>
1194
1195 <!--####################################################################-->
1196 <type number="8" name="Book">
1197 <description><![CDATA[
1198 Applying a book, the containing message is displayed to the player.]]>
1199 </description>
1200 <attribute arch="level" editor="literacy level" type="int">
1201 If this value is set to be greater than zero, the player needs a
1202 certain literacy level to succeed reading the book. The book can be
1203 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1204 book can be a nice idea, personally I like it when a player needs
1205 more than his fighting skills to solve a quest. However, keep the
1206 booklevel at least below 15 because it is quite hard to gain high
1207 mental levels.
1208 </attribute>
1209 <attribute arch="startequip" editor="godgiven item" type="bool">
1210 A godgiven item vanishes as soon as the player
1211 drops it to the ground.
1212 </attribute>
1213 <attribute arch="unique" editor="unique item" type="bool">
1214 Unique items exist only one time on a server. If the item
1215 is taken, lost or destroyed - it's gone for good.
1216 </attribute>
1217 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1218 This is the text that appears "written" in the book.
1219 </attribute>
1220 <attribute arch="slaying" editor="key string" type="string">
1221 This is the key string of the book. The key string is checked by an inventory checker.
1222 (This is used eg. for the gate/port passes in scorn)
1223 </attribute>
1224 </type>
1225
1226 <!--####################################################################-->
1227 <type number="99" name="Boots">
1228 <import_type name="Amulet" />
1229 <description><![CDATA[
1230 Wearing boots, the object's stats will directly be inherited to
1231 the player. Usually enhancing his speed, or granting some minor
1232 protection bonus.]]>
1233 </description>
1234 <use><![CDATA[
1235 Feel free to create your own special artifacts. However, it is very
1236 important that you keep your artifact in balance with existing maps.]]>
1237 </use>
1238 <attribute arch="exp" editor="speed bonus" type="int">
1239 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1240 while worn. This kind of bonus is quite desirable for players of low-
1241 and medium level. High level players usually have fastest possible
1242 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1243 Still, this bonus is good for nice artifacts - not everything has
1244 to be for highest level.
1245 </attribute>
1246 <attribute arch="magic" editor="magic bonus" type="int">
1247 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1248 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1249 than direct armour-class bonus on the boots.
1250
1251 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1252 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1253 </attribute>
1254 </type>
1255
1256 <!--####################################################################-->
1257 <type number="104" name="Bracers">
1258 <import_type name="Amulet" />
1259 <description><![CDATA[
1260 Bracers are armour-plates worn around the wrists.
1261 Wearing bracer, the object's stats will directly be inherited to
1262 the player. Usually enhancing his defense.]]>
1263 </description>
1264 <use><![CDATA[
1265 Feel free to create your own special artifacts. However, it is very
1266 important that you keep your artifact in balance with existing maps.]]>
1267 </use>
1268 <attribute arch="magic" editor="magic bonus" type="int">
1269 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1270 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1271 than direct armour-class bonus on the bracers.
1272 </attribute>
1273 </type>
1274
1275 <!--####################################################################-->
1276 <type number="16" name="Brestplate Armour">
1277 <import_type name="Amulet" />
1278 <description><![CDATA[
1279 Wearing an armour, the object's stats will directly be inherited to
1280 the player. Usually enhancing his defense.]]>
1281 </description>
1282 <use><![CDATA[
1283 Feel free to create your own special artifacts. However, it is very
1284 important that you keep your artifact in balance with existing maps.]]>
1285 </use>
1286 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1287 This poses a penalty to spell regeneration speed, for wearing the armour.
1288 The bigger the spellpoint penalty, the worse.
1289 </attribute>
1290 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1291 Slowdown penalty reduces the player's walking speed when wearing the
1292 armour. Bigger values are worse - zero is best.
1293 </attribute>
1294 <attribute arch="magic" editor="magic bonus" type="int">
1295 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1296 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1297 than direct armour-class bonus on the armour.
1298 </attribute>
1299 </type>
1300
1301 <!--####################################################################-->
1302 <type number="92" name="Button">
1303 <ignore>
1304 <ignore_list name="non_pickable" />
1305 </ignore>
1306 <description><![CDATA[
1307 When a predefined amount of weigh is placed on a button, the
1308 &lt;connection&gt; value is triggered. In most cases this happens when a
1309 player or monster steps on it. When the button is "released", the
1310 &lt;connection&gt; value get's triggered a second time.]]>
1311 </description>
1312 &move_on;
1313 &move_off;
1314 <attribute arch="no_pick" value="1" type="fixed" />
1315 <attribute arch="weight" editor="press weight" type="int">
1316 The button is pressed (triggered), as soon as
1317 &lt;press weigh&gt; gram are placed ontop of it.
1318 </attribute>
1319 <attribute arch="connected" editor="connection" type="int">
1320 Every time the button is pressed or released, all objects
1321 with the same &lt;connection&gt; value are activated.
1322 </attribute>
1323 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1324 This text may describe the item. You can use this
1325 message to explain the button's purpose to the player.
1326 </attribute>
1327 </type>
1328
1329 <!--####################################################################-->
1330 <type number="30" name="Button Trigger">
1331 <import_type name="Button" />
1332 <ignore>
1333 <ignore_list name="non_pickable" />
1334 </ignore>
1335 <description><![CDATA[
1336 Handle buttons are buttons which reset after a short period
1337 of time. Every time it is either applied or reset, the
1338 &lt;connection&gt; value is triggered.]]>
1339 </description>
1340 </type>
1341
1342 <!--####################################################################-->
1343 <type number="37" name="Class Changer">
1344 <ignore>
1345 <ignore_list name="non_pickable" />
1346 </ignore>
1347 <description><![CDATA[
1348 Class changer are used while creating a character.]]>
1349 </description>
1350 <attribute arch="randomitems" editor="class items" type="treasurelist">
1351 This entry determines which initial items the character receives.
1352 </attribute>
1353 <section name="stats">
1354 <attribute arch="Str" editor="strength" type="int">
1355 The player's strength will rise by the given value if he chooses this
1356 class. (Negative values make strength fall)
1357 </attribute>
1358 <attribute arch="Dex" editor="dexterity" type="int">
1359 The player's dexterity will rise by the given value if he chooses this
1360 class. (Negative values make dexterity fall)
1361 </attribute>
1362 <attribute arch="Con" editor="constitution" type="int">
1363 The player's constitution will rise by the given value if he chooses this
1364 class. (Negative values make constitution fall)
1365 </attribute>
1366 <attribute arch="Int" editor="intelligence" type="int">
1367 The player's intelligence will rise by the given value if he chooses this
1368 class. (Negative values make intelligence fall)
1369 </attribute>
1370 <attribute arch="Pow" editor="power" type="int">
1371 The player's power will rise by the given value if he chooses this
1372 class. (Negative values make power fall)
1373 </attribute>
1374 <attribute arch="Wis" editor="wisdom" type="int">
1375 The player's wisdom will rise by the given value if he chooses this
1376 class. (Negative values make wisdom fall)
1377 </attribute>
1378 <attribute arch="Cha" editor="charisma" type="int">
1379 The player's charisma will rise by the given value if he chooses this
1380 class. (Negative values make charisma fall)
1381 </attribute>
1382 </section>
1383 </type>
1384
1385 <!--####################################################################-->
1386 <type number="87" name="Cloak">
1387 <import_type name="Amulet" />
1388 <description><![CDATA[
1389 Wearing a cloak, the object's stats will directly be inherited to
1390 the player. Cloaks usually add minor &lt;armour class&gt; and
1391 sometimes a bit of resistance.]]>
1392 </description>
1393 <use><![CDATA[
1394 Feel free to create your own special artifacts. However, it is very
1395 important that you keep your artifact in balance with existing maps.]]>
1396 </use>
1397 <attribute arch="magic" editor="magic bonus" type="int">
1398 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1399 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1400 than direct armour-class bonus on the cloak.
1401
1402 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1403 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1404 </attribute>
1405 </type>
1406
1407 <!--####################################################################-->
1408 <type number="9" name="Clock">
1409 <description><![CDATA[
1410 Applying a clock, the time is displayed to the player.]]>
1411 </description>
1412 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1413 This text may describe the item
1414 </attribute>
1415 </type>
1416
1417 <!--####################################################################-->
1418 <type number="122" name="Container">
1419 <description><![CDATA[
1420 A player can put (certain kinds of) items in the container.
1421 The overall weight of items is reduced when put inside a
1422 container, depending on the settings.
1423 <br><br>
1424 A special feature of containers is the "cauldron",
1425 capable of mixing alchemical receipes.]]>
1426 </description>
1427 <use><![CDATA[
1428 Note on chests - There are two types of chests:
1429 <UL>
1430 <LI> First the random treasure chests - Those are NOT containers
1431 (but object type Treasure), they create random treasures when
1432 applied. Archetype name is "chest".
1433 <LI> Second there are the permanent chests - Those are containers,
1434 they can be opened and closed again. Archetype name is "chest_2".
1435 </UL>]]>
1436 </use>
1437 <attribute arch="race" editor="container class" type="string">
1438 If set, the container will hold only certain types of objects.
1439 Possible choices for &lt;container class&gt; are: "gold and jewels",
1440 "arrows" and "keys".
1441
1442 Unfortunately it is not easy to create new container
1443 classes, because items need a matching counterpiece-attribute
1444 to the &lt;container class&gt; before they can be put inside a
1445 container. This attribute ("race") is set only for the existing
1446 container classes.
1447 </attribute>
1448 <attribute arch="slaying" editor="key string" type="string">
1449 If &lt;key string&gt; is set, only players with a special key
1450 of matching &lt;key string&gt; are able to open the container.
1451 </attribute>
1452 <attribute arch="container" editor="maximum weight" type="int">
1453 The container can hold a maximum total weight of the given value
1454 in gram. Note that this weight limit is calculated *after* the
1455 weight reduction (&lt;reduce weight&gt;) has been applied.
1456 </attribute>
1457 <attribute arch="Str" editor="reduce weight %" type="int">
1458 This value determines how much the weight of items is reduced in
1459 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1460 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1461 Most default values are in the range of ten.
1462 </attribute>
1463 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1464 If set, the container can be used as alchemy-cauldron.
1465 The player can put ingredients inside, close it, cast alchemy
1466 and if his formulae is true, he'll get what he longed for.
1467 </attribute>
1468 <attribute arch="unique" editor="unique item" type="bool">
1469 Unique items exist only one time on a server. If the item
1470 is taken, lost or destroyed - it's gone for good.
1471 All contents of a unique container are unique as well.
1472 </attribute>
1473 <attribute arch="startequip" editor="godgiven item" type="bool">
1474 A godgiven item vanishes as soon as the player
1475 drops it to the ground.
1476 </attribute>
1477 <attribute arch="other_arch" editor="animation arch" type="string">
1478 This is used for a certain kind of... "animation" when
1479 opening the container. Stick to the default arches here
1480 and you won't get into trouble.
1481 </attribute>
1482 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1483 This text may contain a description of the container.
1484 </attribute>
1485 </type>
1486
1487 <!--####################################################################-->
1488 <type number="103" name="Converter">
1489 <ignore>
1490 <attribute arch="value" />
1491 <attribute arch="nrof" />
1492 <attribute arch="name_pl" />
1493 <attribute arch="no_pick" />
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 <attribute arch="unpaid" editor="unpaid" type="bool">
1538 If the converter is marked as &lt;unpaid&gt; the generated item's will
1539 be flagged as unpaid. Useful if you want to make a converter in a shop.
1540 (For instance for 'dragon scale' to 'dragon shield' converters in some
1541 armour shops.)
1542 </attribute>
1543 </type>
1544
1545 <!--####################################################################-->
1546 <type number="42" name="Creator">
1547 <ignore>
1548 <ignore_list name="system_object" />
1549 </ignore>
1550 <description><![CDATA[
1551 A creator is an object which creates another object when it
1552 is triggered. The child object can be anything. Creators are
1553 VERY useful for all kinds of map-mechanisms. They can even
1554 periodically create things.]]>
1555 </description>
1556 <use><![CDATA[
1557 Don't hesitate to hide your creators under the floor.
1558 The created items will still always appear ontop of the floor.]]>
1559 </use>
1560 <attribute arch="no_pick" value="1" type="fixed" />
1561 <attribute arch="other_arch" editor="create arch" type="string">
1562 This string defines the object that will be created.
1563 You can choose any of the existing arches.
1564 This field is ignored if the creator has items in inventory. In this case
1565 one of the inventory items is duplicated. The duplicated item is randomly
1566 chosen from all items present.
1567 </attribute>
1568 <attribute arch="connected" editor="connection" type="int">
1569 Whenever the connection value is activated,
1570 the creator gets triggered.
1571 </attribute>
1572 &activate_on;
1573 <attribute arch="lifesave" editor="infinit uses" type="bool">
1574 If &lt;infinit uses&gt; is set, the creator will work
1575 infinitely, regardless of the value in &lt;number of uses&gt;.
1576 </attribute>
1577 <attribute arch="speed" editor="speed" type="float">
1578 When this field is set the creator will periodically create stuff
1579 (and will still do so when the connection is triggered).
1580 A value of 1 means roughly 8 times a second.
1581 </attribute>
1582 <attribute arch="hp" editor="number of uses" type="int">
1583 The creator can be triggered &lt;number of uses&gt; times, thus
1584 creating that many objects, before it dissappears.
1585 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1586 </attribute>
1587 <attribute arch="slaying" editor="name of creation" type="string">
1588 The created object will bear the name and title specified in &lt;name of
1589 creation&gt;. If nothing is set, the standard name and title of the
1590 archetype is used.
1591 </attribute>
1592 <attribute arch="level" editor="level of creation" type="int">
1593 The created object will be of that level. If zero/unset,
1594 the standard level of the archetype is used.
1595 </attribute>
1596 </type>
1597
1598 <!--####################################################################-->
1599 <type number="51" name="Detector">
1600 <ignore>
1601 <ignore_list name="system_object" />
1602 </ignore>
1603 <description><![CDATA[
1604 Detectors work quite much like inv. checkers/pedestals: If the detector
1605 finds a specific object, it toggles its connected value.
1606 <br><br>
1607 What is "unique" about them, compared to inv. checkers/ pedestals?
1608 - First, detectors check their square for a match periodically, not
1609 instantly. Second, detectors check directly for object names. Third,
1610 detectors do not check the inventory of players/monsters.]]>
1611 </description>
1612 <use><![CDATA[
1613 There is one major speciality about detectors: You can detect spells
1614 blown over a detector! To detect a lighting bolt for example, set
1615 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1616 walls, this can be very useful for map-mechanisms.]]>
1617 </use>
1618 <attribute arch="no_pick" value="1" type="fixed" />
1619 <attribute arch="slaying" editor="match name" type="string">
1620 &lt;match name&gt; specifies the name of the object we are looking for.
1621 Actually it does also check for the &lt;key string&gt; in key-objects,
1622 but for this case inventory checkers are often more powerful to use.
1623 </attribute>
1624 <attribute arch="connected" editor="connection" type="int">
1625 When the detector is triggered, all objects with the same
1626 connection value get activated.
1627 </attribute>
1628 <attribute arch="speed" editor="detection speed" type="float">
1629 This value defines the time between two detector-checks.
1630 If you want the detector to behave almost like pedestals/buttons,
1631 set speed rather high, like &lt;detection speed&gt; 1.0.
1632 </attribute>
1633 &speed_left;
1634 <attribute arch="speed_left" editor="speed left" type="float">
1635 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1636 If it is larger than 0, the detector checks, and the speed is decremented
1637 by 1.
1638 </attribute>
1639 </type>
1640
1641 <!--####################################################################-->
1642 <type number="112" name="Director">
1643 <ignore>
1644 <ignore_list name="non_pickable" />
1645 </ignore>
1646 <description><![CDATA[
1647 Directors change the direction of spell objects and other projectiles
1648 that fly past. Unlike spinners, directors always move objects in the
1649 same direction. It does not make a difference from what angle you
1650 shoot into it.<br>
1651 Directors are visible per default.]]>
1652 </description>
1653 <use><![CDATA[
1654 Directors are rarely used in maps. Sometimes they are placed to
1655 change the direction of spells coming out of magic walls,
1656 "channeling" spell-projectiles in some direction. When doing this,
1657 <B>never place directors facing each other with magic walls fireing
1658 into them!</B> The spell-projectiles bouncing between the directors
1659 would accumulate to huge numbers and at some point slow down the
1660 server by eating memory- and CPU-time.
1661 <br><br>
1662 You'd better not place directors in monster vs. player combat
1663 areas too much, because that freaks out wizard-type players.]]>
1664 </use>
1665 <attribute arch="sp" editor="direction" type="list_direction">
1666 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1667 A director with direction &lt;none&gt; simply stops projectiles.
1668 (The latter works out a bit strange for some spells).
1669 </attribute>
1670 &move_on;
1671 </type>
1672
1673 <!--####################################################################-->
1674 <type number="158" name="Disease">
1675 <ignore>
1676 <ignore_list name="system_object" />
1677 </ignore>
1678 <description><![CDATA[
1679 Diseases are an intersting form of spellcraft in Deliantra.
1680 Once casted, they can spread out and infect creatures in a large
1681 area. Being infected can have various effects, from amusing farts
1682 to horrible damage - almost everything is possible.]]>
1683 </description>
1684 <use><![CDATA[
1685 Diseases are extremely flexible and usable in a many ways.
1686 So far they are mostly used for causing bad, unwanted effects.
1687 You could just as well create a disease which helps the player
1688 (recharging mana for example).
1689 Infection with a "positive disease" could even be a quest reward.]]>
1690 </use>
1691 <attribute arch="invisible" value="1" type="fixed" />
1692 <attribute arch="level" editor="plaque level" type="int">
1693 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1694 This mainly reflects in the &lt;damage&gt;. It has no effect on
1695 most other symptoms. Neverthless, it is a very important value for
1696 all damage-inflicting diseases.
1697 </attribute>
1698 <attribute arch="race" editor="infect race" type="string">
1699 The disease will only infect creatures of the specified &lt;race&gt;.
1700 "&lt;race&gt; *" means every creature can be infected.
1701 </attribute>
1702 <attribute arch="ac" editor="progressiveness" type="int">
1703 Every time the disease "moves" the severity of the symptoms are increased
1704 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1705 </attribute>
1706 <section name="spreading">
1707 <attribute arch="wc" editor="infectiosness" type="int">
1708 The &lt;infectiosness&gt; defines the chance of new creatures getting
1709 infected. If you set this too high, the disease is very likely to
1710 be too effective.
1711
1712 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1713 </attribute>
1714 <attribute arch="last_grace" editor="attenuation" type="int">
1715 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1716 everytime it infects someone new. This limits how many generations
1717 a disease can propagate.
1718 </attribute>
1719 <attribute arch="magic" editor="infection range" type="int">
1720 &lt;infection range&gt; sets the range at which infection may occur.
1721 If positive, the &lt;infection range&gt; is level dependant - If negative,
1722 it is not:
1723 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1724 six square range, and &lt;plaque level&gt; doesn't modify that.
1725 </attribute>
1726 <attribute arch="maxhp" editor="persistence" type="int">
1727 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1728 The disease can "move" &lt;persistence&gt; times outside a host before it
1729 vanishes. A negative value means the disease lasts for permanent
1730 (which is only recommended to use in maps without monsters).
1731 </attribute>
1732 <attribute arch="maxgrace" editor="curing duration" type="int">
1733 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1734 (Assuming the host survives and doesn't use a curing spell).
1735 After this period the disease is naturally cured, which provides the
1736 host with immunity from this particular disease of lower or equal level.
1737
1738 A negative value means the disease can never be cured naturally.
1739
1740 Note that this value can be further modulated by spell-parameters,
1741 if the disease is registered as spell in the code. Due to that,
1742 most default diseases take a lot longer to cure than it seems.
1743 </attribute>
1744 <attribute arch="speed" editor="moving speed" type="float">
1745 The &lt;speed&gt; of the disease determines how fast the disease will
1746 "move", thus how fast the symptoms strike the host.
1747 </attribute>
1748 &speed_left;
1749 </section>
1750 <section name="symptoms">
1751 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1752 The disease will attack the host with the given &lt;attacktype&gt;.
1753 Godpower attacktype is commonly used for "unresistable" diseases.
1754 </attribute>
1755 <attribute arch="dam" editor="damage" type="int">
1756 A disease with a positive &lt;damage&gt; value will strike the player for that
1757 amount of damage every time the symptoms occur.
1758 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1759 the player's health is reduced by 10% every time the symptoms strike.
1760
1761 Diseases with %-based damage can be dangerous - but not deadly -
1762 for players of all levels.
1763 </attribute>
1764 <attribute arch="other_arch" editor="create arch" type="string">
1765 If set, the specified arch is created and dropped every time the
1766 symptoms strike.
1767
1768 This can be various things: farts, body pieces, eggs ...
1769 Even monsters can be created that way. You could also make a
1770 disease where some exotic stuff like money/gems is created.
1771 </attribute>
1772 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1773 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1774 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1775 </attribute>
1776 <attribute arch="exp" editor="exp. for curing" type="int">
1777 When the player manages to cure this disease (with a curing spell),
1778 he is awarded with &lt;exp. for curing&gt; experience.
1779 </attribute>
1780 <attribute arch="maxsp" editor="mana depletion" type="int">
1781 Every time the disease "moves", the player's mana is
1782 reduced by the value of &lt;mana depletion&gt;.
1783 For negative values, a %-based amount is taken.
1784 </attribute>
1785 <attribute arch="last_eat" editor="food depletion" type="int">
1786 Every time the disease "moves", the player's food is
1787 reduced by the value of &lt;food depletion&gt;.
1788 For negative values, a %-based amount is taken.
1789 </attribute>
1790 <attribute arch="hp" editor="health regen." type="int">
1791 This value increases the player's healing rate.
1792 Negative values decrease it.
1793 </attribute>
1794 <attribute arch="sp" editor="mana regen." type="int">
1795 This value increases the player's rate of mana regeneration.
1796 Negative values decrease it.
1797 </attribute>
1798 </section>
1799 <section name="disability">
1800 <attribute arch="Str" editor="strength" type="int">
1801 The player's strength will rise by the given value
1802 while being infected. (Negative values make strength fall)
1803 </attribute>
1804 <attribute arch="Dex" editor="dexterity" type="int">
1805 The player's dexterity will rise by the given value
1806 while being infected. (Negative values make dexterity fall)
1807 </attribute>
1808 <attribute arch="Con" editor="constitution" type="int">
1809 The player's constitution will rise by the given value
1810 while being infected. (Negative values make constitution fall)
1811 </attribute>
1812 <attribute arch="Int" editor="intelligence" type="int">
1813 The player's intelligence will rise by the given value
1814 while being infected. (Negative values make intelligence fall)
1815 </attribute>
1816 <attribute arch="Pow" editor="power" type="int">
1817 The player's power will rise by the given value
1818 while being infected. (Negative values make power fall)
1819 </attribute>
1820 <attribute arch="Wis" editor="wisdom" type="int">
1821 The player's wisdom will rise by the given value
1822 while being infected. (Negative values make wisdom fall)
1823 </attribute>
1824 <attribute arch="Cha" editor="charisma" type="int">
1825 The player's charisma will rise by the given value
1826 while being infected. (Negative values make charisma fall)
1827 </attribute>
1828 </section>
1829 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1830 This text is displayed to the player every time the
1831 symptoms strike.
1832 </attribute>
1833 </type>
1834
1835 <!--####################################################################-->
1836 <type number="23" name="Door">
1837 <ignore>
1838 <ignore_list name="non_pickable" />
1839 </ignore>
1840 <description><![CDATA[
1841 A door can be opened with a normal key. It also can be broken by attacking
1842 it, and it can be defeated with the lockpicking skill. If a door is
1843 defeated, horizontally and vertically adjacent doors are automatically
1844 removed.]]>
1845 </description>
1846 <attribute arch="no_pick" value="1" type="fixed" />
1847 <attribute arch="alive" value="1" type="fixed" />
1848 &movement_types_terrain;
1849 <attribute arch="hp" editor="hitpoints" type="int">
1850 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1851 </attribute>
1852 <attribute arch="ac" editor="armour class" type="int">
1853 Doors of high &lt;armour class&gt; are less likely to get hit.
1854 &lt;armour class&gt; can be considered the "counterpiece" to
1855 &lt;weapon class&gt;.
1856 </attribute>
1857 <attribute arch="other_arch" editor="drop arch" type="string">
1858 This string defines the object that will be created when the door was
1859 defeated.
1860 </attribute>
1861 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1862 This entry determines what kind of traps will appear in the door.
1863 </attribute>
1864 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1865 Set this flag to move treasure items created into the environment (map)
1866 instead of putting them into the object.
1867 </attribute>
1868 </type>
1869
1870 <!--####################################################################-->
1871 <type number="83" name="Duplicator">
1872 <ignore>
1873 <ignore_list name="system_object" />
1874 </ignore>
1875 <description><![CDATA[
1876 When activated, a duplicator can duplicate, multiply or destroy a pile of
1877 objects which lies somewhere on top of the duplicator.
1878 The duplicator has one arch name specified as &lt;target arch&gt;,
1879 and only objects of this archetype can be affected.<br>
1880 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1881 If the latter is set to zero, it will destroy objects.]]>
1882 </description>
1883 <use><![CDATA[
1884 I hope it is clear that one must be very cautious when inserting a duplicator
1885 anywhere with &lt;multiply factor&gt; greater than one.
1886 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1887 It is <b>not acceptable</b> to allow duplication of anything other than
1888 coins, gold and jewels. Besides, it is very important that the chance to
1889 loose the input matches the chance to earn winnings.<br>
1890 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1891 loosing rate of 2/3 = 67%.]]>
1892 </use>
1893 <attribute arch="other_arch" editor="target arch" type="string">
1894 Only objects of matching archtype, lying ontop of the duplicator will be
1895 duplicated, multiplied or removed. All other objects will be ignored.
1896 </attribute>
1897 <attribute arch="level" editor="multiply factor" type="int">
1898 The number of items in the target pile will be multiplied by the
1899 &lt;multiply factor&gt;. If it is set to zero, all target objects
1900 will be destroyed.
1901 </attribute>
1902 <attribute arch="connected" editor="connection" type="int">
1903 An activator (lever, altar, button, etc) with matching connection value
1904 is able to trigger this duplicator. Be very careful that players cannot
1905 abuse it to create endless amounts of money or other valuable stuff!
1906 </attribute>
1907 &activate_on;
1908 </type>
1909
1910 <!--####################################################################-->
1911 <type number="66" name="Exit">
1912 <ignore>
1913 <ignore_list name="non_pickable" />
1914 </ignore>
1915 <description><![CDATA[
1916 When the player applies an exit, he is transferred to a different location.
1917 (Monsters cannot use exits.) Depending on how it is set, the player applies
1918 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1919 the exit. ]]>
1920 </description>
1921 <use><![CDATA[
1922 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1923 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1924 detected with the show_invisible spell.
1925 <br><br>
1926 You can be quite creative with the outlook of secret exits (their "face").
1927 Don't forget to give the player relyable hints about them though.]]>
1928 </use>
1929 <attribute arch="slaying" editor="exit path" type="string">
1930 The exit path defines the map that the player is transferred to.
1931 You can enter an absolute path, beginning with '/' (for example
1932 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1933 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1934 relative path "Fire1"). Use relative paths whenever possible! Note that
1935 upper/lower case must always be set correctly. However, please use lower
1936 case only.
1937 It is well possible to have an exit pointing to the same map that the exit
1938 is on. If slaying is not set in an exit, the player will see a message like
1939 "the exit is closed".
1940 </attribute>
1941 <attribute arch="hp" editor="destination X" type="int">
1942 The exit destinations define the (x, y)-coordinates where the exit
1943 leads to.
1944 If both are set to zero, the player will be transferred to the "default
1945 enter location" of the destined map. The latter can be set in the map-
1946 properties as "Enter X/Y". Though, please DO NOT use that.
1947 It turned out to be a source for numerous map-bugs.
1948 </attribute>
1949 <attribute arch="sp" editor="destination Y" type="int">
1950 The exit destinations define the (x, y)-coordinates where the exit
1951 leads to.
1952 If both are set to zero, the player will be transferred to the "default
1953 enter location" of the destined map. The latter can be set in the map-
1954 properties as "Enter X/Y". Though, please DO NOT use that.
1955 It turned out to be a source for numerous map-bugs.
1956 </attribute>
1957 &move_on;
1958 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1959 If set, this message will be displayed to the player when he applies the exit.
1960 This is quite useful to throw in some "role-play feeling": "As you enter the
1961 dark cave you hear the sound of rustling dragonscales...". Well, my english
1962 is poor, but you get the point. =)
1963 </attribute>
1964 <attribute arch="damned" editor="set savebed" type="bool">
1965 If set, then players using this exit will have their savebed position
1966 set to the destination of the exit when passing through.
1967 </attribute>
1968 </type>
1969
1970 <!--####################################################################-->
1971 <type number="72" name="Flesh">
1972 <description><![CDATA[
1973 Just like with food, the player can fill his stomache and gain a
1974 little health by eating flesh-objects. <br>
1975 For dragon players, flesh plays a very special role though: If the
1976 flesh has resistances set, a dragon player has a chance to gain resistance in
1977 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1978 Don't forget that flesh items with resistances have to be balanced
1979 according to map/monster difficulty.]]>
1980 </description>
1981 <use><![CDATA[
1982 For dragon players, flesh items can be highly valuable. Note that many
1983 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1984 These flesh items "inherit" resistances and level from the monster they belong to.
1985 When you add special flesh items to the inventory of a monster, this is
1986 not the case - so you have to set it manually.
1987 <br><br>
1988 Generally adding special flesh-treaties for dragon players is a great thing
1989 to do. Always consider that dragon players might really not be interested
1990 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1991 out on the reward completely.]]>
1992 </use>
1993 <attribute arch="food" editor="foodpoints" type="int">
1994 The player's stomache will get filled with this amount of foodpoints.
1995 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1996 </attribute>
1997 <attribute arch="level" editor="flesh level" type="int">
1998 The &lt;flesh level&gt; is not visible to the players and it affects only
1999 dragon players. Normally this value reflects the level of the monster
2000 from which the flesh item originates.
2001 Dragon players always search for flesh of highest level possible,
2002 because it bears the best chance to gain high resistances.
2003 </attribute>
2004 <attribute arch="startequip" editor="godgiven item" type="bool">
2005 A godgiven item vanishes as soon as the player
2006 drops it to the ground.
2007 </attribute>
2008 &resistances_flesh_section;
2009 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2010 This text may describe the item.
2011 </attribute>
2012 </type>
2013
2014 <!--####################################################################-->
2015 <type number="0" name="Floor">
2016 <required>
2017 <attribute arch="is_floor" value="1" />
2018 <attribute arch="alive" value="0" />
2019 </required>
2020 <ignore>
2021 <ignore_list name="non_pickable" />
2022 </ignore>
2023 <description><![CDATA[
2024 Floor is a very basic thing whithout too much
2025 functionality. It's a floor - you stand on it.]]>
2026 </description>
2027 <attribute arch="is_floor" value="1" type="fixed" />
2028 <attribute arch="no_pick" value="1" type="fixed" />
2029 <section name="terrain">
2030 &movement_types_terrain;
2031 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2032 This flag indicates this spot contains wood or high grass.
2033 Players with activated woodsman skill can move faster here.
2034 </attribute>
2035 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2036 This flag indicates this spot contains hills or large rocks.
2037 Players with activated mountaineer skill can move faster here.
2038 </attribute>
2039 </section>
2040 <attribute arch="no_magic" editor="no spells" type="bool">
2041 If enabled, it is impossible for players to use (wizard-)
2042 spells on that spot.
2043 </attribute>
2044 <attribute arch="damned" editor="no prayers" type="bool">
2045 If enabled, it is impossible for players to use prayers
2046 on that spot. It also prevents players from saving.
2047 </attribute>
2048 <attribute arch="unique" editor="unique map" type="bool">
2049 Unique floor means that any items dropped on that spot
2050 will be saved byond map reset. For permanent apartments,
2051 all floor tiles must be set &lt;unique map&gt;.
2052 </attribute>
2053 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2054 This text may describe the object.
2055 </attribute>
2056 </type>
2057
2058 <!--####################################################################-->
2059 <type number="67" name="Floor (Encounter)">
2060 <ignore>
2061 <ignore_list name="non_pickable" />
2062 </ignore>
2063 <description><![CDATA[
2064 Encounter-Floor is pretty much the same as normal floor.
2065 Most outdoor floor/ground-arches are set to be "encounters".
2066 That is kind of a relict from former code: When walking over
2067 encounter-floor, players sometimes got beamed to little maps
2068 with monsters on them. Nowadays this feature is disabled -
2069 Hence encounter floor is not different from normal floor.]]>
2070 </description>
2071 <attribute arch="is_floor" value="1" type="fixed" />
2072 <attribute arch="no_pick" value="1" type="fixed" />
2073 <section name="terrain">
2074 &movement_types_terrain;
2075 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2076 This flag indicates this spot contains wood or high grass.
2077 Players with activated woodsman skill can move faster here.
2078 </attribute>
2079 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2080 This flag indicates this spot contains hills or large rocks.
2081 Players with activated mountaineer skill can move faster here.
2082 </attribute>
2083 </section>
2084 <attribute arch="no_magic" editor="no spells" type="bool">
2085 If enabled, it is impossible for players to use (wizard-)
2086 spells on that spot.
2087 </attribute>
2088 <attribute arch="damned" editor="no prayers" type="bool">
2089 If enabled, it is impossible for players to use prayers
2090 on that spot. It also prevents players from saving.
2091 </attribute>
2092 <attribute arch="unique" editor="unique map" type="bool">
2093 Unique floor means that any items dropped on that spot
2094 will be saved byond map reset. For permanent apartments,
2095 all floor tiles must be set &lt;unique map&gt;.
2096 </attribute>
2097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2098 This text may describe the object.
2099 </attribute>
2100 </type>
2101
2102 <!--####################################################################-->
2103 <type number="6" name="Food">
2104 <description><![CDATA[
2105 By eating/drinking food-objects, the player can fill his
2106 stomache and gain a little health.]]>
2107 </description>
2108 <attribute arch="food" editor="foodpoints" type="int">
2109 The player's stomache will get filled with this amount of foodpoints.
2110 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2111 </attribute>
2112 <attribute arch="startequip" editor="godgiven item" type="bool">
2113 A godgiven item vanishes as soon as the player
2114 drops it to the ground.
2115 </attribute>
2116 </type>
2117
2118 <!--####################################################################-->
2119 <type number="91" name="Gate">
2120 <ignore>
2121 <ignore_list name="non_pickable" />
2122 </ignore>
2123 <description><![CDATA[
2124 Gates play an important role in Deliantra. Gates can be opened
2125 by activating a button/trigger, by speaking passwords (-> magic_ear)
2126 or carrying special key-objects (-> inventory checker).
2127 Unlike locked doors, gates can get shut again after a player has
2128 passed, which makes them more practical in many cases.]]>
2129 </description>
2130 <use><![CDATA[
2131 Use gates to divide your maps into seperated areas. After solving
2132 area A, the player gains access to area B, and so on. Make your
2133 maps more complex than "one-way".]]>
2134 </use>
2135 <attribute arch="no_pick" value="1" type="fixed" />
2136 <attribute arch="speed" value="1" type="float">
2137 The speed of the gate affects how fast it is closing/opening.
2138 </attribute>
2139 <attribute arch="connected" editor="connection" type="int">
2140 Whenever the inventory checker is triggered, all objects with identical
2141 &lt;connection&gt; value get activated. This only makes sense together with
2142 &lt;blocking passage&gt; disabled.
2143 </attribute>
2144 <attribute arch="wc" editor="position state" type="int">
2145 The &lt;position state&gt; defines the position of the gate:
2146 Zero means completely open/down, the "number of animation-steps" (usually
2147 about 6 or 7) means completely closed/up state. I suggest you don't
2148 mess with this value - Leave the default in place.
2149 </attribute>
2150 &movement_types_terrain;
2151 <attribute arch="no_magic" editor="restrict spells" type="bool">
2152 Restricting the use of spells to pass this gate. This has
2153 an effect only if &lt;block view&gt; is disabled.
2154 </attribute>
2155 <attribute arch="damned" editor="restrict prayers" type="bool">
2156 Restricting the use of prayers to pass this door. This has
2157 an effect only if &lt;block view&gt; is disabled.
2158 </attribute>
2159 </type>
2160
2161 <!--####################################################################-->
2162 <type number="113" name="Girdle">
2163 <import_type name="Amulet" />
2164 <description><![CDATA[
2165 Wearing a girdle, the object's stats will directly be inherited to
2166 the player. Girdles usually provide stats- or damage bonuses and no
2167 defense.]]>
2168 </description>
2169 <use><![CDATA[
2170 Feel free to create your own special artifacts. However, it is very
2171 important that you keep your artifact in balance with existing maps.]]>
2172 </use>
2173 <attribute arch="magic" editor="magic bonus" type="int">
2174 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2175 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2176 than direct armour-class bonus on the helmet.
2177
2178 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2179 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2180 &lt;magic bonus&gt; is pointless here.
2181 </attribute>
2182 </type>
2183
2184 <!--####################################################################-->
2185 <type number="100" name="Gloves">
2186 <import_type name="Amulet" />
2187 <description><![CDATA[
2188 Wearing gloves, the object's stats will directly be inherited to
2189 the player. Gloves can add defense or damage bonuses.]]>
2190 </description>
2191 <use><![CDATA[
2192 Feel free to create your own special artifacts. However, it is very
2193 important that you keep your artifact in balance with existing maps.]]>
2194 </use>
2195 <attribute arch="magic" editor="magic bonus" type="int">
2196 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2197 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2198 will increase that.
2199 </attribute>
2200 </type>
2201
2202 <!--####################################################################-->
2203 <type number="93" name="Handle">
2204 <ignore>
2205 <ignore_list name="non_pickable" />
2206 </ignore>
2207 <description><![CDATA[
2208 A handle can be applied by players and (certain) monsters.
2209 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2210 </description>
2211 <use><![CDATA[
2212 Handles are commonly used to move gates. When placing your lever,
2213 don't forget that some monsters are able to apply it.
2214 The ability to apply levers is rare among monsters -
2215 but vampires can do it for example.]]>
2216 </use>
2217 <attribute arch="no_pick" value="1" type="fixed" />
2218 <attribute arch="connected" editor="connection" type="int">
2219 Every time the handle is applied, all objects
2220 with the same &lt;connection&gt; value are activated.
2221 </attribute>
2222 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2223 This text may describe the item. You can use this
2224 message to explain the handle's purpose to the player.
2225 </attribute>
2226 </type>
2227
2228 <!--####################################################################-->
2229 <type number="27" name="Handle Trigger">
2230 <import_type name="Handle" />
2231 <ignore>
2232 <ignore_list name="non_pickable" />
2233 </ignore>
2234 <description><![CDATA[
2235 Handle triggers are handles which reset after a short period
2236 of time. Every time it is either applied or reset, the
2237 &lt;connection&gt; value is triggered.]]>
2238 </description>
2239 <use><![CDATA[
2240 When you connect an ordinary handle to a gate, the gate normally remains
2241 opened after the first player passed. If you want to keep the gate shut,
2242 connecting it to a handle trigger is an easy solution. ]]>
2243 </use>
2244 </type>
2245
2246 <!--####################################################################-->
2247 <type number="88" name="Hazard Floor">
2248 <required>
2249 <attribute arch="is_floor" value="1" />
2250 </required>
2251 <ignore>
2252 <ignore_list name="non_pickable" />
2253 </ignore>
2254 <description><![CDATA[
2255 The best example for Hazard Floor is lava. It works like standard
2256 floor, but damages all creatures standing on it.
2257 Damage is taken in regular time intervals.]]>
2258 </description>
2259 <use><![CDATA[
2260 The default lava for example does minor damage. But you can turn
2261 it up so that your hazard floor poses a real threat.<br>
2262 Like magic walls, such floors add a permanent thrill to your map.
2263 You can use that to safely chase off too-weak players, or just
2264 to have something different.]]>
2265 </use>
2266 <attribute arch="is_floor" value="1" type="fixed" />
2267 <attribute arch="lifesave" value="1" type="fixed" />
2268 &move_on;
2269 <attribute arch="no_pick" value="1" type="fixed" />
2270 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2271 This attribute specifys the attacktypes that this floor uses to
2272 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2273 If you want a real tough hazard floor, add more than just one attacktype.
2274 </attribute>
2275 <attribute arch="dam" editor="base damage" type="int">
2276 The &lt;base damage&gt; defines how much damage is inflicted to the
2277 victim per hit. The final damage is influenced by several other
2278 factors like the victim's resistance and level.
2279 </attribute>
2280 <attribute arch="wc" editor="weaponclass" type="int">
2281 &lt;weapon class&gt; improves the chance of hitting the victim.
2282 Lower values are better.
2283 Usually, hazard floors like lava are supposed to hit the
2284 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2285 to something like -30.
2286 </attribute>
2287 <attribute arch="level" editor="attack level" type="int">
2288 I guess this value is supposed to work similar to monster levels.
2289 But in fact, it does not seem to have an effect. Set any non-zero
2290 value to be on the safe side.
2291 </attribute>
2292 <section name="terrain">
2293 &movement_types_terrain;
2294 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2295 This flag indicates this spot contains wood or high grass.
2296 Players with activated woodsman skill can move faster here.
2297 </attribute>
2298 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2299 This flag indicates this spot contains hills or large rocks.
2300 Players with activated mountaineer skill can move faster here.
2301 </attribute>
2302 </section>
2303 <attribute arch="no_magic" editor="no spells" type="bool">
2304 If enabled, it is impossible for players to use (wizard-)
2305 spells on that spot.
2306 </attribute>
2307 <attribute arch="damned" editor="no prayers" type="bool">
2308 If enabled, it is impossible for players to use prayers
2309 on that spot. It also prevents players from saving.
2310 </attribute>
2311 <attribute arch="unique" editor="unique map" type="bool">
2312 Unique floor means that any items dropped on that spot
2313 will be saved byond map reset. For permanent apartments,
2314 all floor tiles must be set &lt;unique map&gt;.
2315 </attribute>
2316 </type>
2317
2318 <!--####################################################################-->
2319 <type number="34" name="Helmet">
2320 <import_type name="Amulet" />
2321 <description><![CDATA[
2322 Wearing a helmet, the object's stats will directly be inherited to
2323 the player. Normal helmets usually increase defense, while crowns
2324 add more special bonuses like stats/resistances paired with
2325 low defense.]]>
2326 </description>
2327 <use><![CDATA[
2328 Feel free to create your own special artifacts. However, it is very
2329 important that you keep your artifact in balance with existing maps.]]>
2330 </use>
2331 <attribute arch="magic" editor="magic bonus" type="int">
2332 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2333 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2334 than direct armour-class bonus on the helmet.
2335
2336 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2337 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2338 Crowns for instance typically provide no &lt;amour class&gt;.
2339 </attribute>
2340 </type>
2341
2342 <!--####################################################################-->
2343 <type number="56" name="Holy Altar">
2344 <ignore>
2345 <ignore_list name="non_pickable" />
2346 </ignore>
2347 <description><![CDATA[
2348 Holy_altars are altars for the various religions. Praying
2349 at a Holy_altar will make you a follower of that god, and
2350 if you already follow that god, you may get some extra bonus.]]>
2351 </description>
2352 <attribute arch="no_pick" value="1" type="fixed" />
2353 <attribute arch="other_arch" editor="god name" type="string">
2354 The altar belongs to the god of the given name. Possible options for
2355 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2356 Gorokh, Valriel and Sorig.
2357
2358 If you want to have an unconsecrated altar, set
2359 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2360 </attribute>
2361 <attribute arch="level" editor="reconsecrate level" type="int">
2362 To re-consecrate an altar, the player's wisdom level must be as
2363 high or higher than this value. In that way, some altars can not
2364 be re-consecrated, while other altars, like those in dungeons, could be.
2365
2366 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2367 Some characters might need those altars, they would be very unhappy to
2368 see them re-consecrated to another cult.
2369 </attribute>
2370 </type>
2371
2372 <!--####################################################################-->
2373 <type number="35" name="Horn">
2374 <ignore>
2375 <attribute arch="title" />
2376 </ignore>
2377 <description><![CDATA[
2378 Horns are very similar to rods. The difference is that horns regenerate
2379 spellpoints faster and thus are more valuable than rods.
2380 <br><br>
2381 A horn contains a spell. The player can use this spell by applying and
2382 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2383 used endlessly.]]>
2384 </description>
2385 <use><![CDATA[
2386 Horns are powerful due to their fast recharge rate. They should
2387 never contain high level attacking spells. Even curing/healing spells
2388 are almost too good on a horn.]]>
2389 </use>
2390 <attribute arch="sp" editor="spell" type="spell">
2391 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2392 horns to players, since they can be used endlessly without any mana cost!
2393 Horns with heal/ restoration/ protection spells, IF available, MUST be
2394 very very VERY hard to get!
2395 </attribute>
2396 <attribute arch="level" editor="casting level" type="int">
2397 The casting level of the &lt;spell&gt; determines it's power.
2398 For attack spells, level should not be set too high.
2399 </attribute>
2400 <attribute arch="hp" editor="initial spellpoints" type="int">
2401 This value represents the initial amount of spellpoints in the horn.
2402 Naturally, this is quite unimportant.
2403 </attribute>
2404 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2405 When the horn is fully charged up, it will hold this maximum amount of
2406 spellpoints. Make sure it is enough to cast the contained spell at least
2407 once. But don't set the value too high, as that might make the horn way
2408 too effective.
2409 </attribute>
2410 <attribute arch="startequip" editor="godgiven item" type="bool">
2411 A godgiven item vanishes as soon as the player
2412 drops it to the ground.
2413 </attribute>
2414 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2415 This text may contain a description of the horn.
2416 </attribute>
2417 </type>
2418
2419 <!--####################################################################-->
2420 <type number="73" name="Inorganic">
2421 <description><![CDATA[
2422 Inorganic materials are generally used as ingredients for
2423 alchemical receipes. By themselves, they have no special
2424 functionalities.]]>
2425 </description>
2426 <attribute arch="is_dust" editor="is dust" type="bool">
2427 </attribute>
2428 &resistances_basic;
2429 </type>
2430
2431 <!--####################################################################-->
2432 <type number="64" name="Inventory Checker">
2433 <ignore>
2434 <ignore_list name="system_object" />
2435 </ignore>
2436 <description><![CDATA[
2437 Inventory checkers passively check the players inventory for a
2438 specific object. You can set a connected value that is triggered
2439 either if that object is present or missing (-&gt; "last_sp") when a
2440 player walks over the inv. checker. A valid option is to remove the
2441 matching object (usually not recommended, see "last_heal").
2442 <br><br>
2443 Alternatively, you can set your inv. checker to block all players
2444 that do/don't carry the matching object.
2445 <br><br>
2446 As you can see, inv. checkers are quite powerful, holding a
2447 great variety of possibilities.]]>
2448 </description>
2449 <use><![CDATA[
2450 Putting a check_inventory space in front of a gate (one below) and
2451 one on the opposite side works reasonably well as a control mechanism.
2452 Unlike the key/door-combo, this one works infinite since it is
2453 independant from map reset. Use it to put a "structure" into your
2454 maps: Player must solve area A to gain access to area B. This concept
2455 can be found in nearly every RPG - simple but effective.]]>
2456 </use>
2457 <attribute arch="no_pick" value="1" type="fixed" />
2458 <attribute arch="slaying" editor="match key string" type="string">
2459 This string specifies the object we are looking for: We have a match
2460 if the player does/don't carry a key object or a mark with identical
2461 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2462 this context. A typical example is the city gate mechanism of scorn.
2463 </attribute>
2464 <attribute arch="race" editor="match arch name" type="string">
2465 This string specifies the object we are looking for: We have a match
2466 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2467 </attribute>
2468 <attribute arch="hp" editor="match type" type="int">
2469 This value specifies the object we are looking for: We have a match
2470 if the player does/don't carry an object that is of type &lt;match type&gt;.
2471
2472 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2473 enabled. Now you have an inv. checker blocking all players that carry any
2474 kind of melee weapon. To pass, a player is forced to leave behind all
2475 his weaponry... bad news for a warrior. ;)
2476 </attribute>
2477 <attribute arch="last_sp" editor="match = having" type="bool">
2478 Enabled means having that object is a match.
2479 Disabled means not having that object is a match.
2480 </attribute>
2481 <attribute arch="connected" editor="connection" type="int">
2482 Whenever the inventory checker is triggered, all objects with identical
2483 &lt;connection&gt; value get activated. This only makes sense together with
2484 &lt;blocking passage&gt; disabled.
2485 </attribute>
2486 &movement_types_terrain;
2487 <attribute arch="last_heal" editor="remove match" type="bool">
2488 &lt;remove match&gt; means remove object if found. Setting this is usually not
2489 recommended because inv. checkers are in general invisible. So, unlike
2490 for altars/ locked doors, the player won't expect to lose an object when
2491 walking over that square. And he doesn't even get a message either.
2492
2493 So, *if* you enable &lt;remove match&gt;, make sure
2494 to inform the player what's going on!
2495 </attribute>
2496 </type>
2497
2498 <!--####################################################################-->
2499 <type number="163" name="Item Transformer">
2500 <description><![CDATA[
2501 An item transformer is simply applied, after having marked a 'victim'
2502 item. If the victim is suitable, it will be transformed into something
2503 else.]]>
2504 </description>
2505 <use><![CDATA[
2506 To make an item transformable, you just have to fill the 'slaying' field.
2507 The syntax is:
2508 <br>
2509 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2510 <br>
2511 with [] denoting optional part, and * any number of preceding [].
2512 'new_item' must be the name of an existing archetype.
2513 <br><br>
2514 Example, for object apple: slaying knife:2 half_apple
2515 <br><br>
2516 This means that, when applying a knife (should be an Item Transformer),
2517 one 'apple' will be transformed into 2 'half_apple'.]]>
2518 </use>
2519 <attribute arch="food" editor="number of uses" type="int">
2520 &lt;number of uses&gt; controls how many times the item transformer can
2521 be used. The value 0 means "unlimited"
2522 </attribute>
2523 <attribute arch="slaying" editor="verb" type="string">
2524 Contains the verb that is used to construct a message to the player
2525 applying the item transformer.
2526 </attribute>
2527 <attribute arch="startequip" editor="godgiven item" type="bool">
2528 A godgiven item vanishes as soon as the player
2529 drops it to the ground.
2530 </attribute>
2531 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2532 This text may contain a description of the item transformer.
2533 </attribute>
2534 </type>
2535
2536 <!--####################################################################-->
2537 <type number="60" name="Jewel">
2538 <description><![CDATA[
2539 Items of the type Gold &amp; Jewels are handled like a currency.
2540 Unlike for any other type of item, in shops, the buy- and selling
2541 prices differ only marginally.]]>
2542 </description>
2543 <attribute arch="race" value="gold and jewels" type="fixed" />
2544 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2545 This text may describe the object.
2546 </attribute>
2547 </type>
2548
2549 <!--####################################################################-->
2550 <type number="24" name="Key">
2551 <description><![CDATA[
2552 When carrying a key, a normal door can be opened. The key will
2553 disappear.]]>
2554 </description>
2555 <attribute arch="startequip" editor="godgiven item" type="bool">
2556 A godgiven item vanishes as soon as the player
2557 drops it to the ground.
2558 </attribute>
2559 </type>
2560
2561 <!--####################################################################-->
2562 <type number="20" name="Locked Door">
2563 <ignore>
2564 <ignore_list name="non_pickable" />
2565 </ignore>
2566 <description><![CDATA[
2567 A locked door can be opened only when carrying
2568 the appropriate special key.]]>
2569 </description>
2570 <use><![CDATA[
2571 If you want to create a locked door that cannot be opened (no key),
2572 set a &lt;key string&gt; like "no_key_available". This will clearify things
2573 and only a fool would create a key matching that string.
2574
2575 Door-objects can not only be used for "doors". In many maps these
2576 are used with all kinds of faces/names, especially often as
2577 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2578 There you have magic forces (door objects) put under certain artifact
2579 items. To get your hands on the artifacts, you need to bring up the
2580 appropriate quest items (key objects).]]>
2581 </use>
2582 <attribute arch="move_type" value="0" type="fixed" />
2583 <attribute arch="no_pick" value="1" type="fixed" />
2584 <attribute arch="slaying" editor="key string" type="string">
2585 The &lt;key string&gt; in the door must be identical with the
2586 &lt;key string&gt; in the special key, then the door is unlocked.
2587 It is VERY important to set the &lt;key string&gt; to something that
2588 is unique among the Deliantra mapset.
2589
2590 DONT EVER USE the default string "set_individual_value".
2591 </attribute>
2592 <attribute arch="no_magic" editor="restrict spells" type="bool">
2593 Restricting the use of spells to pass this door.
2594 This should be set in most cases.
2595 (Don't forget that the spell "dimension door" is easily
2596 available at about wisdom level 10).
2597 </attribute>
2598 <attribute arch="damned" editor="restrict prayers" type="bool">
2599 Restricting the use of prayers to pass this door.
2600 This should be set in most cases.
2601 </attribute>
2602 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2603 When a player is trying to open the door without carrying the
2604 appropriate key, this text is displayed to the player. This is
2605 a good opportunity to place hints about the special key needed
2606 to unlock the door.
2607 </attribute>
2608 </type>
2609
2610 <!--####################################################################-->
2611 <type number="29" name="Magic Ear">
2612 <ignore>
2613 <ignore_list name="system_object" />
2614 </ignore>
2615 <description><![CDATA[
2616 Magic_ears trigger a connected value
2617 when the player speaks a specific keyword.]]>
2618 </description>
2619 <use><![CDATA[
2620 Whenever you put magic_ears on your maps, make sure there are
2621 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2622 something like a gate that is opened by speaking "open" or
2623 "sesame", expecting the player to figure this out all by himself.
2624 <br><br>
2625 Magic_ears are typically used for interaction with NPCs. You
2626 can create the impression that the NPC actually *does* something
2627 according to his conversation with a player. Mostly this means
2628 opening a gate or handing out some item, but you could be quite
2629 creative here.]]>
2630 </use>
2631 <attribute arch="no_pick" value="1" type="fixed" />
2632 <attribute arch="connected" editor="connection" type="int">
2633 The Magic_ear will trigger all objects with the
2634 same connection value, every time it is activated.
2635 </attribute>
2636 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2637 This textfield contains the keyword-matching-syntax. The text should
2638 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2639 Any number of keywords from one to infinite is allowed. Make sure
2640 they are seperated by a '|'.
2641
2642 Examples: "@match yes", "@match gold|treasure". The connected
2643 value will be triggerd when the player speaks any of the given
2644 keywords within a two-square radius. IMPORTANT: Upper/lower case
2645 does not make a difference!
2646 </attribute>
2647 </type>
2648
2649 <!--####################################################################-->
2650 <type number="62" name="Magic Wall">
2651 <ignore>
2652 <ignore_list name="non_pickable" />
2653 </ignore>
2654 <description><![CDATA[
2655 Magic walls fire spells in a given direction, in regular intervals.
2656 Magic walls can contain any spell. However, some spells do not
2657 operate very successfully in them. The only way to know is to test
2658 the spell you want to use with a wall.
2659 <br><br>
2660 Several types of magical walls are predefined for you in the
2661 archetypes, and can be found on the "connected" Pickmap.]]>
2662 </description>
2663 <use><![CDATA[
2664 Spellcasting walls pose an interesting alternative to monsters.
2665 Usually they are set to be undestroyable. Thus, while monsters
2666 in a map can be cleared out, the magic walls remain. Low level
2667 characters for example will not be able to pass through their
2668 spell-area, hence they cannot loot a map that a high level character
2669 might have cleared out.
2670 <br><br>
2671 Another point of magic walls is that if the player dies, he has to face
2672 them all again. Magic walls can add a kind of "permanent thrill" to
2673 your maps.
2674 <br><br>
2675 Be careful that your magic walls don't kill the monsters on a map. If
2676 placing monsters, eventually take ones that are immune to the
2677 walls' spell(s).
2678 <br><br>
2679 It is possible to make walls rotate when triggered. But that is so
2680 confusing (and useless IMHO) that I did not mention it above. You
2681 can find a working example on the map
2682 "/pup_land/castle_eureca/castle_eureca8".]]>
2683 </use>
2684 <attribute arch="dam" editor="spell" type="spell">
2685 The magic wall will cast this &lt;spell&gt;.
2686 </attribute>
2687 <attribute arch="level" editor="spell level" type="int">
2688 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2689 walls cast spells at minimal strength. "level 100" walls cast deadly
2690 spells. Arch default is level 1 - you should always set this value
2691 to meet the overall difficulty of your map.
2692 </attribute>
2693 <attribute arch="connected" editor="connection" type="int">
2694 Every time the &lt;connection&gt; value is triggered, the wall will cast
2695 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2696 have much visible effect.
2697 </attribute>
2698 &activate_on;
2699 <attribute arch="speed" editor="casting speed" type="float">
2700 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2701 You can fine-tune how long the duration between two casts shall
2702 be. If you want to create a wall that can be activated (cast per
2703 trigger) via connected lever/button/etc, you must set "speed 0".
2704 </attribute>
2705 &speed_left;
2706 <attribute arch="sp" editor="direction" type="list_direction">
2707 The magic wall will cast it's spells always in the specified
2708 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2709 always fire in a random direction.
2710 </attribute>
2711 &movement_types_terrain;
2712 <section name="destroyable">
2713 <attribute arch="alive" editor="is destroyable" type="bool">
2714 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2715 destroyed by the player. If disabled, all other attributes on
2716 this tab, as well as resistances, are meaningless.
2717 </attribute>
2718 <attribute arch="hp" editor="hitpoints" type="int">
2719 The more &lt;hitpoints&gt; the wall has, the longer
2720 it takes to be destroyed.
2721 </attribute>
2722 <attribute arch="maxhp" editor="max hitpoints" type="int">
2723 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2724 can have. This only makes sense if the wall can regain health.
2725 </attribute>
2726 <attribute arch="ac" editor="armour class" type="int">
2727 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2728 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2729 to &lt;weapon class&gt;.
2730 </attribute>
2731 </section>
2732 &resistances_basic;
2733 </type>
2734
2735 <!--####################################################################-->
2736 <type number="55" name="Marker">
2737 <ignore>
2738 <ignore_list name="system_object" />
2739 </ignore>
2740 <description><![CDATA[
2741 A marker is an object that inserts an invisible force (a mark) into a
2742 player stepping on it. This force does nothing except containing a
2743 &lt;key string&gt; which can be discovered by detectors or inventory
2744 checkers. It is also possible to use markers for removing marks again.
2745 <br><br>
2746 Note that the player has no possibility to "see" his own marks,
2747 except by the effect that they cause on the maps.]]>
2748 </description>
2749 <use><![CDATA[
2750 Markers hold real cool possibilities for map-making. I encourage
2751 you to use them frequently. However there is one negative point
2752 about markers: Players don't "see" what's going on with them. It is
2753 your task, as map-creator, to make sure the player is always well
2754 informed and never confused.
2755 <br><br>
2756 Please avoid infinite markers when they aren't needed. They're
2757 using a little space in the player file after all, so if there
2758 is no real purpose, set an expire time.]]>
2759 </use>
2760 <attribute arch="no_pick" value="1" type="fixed" />
2761 <attribute arch="slaying" editor="key string" type="string">
2762 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2763 If the player already has a force with that &lt;key string&gt;,
2764 there won't be inserted a second one.
2765 </attribute>
2766 <attribute arch="connected" editor="connection" type="int">
2767 When the detector is triggered, all objects with the same
2768 connection value get activated.
2769 </attribute>
2770 <attribute arch="speed" editor="marking speed" type="float">
2771 The &lt;marking speed&gt; defines how quickly it will mark something
2772 standing on the marker. Set this value rather high to make
2773 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2774 should do fine.
2775 </attribute>
2776 &speed_left;
2777 <attribute arch="food" editor="mark duration" type="int">
2778 This value defines the duration of the force it inserts.
2779 If nonzero, the duration of the player's mark is finite:
2780 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2781 means the mark will stay on the player forever.
2782 </attribute>
2783 <attribute arch="name" editor="delete mark" type="string">
2784 When the player steps onto the marker, all existing forces in
2785 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2786 will be removed. If you don't want to remove any marks, leave
2787 this textfield empty.
2788
2789 Note that the string &lt;delete mark&gt; is set as the name of
2790 this marker. So don't be confused, and remember changing the
2791 name will take effect on the marker's functionality.
2792 </attribute>
2793 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2794 In the moment when the player gets marked, this text is displayed
2795 to him. You should really set a message in any marker you create,
2796 because it's the only way for the player to notice what's going on.
2797 </attribute>
2798 </type>
2799
2800 <!--####################################################################-->
2801 <type number="36" name="Money">
2802 <ignore>
2803 <attribute arch="unpaid" />
2804 </ignore>
2805 <description><![CDATA[
2806 Items of the type Money are handled as currency.
2807 Money cannot be sold/bought in shops. When money is dropped
2808 in a shop, it stays the same.<br>
2809 When a player picks an item from a shop and attempts to
2810 walk over the shop mat, the item's selling-price is automatically
2811 subtracted from the player's money.
2812 <br><br>
2813 For money, always use the default arches.
2814 Don't modify them.]]>
2815 </description>
2816 <attribute arch="race" value="gold and jewels" type="fixed" />
2817 </type>
2818
2819 <!--####################################################################-->
2820 <type number="0" name="Monster &amp; NPC">
2821 <required>
2822 <attribute arch="is_floor" value="0" />
2823 <attribute arch="alive" value="1" />
2824 <attribute arch="tear_down" value="0" />
2825 </required>
2826 <ignore>
2827 <attribute arch="material" />
2828 <attribute arch="name_pl" />
2829 <attribute arch="nrof" />
2830 <attribute arch="value" />
2831 <attribute arch="unpaid" />
2832 </ignore>
2833 <description><![CDATA[
2834 Monsters can behave in various kinds of ways.
2835 They can be aggressive, attacking the player. Or peaceful,
2836 helping the player - maybe joining him as pet.
2837 The unagressive creatures who communicate with players are
2838 usually called "NPCs" (Non Player Character), a well-known
2839 term in role-play environments.]]>
2840 </description>
2841 <use><![CDATA[
2842 Monsters play a central role in most maps. Choosing the right
2843 combination of monsters for your map is vital:
2844 <UL>
2845 <LI> Place only monsters of slightly varying (increasing) strength.
2846 It's no fun to play for two hours just to find out the last
2847 monster is unbeatable. Similar, it's not exciting to fight orcs
2848 after passing a room of dragons.<br>
2849 This rule applies only for linear maps (one room after the other),
2850 with treasure at the end. You can sprinkle the treasure around,
2851 or make non-linear maps - That is often more entertaining.
2852 <LI> Places with high level monsters must not be easy to reach.
2853 Balrogs, Dragonmen and the likes should be at the end of a quest,
2854 not at the beginning.
2855 <LI> Don't stick monsters together that tend to kill each other.
2856 Fire- and cold dragons in one room for example is a bad idea.
2857 By weakening and killing each other they are easy prey for players,
2858 not worth the experience they hold.
2859 <LI> Create your own monsters, especially for "boss"-type monsters.
2860 Having stage-bosses guarding treasure is a lot of fun when done right.
2861 Avoid to create monsters with completely non-intuitive abilities:
2862 Don't give ice-spells to firedragons or vice versa. Don't add
2863 draining attack to trolls, etc. Additionally, you should inform the
2864 player before he bumps right into some very special/unusual monster.
2865 <LI> Last but not least: Always keep an eye on the experience your monsters
2866 hold. Design your maps in a way that high experience
2867 is always well-defended. Don't make large rooms full with only one kind
2868 of monster. Keep in mind the different abilities/techniques players
2869 can use.
2870 </UL>
2871 I know it's impossible to make the perfectly balanced map. There's always
2872 some part which is found too easy or too hard for a certain kind of player.
2873 Just give it your best shot. And listen to feedback from players if you
2874 receive some. :-)]]>
2875 </use>
2876 <attribute arch="alive" value="1" type="fixed" />
2877 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2878 When the monster is killed, items from the treasurelist will
2879 drop to the ground. This is a common way to reward players
2880 for killing (masses of) monsters.
2881
2882 Note that you can always put items into the monster's
2883 inventory. Those will drop-at-kill just like the stuff
2884 from the &lt;treasurelist&gt;.
2885 </attribute>
2886 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2887 Set this flag to move treasure items created into the environment (map)
2888 instead of putting them into the object.
2889 </attribute>
2890 <attribute arch="level" editor="level" type="int">
2891 A monster's &lt;level&gt; is the most important attribute.
2892 &lt;level&gt; affects the power of a monster in various ways.
2893 </attribute>
2894 <attribute arch="race" editor="race" type="string">
2895 Every monster should have a race set to categorize it.
2896 The monster's &lt;race&gt; can have different effects:
2897 Slaying weapons inflict tripple damage against enemy races
2898 and holy word kills only enemy races of the god.
2899 </attribute>
2900 <attribute arch="exp" editor="experience" type="int">
2901 When a player kills this monster, he will get exactly this
2902 amount of &lt;experience&gt;. The experience will flow into
2903 the skill-category the player used for the kill.
2904
2905 If you create special monsters of tweaked strenght/abilities,
2906 always make sure that the &lt;experience&gt; is set to a
2907 reasonable value. Compare with existing arches to get a feeling
2908 what reasonable means. Keep in mind that spellcasting monsters
2909 are a lot harder to kill than non-spellcasters!
2910 </attribute>
2911 <attribute arch="speed" editor="speed" type="float">
2912 The &lt;speed&gt; determines how fast a monster will both move
2913 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2914 </attribute>
2915 &speed_left;
2916 <attribute arch="other_arch" editor="breed monster" type="string">
2917 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2918 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2919 can be set to any valid arch-name of a monster. Multipart monster
2920 should not be used.
2921 </attribute>
2922 <attribute arch="generator" editor="multiply" type="bool">
2923 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2924 every once in a while. Mice are a good example for this effect.
2925 If enabled, you must also set &lt;breed monster&gt; or check
2926 &lt;template generation&gt; and put other monsters in the inventory.
2927 </attribute>
2928 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2929 This only takes effect if &lt;multiply&gt; is enabled. The monster
2930 will create a new monster every once in a while by duplicating it's inventory.
2931 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2932 Each time the monster need to generate an object, it will be
2933 a randomly chosen item from the inventory. When generator is destroyed,
2934 inventory is destroyed.
2935 </attribute>
2936 &move_type;
2937 <attribute arch="undead" editor="undead" type="bool">
2938 Several spells only affect undead monsters:
2939 turn undead, banish undead, holy word, etc.
2940 </attribute>
2941 <attribute arch="carrying" editor="carries weight" type="int">
2942 If a monster has something in the inventory, this
2943 value can be set to reflect the slowdown due to
2944 the carried weight.
2945 </attribute>
2946 <attribute arch="precious" editor="precious" type="bool">
2947 Set this flag to indicate that this monster is precious, i.e.
2948 it should not be lightly destroyed. This is most useful on pets and
2949 keeps the server from destroying them on destroy_pets/monster floors
2950 and will try to save them when the player logs out.
2951 </attribute>
2952
2953 <section name="melee">
2954 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2955 This number is a bitmask, specifying the monster's attacktypes
2956 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2957 Strong monsters often have more than just physical attacktype.
2958
2959 When a monster with multiple attacktypes hits aan oponent, it will do
2960 as much damage as the "best" of it's attacktypes does. So, the more
2961 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2962 somehow exceptions.
2963 </attribute>
2964 <attribute arch="dam" editor="damage" type="int">
2965 Among other parameters, &lt;damage&gt; affects how much melee damage
2966 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2967 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2968 take effect on the melee damage of a monster.
2969 </attribute>
2970 <attribute arch="wc" editor="weapon class" type="int">
2971 Monsters of high &lt;weapon class&gt; are more likely to really hit
2972 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2973 to &lt;armour class&gt;.
2974 </attribute>
2975 <attribute arch="hp" editor="health points" type="int">
2976 The &lt;health points&gt; of a monster define how long it takes to
2977 kill it. With every successful hit from an opponent, &lt;health points&gt;
2978 get drained - The monster dies by zero &lt;health points&gt;.
2979 </attribute>
2980 <attribute arch="maxhp" editor="max health" type="int">
2981 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2982 monster can have.
2983 </attribute>
2984 <attribute arch="ac" editor="armour class" type="int">
2985 Monsters of low &lt;armour class&gt; are less likely to get hit from
2986 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2987 to &lt;weapon class&gt;.
2988 Values typically range between +20 (very bad) to -20 (quite good).
2989 </attribute>
2990 <attribute arch="Con" editor="healing rate" type="int">
2991 Monsters regenerate this many health points each 4 ticks. Hence, the
2992 healing rate is independent of &lt;speed&gt;.
2993 </attribute>
2994 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2995 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2996 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2997 bounce off.
2998 </attribute>
2999 <attribute arch="hitback" editor="hitback" type="bool">
3000 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3001 to the amount of damage the *attacker* inflicted. This damage
3002 is additional to the regular melee damage of the monster.
3003 As far as I know, hitback uses acid attacktype, and it only takes
3004 effect if the monster actually has acid attacktype at it's disposal.
3005 Acid spheres for example use this feature.
3006 </attribute>
3007 <attribute arch="one_hit" editor="one hit only" type="bool">
3008 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3009 to a player.
3010 </attribute>
3011 </section>
3012
3013 <section name="spellcraft">
3014 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3015 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3016 Only wands/rods/etc can be used, given the appropriate abilities.
3017 </attribute>
3018 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3019 A monster with this flag has the ability to &lt;reflect spells&gt;,
3020 all kinds of spell-bullets and -beams will bounce off.
3021
3022 Generally this flag should not be set because it puts
3023 wizard-type players at an unfair disadvantage.
3024 </attribute>
3025 <attribute arch="sp" editor="spellpoints" type="int">
3026 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3027 them for both wizard- and prayer-spells. However, this value defines
3028 only the amount of *initial* spellpoints the monster starts with.
3029 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3030 and &lt;spellpoint regen.&gt; are more important than just initial
3031 &lt;spellpoints&gt;.
3032 </attribute>
3033 <attribute arch="maxsp" editor="max spellpoints" type="int">
3034 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3035 can hold. Setting this to high values has little effect unless
3036 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3037 "regenerate mana" at it's disposal.
3038 </attribute>
3039 <attribute arch="Pow" editor="spellpoint regen." type="int">
3040 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3041 spellpoint regeneration rate is independent of &lt;speed&gt;.
3042
3043 To make a real tough spellcasting monster, the rate of spellpoint
3044 regeneration is most important. If your monster is still not casting
3045 fast enough, give it the spell-ability of "regenerate mana".
3046 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3047 </attribute>
3048 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3049 Click on the &lt;attuned paths&gt; button to select spellpaths.
3050 The creature will get attuned to the specified spellpaths.
3051 </attribute>
3052 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3053 Click on the &lt;repelled paths&gt; button to select spellpaths.
3054 The creature will get repelled to the specified spellpaths.
3055 </attribute>
3056 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3057 Click on the &lt;denied paths&gt; button to select spellpaths.
3058 The creature won't be able to cast spells of the specified paths.
3059 </attribute>
3060 </section>
3061
3062 <section name="ability">
3063 <attribute arch="Int" editor="detect hidden" type="int">
3064 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3065 hidden/invisible creatures. Higher values make for better
3066 detection-skills. Enabling &lt;see invisible&gt; makes this value
3067 obsolete.
3068 </attribute>
3069 <attribute arch="see_invisible" editor="see invisible" type="bool">
3070 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3071 with by invisible or hiding players. This flag is a must-have
3072 for high-level monsters. When a monster is unable to detect
3073 invisible players, it can be killed without fighting back.
3074 </attribute>
3075 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3076 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3077 by spells of darkness or dark maps. This flag is a "should-have"
3078 for high-level monsters. When a monster is unable to see in
3079 darkness, players can cast darkness and sneak around it safely.
3080 </attribute>
3081 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3082 Monster is able to wield weapon type objects.
3083 </attribute>
3084 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3085 Monster is able to use missile-weapon type objects.
3086 </attribute>
3087 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3088 Monster is able to wear protective equipment like brestplate
3089 armour, shields, helmets etc.
3090 </attribute>
3091 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3092 Monster is able to wear rings.
3093 </attribute>
3094 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3095 Monster is able to use wands and staves.
3096 </attribute>
3097 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3098 Monster is able to use rods.
3099 </attribute>
3100 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3101 Monster is able to read scrolls.
3102 </attribute>
3103 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3104 Monster is able to use skills from it's inventory.
3105 For example, you can put a throwing skill object and some
3106 boulders into the monster's object and set &lt;can use skills&gt;.
3107 </attribute>
3108 </section>
3109
3110 <section name="behave">
3111 <attribute arch="monster" editor="monster behaviour" type="bool">
3112 When &lt;monster behaviour&gt; is enabled, this object will behave
3113 like a monster: It can move and attack enemies (which are
3114 typically players).
3115 This flag should be set for all monsters as-such.
3116 Monsters which don't move, like guards, should also have
3117 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3118 It should *not* be set for things like immobile generators.
3119 </attribute>
3120 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3121 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3122 </attribute>
3123 <attribute arch="friendly" editor="friendly" type="bool">
3124 &lt;friendly&gt; monsters help the player, attacking any
3125 non-friendly monsters in range.
3126 </attribute>
3127 <attribute arch="stand_still" editor="stand still" type="bool">
3128 Monsters which &lt;stand still&gt; won't move to leave their position.
3129 When agressive, they will attack all enemies who get close to
3130 them. This behaviour is commonly known from castle guards.
3131
3132 In older versions of Deliantra it was possible to eventually
3133 push a &lt;stand still&gt;-monster out of position by force.
3134 I believe this is no longer possible. Neverthless, you should
3135 still be cautious when lining up &lt;stand still&gt;-monster in order
3136 to "defend" something: Such monsters are rather easy to kill.
3137 It's good for low level maps, but not much more.
3138 </attribute>
3139 <attribute arch="sleep" editor="asleep" type="bool">
3140 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3141 &lt;sensing range&gt; of the monster. Usually the sensing range is
3142 larger than the players line of sight. Due to that, in most cases
3143 the player won't ever notice weither a monster was asleep or not.
3144 </attribute>
3145 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3146 This entry defines which kinds of environment actions the
3147 creature is able to perform.
3148 </attribute>
3149 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3150 Click on the &lt;pick up&gt; button and select which types of objects
3151 the creature should try to pick up.
3152
3153 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3154 etc are set, then the creature will pick up the matching items even
3155 if this is not set here.
3156 </attribute>
3157 <attribute arch="Wis" editor="sensing range" type="int">
3158 &lt;sensing range&gt; determines how close a player needs to be before
3159 the creature wakes up. This is done as a square, for reasons of speed.
3160 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3161 11x11 square of the monster will wake the monster up. If the player
3162 has stealth, the size of this square is reduced in half plus 1.
3163 </attribute>
3164 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3165 If this is set to default, the standard mode of movement will be used.
3166 </attribute>
3167 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3168 This movement is not in effect when the monster has an enemy and should
3169 only be used for non agressive monsters.
3170 </attribute>
3171 <attribute arch="run_away" editor="run at % health" type="int">
3172 This is a percentage value in the range 0-100.
3173 When the monster's health points drop below this percentage
3174 (relative to max health), it attempts to run away from the
3175 attacker.
3176 </attribute>
3177 </section>
3178 &resistances_basic;
3179 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3180 </attribute>
3181 </type>
3182
3183 <!--####################################################################-->
3184 <type number="28" name="Monster (Grimreaper)">
3185 <import_type name="Monster &amp; NPC" />
3186 <ignore>
3187 <attribute arch="material" />
3188 <attribute arch="name_pl" />
3189 <attribute arch="nrof" />
3190 <attribute arch="value" />
3191 <attribute arch="unpaid" />
3192 </ignore>
3193 <description>
3194 A grimreaper is a monster that vanishes after it did some number of
3195 draining attacks.
3196 </description>
3197 <section name="grimreaper">
3198 <attribute arch="value" editor="attacks" type="int">
3199 The object vanishes after this number of draining attacks.
3200 </attribute>
3201 </section>
3202 </type>
3203
3204 <!--####################################################################-->
3205 <type number="65" name="Mood Floor">
3206 <ignore>
3207 <ignore_list name="system_object" />
3208 </ignore>
3209 <description><![CDATA[
3210 As the name implies, mood floors can change the "mood" of
3211 a monsters/NPC. For example, an unagressive monster could be
3212 turned mad to start attacking. Similar, an agressive monster
3213 could be calmed.]]>
3214 </description>
3215 <use><![CDATA[
3216 Mood floors are absolutely cool for NPC interaction. To make an
3217 unaggressive monster/NPC attack, put a creator with "other_arch
3218 furious_floor" under it. Connect the creator to a magic_ear, so the
3219 player speaks a keyword like "stupid sucker" - and the monster attacks.
3220 <br><br>
3221 To turn an NPC into a pet, put a charm_floor under it and connect
3222 it directly to a magic_ear. Then the player speaks a keyword like
3223 "help me" - and the NPC joins him as pet.
3224 <br><br>
3225 (Of course you must always give clear hints about keywords!
3226 And there is no reason why you couldn't use a button/lever/pedestal
3227 etc. instead of a magic_ear.)]]>
3228 </use>
3229 <attribute arch="no_pick" value="1" type="fixed" />
3230 <attribute arch="last_sp" editor="mood" type="list_mood">
3231 &lt;mood&gt; is used to determine what will happen to the
3232 monster when affected by the mood floor:
3233
3234 &lt;mood&gt; 'furious': Makes all monsters aggressive
3235
3236 &lt;mood&gt; 'angry': As above but pets are unaffected
3237
3238 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3239
3240 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3241
3242 &lt;mood&gt; 'charm': Turns monster into a pet of person
3243 who triggers the square. This setting is not
3244 enabled for continous operation, you need to
3245 insert a &lt;connection&gt; value!
3246 </attribute>
3247 <attribute arch="connected" editor="connection" type="int">
3248 This should only be set in combination with &lt;mood number&gt; 4.
3249 Normally, monsters are affected by the mood floor as soon as they
3250 step on it. But charming (monster -&gt; pet) is too powerful,
3251 so it needs to be activated.
3252
3253 Typically it is connected to an altar, for buying a "hireling".
3254 But a powerful pet could as well be the reward for solving a
3255 quest. Or even better: It could be *part* of a quest!
3256 </attribute>
3257 <attribute arch="no_magic" editor="no spells" type="bool">
3258 If enabled, it is impossible for players to use (wizard-)
3259 spells on that spot.
3260 </attribute>
3261 <attribute arch="damned" editor="no prayers" type="bool">
3262 If enabled, it is impossible for players to use prayers
3263 on that spot. It also prevents players from saving.
3264 </attribute>
3265 </type>
3266
3267 <!--####################################################################-->
3268 <type number="40" name="Mover">
3269 <ignore>
3270 <ignore_list name="non_pickable" />
3271 </ignore>
3272 <description><![CDATA[
3273 Movers move the objects above them. However, only living objects
3274 are affected (monsters/NPCs always, players optional). Movers have
3275 a direction, so players can be made to move in a pattern, and so
3276 can monsters. Motion is involuntary. Additionally, players or
3277 monsters can be "frozen" while ontop of movers so that they MUST
3278 move along a chain of them.
3279 <br><br>
3280 Multisquare monsters can be moved as well, given
3281 enough space. Movers are usually invisible.]]>
3282 </description>
3283 <use><![CDATA[
3284 NEVER EVER consider a mover being unpassable in the backwards
3285 direction. Setting "forced movement" makes it seemingly impossible
3286 but there is still a trick: One player can push a second player
3287 past the mover, in opposite to the mover's direction! The more
3288 movers, the more players needed. Hence, don't make a treasure
3289 room that is surrounded by movers instead of solid walls/gates.
3290 <br><br>
3291 Btw, it does not make a difference putting movers above or
3292 below the floor. Moreover, movers that are set to be invisible
3293 cannot be discovered with the show_invisible spell.
3294 <br><br>
3295 Note that Movers and Directors are seperate objects, even though
3296 they look and act similar. Directors only do spells/missiles,
3297 while movers only do living creatures (depending on how it
3298 is set: monsters and players).]]>
3299 </use>
3300 <attribute arch="attacktype" editor="forced movement" type="bool">
3301 If forced movement is enabled, the mover "freezes" anyone it
3302 moves (so they are forced to move along a chain).
3303 For players there is no way to escape this forced movement,
3304 except being pushed by a second player.
3305 </attribute>
3306 <attribute arch="maxsp" editor="freeze duration" type="int">
3307 The player will be "frozen" for that many moves.
3308 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3309 enabled, then &lt;freeze duration&gt; gets assigned the
3310 "default value" 2 automatically.
3311 </attribute>
3312 <attribute arch="speed" editor="movement speed" type="float">
3313 The movement speed value determines how fast a chain of
3314 these movers will push a player along (default is -0.2).
3315 </attribute>
3316 &speed_left;
3317 <attribute arch="sp" editor="direction" type="list_direction">
3318 The mover will push creatures in the specified &lt;direction&gt;.
3319 A mover with direction set to &lt;none&gt; will spin clockwise,
3320 thus pushing creatures in unpredictable directions.
3321 </attribute>
3322 <attribute arch="lifesave" editor="gets used up" type="bool">
3323 If enabled, the mover gets "used up" after a certain number of moves
3324 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3325 </attribute>
3326 <attribute arch="hp" editor="number of uses" type="int">
3327 This value has only a meaning if &lt;gets used up&gt; is set:
3328 &lt;number of uses&gt; is the number of times minus one, that it
3329 will move a creature before disappearing. (It will move
3330 someone &lt;number of uses&gt;+1 times, then vanish).
3331 </attribute>
3332 <section name="targets">
3333 <attribute arch="level" editor="move players" type="bool">
3334 If &lt;move players&gt; is enabled, both players and monsters will be
3335 moved. In the arches' default it is disabled - thus ONLY monsters
3336 get moved. Remember that "monsters" includes NPCs!
3337
3338 This feature provides you with the possibility to make NPCs
3339 literally "come to life". Example: The player is talking with an
3340 NPC, speaking a certain keyword. This triggers a magic_ear and
3341 activates creators, creating (per default: monster-only) movers
3342 under the NPC's feet. The NPC starts "walking" on a predefined
3343 route! Note that it's useful to set this NPC immune to everything,
3344 preventing the player to push the NPC off his trace.
3345 </attribute>
3346 <attribute arch="move_on" editor="movement type" type="movement_type">
3347 Which movement types activate the mover.
3348 </attribute>
3349 </section>
3350 </type>
3351
3352 <!--####################################################################-->
3353 <type number="17" name="Pedestal">
3354 <ignore>
3355 <ignore_list name="non_pickable" />
3356 </ignore>
3357 <description><![CDATA[
3358 Pedestals are designed to detect certain types of living objects.
3359 When a predefined type of living creature steps on the pedestal, the
3360 connected value is triggered.]]>
3361 </description>
3362 <use><![CDATA[
3363 If you want to create a place where only players of a certain race
3364 can enter, put a teleporter over your pedestal. So the teleporter is
3365 only activated for players of the matching race. Do not use gates,
3366 because many other players could sneak in. If you put powerful
3367 artifacts into such places, generally set "startequip 1", so that
3368 they are preserved for that one race and can't be traded to others.]]>
3369 </use>
3370 <attribute arch="no_pick" value="1" type="fixed" />
3371 <attribute arch="slaying" editor="match race" type="string">
3372 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3373 matches the monster's or the player's race, we have a match.
3374 Yes, pedestals can detect a player's race! E.g. you could create a
3375 place where only fireborns can enter, by setting "slaying unnatural".
3376
3377 If it is set to "player", any player stepping on the pedestal
3378 is a match. Very useful if you want to open a gate for players
3379 but not for monsters.
3380 </attribute>
3381 <attribute arch="connected" editor="connection" type="int">
3382 When the pedestal is triggered, all objects with the same
3383 connection value get activated.
3384 </attribute>
3385 &move_on;
3386 </type>
3387
3388 <!--####################################################################-->
3389 <type number="94" name="Pit">
3390 <ignore>
3391 <ignore_list name="non_pickable" />
3392 </ignore>
3393 <description><![CDATA[
3394 Pits are holes, transporting the player when he walks (and falls) into them.
3395 A speciality about pits is that they don't transport the player to
3396 the exact destination, but within a configurable radius of the destination
3397 (never on blocked squares).<br>
3398 Optionally, pits can get closed and opened, similar to gates.<br><br>
3399 Monsters and items are affected by pits just as well as players.
3400 Even multipart monsters can fall through them, given enough space.]]>
3401 </description>
3402 <use><![CDATA[
3403 Pits can add interesting effects to your map. When using them, make
3404 sure to use them in a "logical way": Pits should always drop the
3405 player to some kind of lower level. They should not be used to
3406 randomly interconnect maps like teleporters do.]]>
3407 </use>
3408 <attribute arch="no_pick" value="1" type="fixed" />
3409 <attribute arch="range" editor="spread radius" type="int">
3410 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3411 </attribute>
3412 <attribute arch="connected" editor="connection" type="int">
3413 When a &lt;connection&gt; value is set, the pit can be opened/closed
3414 by activating the connection.
3415 </attribute>
3416 &activate_on;
3417 <attribute arch="hp" editor="destination X" 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="sp" editor="destination Y" type="int">
3424 The pit will transport creatures (and items) randomly into a two-square
3425 radius of the destination coordinates.
3426 If the destination square becomes blocked, the pit will act like
3427 being filled up and not work anymore!
3428 </attribute>
3429 <attribute arch="wc" editor="position state" type="int">
3430 The &lt;position state&gt; defines the position of the gate:
3431 Zero means completely open/down, the "number of animation-steps" (usually
3432 about 6 or 7) means completely closed/up state. I suggest you don't
3433 mess with this value - Leave the default in place.
3434 </attribute>
3435 &move_on;
3436 </type>
3437
3438 <!--####################################################################-->
3439 <type number="7" name="Poison Food">
3440 <description><![CDATA[
3441 When eating, the player's stomache is drained by 1/4 of food.
3442 If his food drops to zero, the player might even die.]]>
3443 </description>
3444 </type>
3445
3446 <!--####################################################################-->
3447 <type number="5" name="Potion">
3448 <description><![CDATA[
3449 The player can drink these and gain various kinds of benefits
3450 (/penalties) by doing so.]]>
3451 </description>
3452 <use><![CDATA[
3453 One potion should never give multiple benefits at once.]]>
3454 </use>
3455 <attribute arch="level" editor="potion level" type="int">
3456 If the potion contains a spell, the spell is cast at this level.
3457 For other potions it should be set at least to 1.
3458 </attribute>
3459 <attribute arch="sp" editor="spell" type="spell">
3460 When a player drinks this potion, the selected spell
3461 will be casted (once). This should work for any given spell.
3462 E.g. heal is "sp 35", magic power is "sp 67".
3463 </attribute>
3464 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3465 There are two types of special effects for potions:
3466 'life restoration' - restore the player's stats lost by death or draining
3467 (this has nothing in common with the restoration spell!)
3468 'improvement' - increase the player's maximum health/mana/grace
3469 by a very small amount.
3470 </attribute>
3471 <attribute arch="cursed" editor="cursed" type="bool">
3472 If a potion is cursed, benefits generally turn into penalties.
3473 Note that potions can be "uncursed" by praying over an altar,
3474 with relative ease. *But* the potion must be identified to notice
3475 that it is cursed &gt;:)
3476 </attribute>
3477 <attribute arch="startequip" editor="godgiven item" type="bool">
3478 A godgiven item vanishes as soon as the player
3479 drops it to the ground.
3480 </attribute>
3481 &player_stat_resist_sections;
3482 </type>
3483
3484 <!--####################################################################-->
3485 <type number="156" name="Power Crystal">
3486 <description><![CDATA[
3487 Power crystals can store a player's mana:
3488 When the player applies the crystal with full mana, half of
3489 it flows into the crystal. When the player applies it with
3490 lacking mana, the crystal replenishes the player's mana.]]>
3491 </description>
3492 <attribute arch="sp" editor="initial mana" type="int">
3493 &lt;initial mana&gt; is the amount of spellpoints that the
3494 crystal holds when the map is loaded.
3495 </attribute>
3496 <attribute arch="maxsp" editor="mana capacity" type="int">
3497 The &lt;mana capacity&gt; defines how much mana can be stored
3498 in the crystal. This is what makes the crystal interesting.
3499 Wizard-players will always seek for crystals with large
3500 capacities.
3501 </attribute>
3502 </type>
3503
3504 <!--####################################################################-->
3505 <type number="13" name="Projectile">
3506 <description><![CDATA[
3507 Projectiles like arrows/crossbow bolts are used as ammunition
3508 for shooting weapons.
3509 <br><br>
3510 It's very easy to add new pairs of weapons &amp; projectiles.
3511 Just set matching &lt;ammunition class&gt; both for shooting
3512 weapon and projectile.]]>
3513 </description>
3514 <use><![CDATA[
3515 If you want to create new kinds of projectiles, you could
3516 add an alchemical receipe to create these.
3517
3518 Don't create new pairs of weapons &amp; projectiles unless
3519 they really fullfill a useful purpose. In fact, even bows
3520 and crossbows are rarely ever used.]]>
3521 </use>
3522 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3523 This number is a bitmask, specifying the projectile's attacktypes.
3524 Attacktypes are: physical, magical, fire, cold.. etc.
3525 This works identical to melee weapons. Note that shooting
3526 weapons cannot have attacktypes.
3527 </attribute>
3528 <attribute arch="race" editor="ammunition class" type="string">
3529 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3530 these projectiles. For arrows set "arrows", for crossbow bolts
3531 set "crossbow bolts" (big surprise).
3532
3533 In certain cases, the ammunition class is displayed in the game.
3534 Hence, when you create a new ammunition class, choose an
3535 intuitive name like "missiles", "spirit bolts" - whatever.
3536
3537 You can also make special containers holding these projectiles
3538 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3539 </attribute>
3540 <attribute arch="slaying" editor="slaying race" type="string">
3541 Slaying means the weapon does tripple (3x) damage to monsters
3542 of the specified race. If &lt;slaying race&gt; matches an arch name,
3543 only monsters of that archtype receive tripple damage.
3544 Tripple damage is very effective.
3545 </attribute>
3546 <attribute arch="dam" editor="damage" type="int">
3547 The projectile &lt;damage&gt; significantly affects the damage
3548 done. Damage can be further increased by the shooting
3549 weapon's attributes.
3550 </attribute>
3551 <attribute arch="wc" editor="weaponclass" type="int">
3552 This value is supposed to be the base &lt;weaponclass&gt;,
3553 but it seems to have rather little effect.
3554 High values are good here, low values bad.
3555 </attribute>
3556 <attribute arch="food" editor="chance to break" type="int">
3557 The &lt;chance to break&gt; defines the breaking probability when this
3558 projectile hits an obstacle, e.g. wall or monster.
3559 The value is the %-chance to break, ranging from 0 (never breaking)
3560 to 100 (breaking at first shot).
3561 </attribute>
3562 <attribute arch="magic" editor="magic bonus" type="int">
3563 Magic bonus increases chance to hit and damage a little bit.
3564 </attribute>
3565 <attribute arch="unique" editor="unique item" type="bool">
3566 Unique items exist only one time on a server. If the item
3567 is taken, lost or destroyed - it's gone for good.
3568 </attribute>
3569 <attribute arch="startequip" editor="godgiven item" type="bool">
3570 A godgiven item vanishes as soon as the player
3571 drops it to the ground.
3572 </attribute>
3573 <attribute arch="no_drop" editor="don't drop" type="bool">
3574 When a monster carries a projectile with &lt;don't drop&gt;,
3575 this item will never drop to the ground but
3576 vanish instead. If this object is shot, it can still drop
3577 after hitting an obstacle. You can prevent this by
3578 setting &lt;chance to break&gt; 100.
3579 </attribute>
3580 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3581 This text may describe the projectile. This
3582 could be nice for very special ones.
3583 </attribute>
3584 </type>
3585
3586 <!--####################################################################-->
3587 <type number="70" name="Ring">
3588 <import_type name="Amulet" />
3589 <description><![CDATA[
3590 Rings are worn on the hands - one ring each.
3591 Wearing rings, the object's stats will directly be inherited to
3592 the player. Usually enhancing his spellcasting potential.]]>
3593 </description>
3594 <use><![CDATA[
3595 When you create an artifact ring, never forget that players can
3596 wear <B>two</B> rings! Due to that it is extremely important to
3597 keep rings in balance with the game.
3598 <br><br>
3599 Also keep in mind that rings are generally the wizard's tools.
3600 They should primarily grant bonuses to spellcasting abilities
3601 and non-physical resistances.]]>
3602 </use>
3603 </type>
3604
3605 <!--####################################################################-->
3606 <type number="3" name="Rod">
3607 <ignore>
3608 <attribute arch="title" />
3609 </ignore>
3610 <description><![CDATA[
3611 A rod contains a spell. The player can use this spell by applying and
3612 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3613 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3614 used endlessly.]]>
3615 </description>
3616 <use><![CDATA[
3617 Rods with healing/curing spells are extremely powerful. Usually, potions have
3618 to be used for that purpose. Though, potions are expensive and only good for
3619 one-time-use.<br>]]>
3620 </use>
3621 <attribute arch="sp" editor="spell" type="spell">
3622 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3623 rods to players, since they can be used endlessly without any mana cost!
3624 Rods with heal/ restoration/ protection spells, IF available, MUST be
3625 very very VERY hard to get!
3626 </attribute>
3627 <attribute arch="level" editor="casting level" type="int">
3628 The casting level of the &lt;spell&gt; determines it's power.
3629 For attack spells, level should be set to something reasonable.
3630 </attribute>
3631 <attribute arch="hp" editor="initial spellpoints" type="int">
3632 This value represents the initial amount of spellpoints in the rod.
3633 Naturally, this is quite unimportant.
3634 </attribute>
3635 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3636 When the rod is fully charged up, it will hold this maximum amount of
3637 spellpoints. Make sure it is enough to cast the contained spell at least
3638 once. But don't set the value too high, as that might make the rod
3639 too effective.
3640 </attribute>
3641 <attribute arch="startequip" editor="godgiven item" type="bool">
3642 A godgiven item vanishes as soon as the player
3643 drops it to the ground.
3644 </attribute>
3645 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3646 This text may contain a description of the rod.
3647 </attribute>
3648 </type>
3649
3650 <!--####################################################################-->
3651 <type number="154" name="Rune">
3652 <ignore>
3653 <attribute arch="no_pick" />
3654 <attribute arch="title" />
3655 <attribute arch="name_pl" />
3656 <attribute arch="weight" />
3657 <attribute arch="value" />
3658 <attribute arch="material" />
3659 <attribute arch="unpaid" />
3660 </ignore>
3661 <description><![CDATA[
3662 A rune is a magical enscription on the dungeon floor.
3663 <br><br>
3664 Runes hit any monster or person who steps on them for 'dam' damage in
3665 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3666 and will cast this spell when it detonates. Yet another kind is the
3667 "summoning rune", summoning predefined monsters of any kind, at detonation.
3668 <br><br>
3669 Many runes are already defined in the archetypes.]]>
3670 </description>
3671 <use><![CDATA[
3672 Avoid monsters stepping on your runes. For example, summoning runes
3673 together with spellcasting- and attack-runes is usually a bad idea.]]>
3674 </use>
3675 <attribute arch="no_pick" value="1" type="fixed" />
3676 &move_on;
3677 <attribute arch="level" editor="rune level" type="int">
3678 This value sets the level the rune will cast the spell it contains at,
3679 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3680 (&lt;rune level&gt; 0 runes won't detonate at all!)
3681
3682 Level Also effects how easily a rune may be found and disarmed, and
3683 how much experience the player gets for doing so. Beware: High level
3684 runes can be quite a cheap source of experience! So either make them
3685 tough, or keep the level low.
3686 </attribute>
3687 <attribute arch="Cha" editor="visibility" type="int">
3688 This value determines what fraction of the time the rune is visible:
3689 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3690 how easily the rune may be found.
3691 </attribute>
3692 <attribute arch="hp" editor="number of charges" type="int">
3693 The rune will detonate &lt;number of charges&gt; times before disappearing.
3694 </attribute>
3695 <attribute arch="dam" editor="direct damage" type="int">
3696 &lt;direct damage&gt; specifies how much damage is done by the rune,
3697 if it doesn't contain a spell. This should be set in reasonable
3698 relation to the rune's level.
3699 </attribute>
3700 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3701 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3702 attribute defines what attacktype to use for direct damage when
3703 the rune detonates.
3704 </attribute>
3705 <section name="spellcraft">
3706 <attribute arch="sp" editor="spell" type="spell">
3707 The selected &lt;spell&gt; defines the spell in the rune, if any.
3708 (Many runes do direct damage).
3709 </attribute>
3710 <attribute arch="slaying" editor="spell name" type="string">
3711 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3712 but if present, overrides the &lt;spell&gt; setting.
3713 </attribute>
3714 <attribute arch="other_arch" editor="spell arch" type="string">
3715 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3716 is optional, but if present, overrides the &lt;spell&gt; setting.
3717 You can choose any of the existing arches.
3718 </attribute>
3719 <attribute arch="maxsp" editor="direction" type="list_direction">
3720 If set, the rune will cast it's containing spell (if any) in
3721 this &lt;direction&gt;.In most cases this appears useless because
3722 the spell directly hits the player.
3723 </attribute>
3724 <attribute arch="race" editor="summon monster" type="string">
3725 If this is set to the arch name of any monster, together with
3726 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3727 of those on detonation. (dam and attacktype will still be ignored
3728 in this case). Runes are even capable of summoning multi-square
3729 monsters, given enough space. You'd better test it though.
3730 </attribute>
3731 <attribute arch="maxhp" editor="summon amount" type="int">
3732 This should only be set to a summoning rune. It will then summon
3733 that many creatures of the kind &lt;summon monster&gt;.
3734 </attribute>
3735 </section>
3736 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3737 When the rune detonates, this text is displayed to the
3738 victim. For especially powerful runes, create an appropriate
3739 thrilling description. ;)
3740 </attribute>
3741 </type>
3742
3743 <!--####################################################################-->
3744 <type number="106" name="Savebed">
3745 <ignore>
3746 <ignore_list name="non_pickable" />
3747 </ignore>
3748 <description><![CDATA[
3749 When the player applies a savebed, he is not only saved. Both his
3750 respawn-after-death and his word-of-recall positions are pointing
3751 to the last-applied savebed.]]>
3752 </description>
3753 <use><![CDATA[
3754 Put savebed locations in towns, do not put them into dungeons.
3755 It is absolutely neccessary that a place with savebeds is 100% secure.
3756 That means:
3757 <UL>
3758 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3759 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3760 <LI> Insert a reliable exit! Make sure there is no possibility that
3761 players get trapped in a savebed location.
3762 <LI> If possible, mark the whole site as no-spell area (Insert this
3763 arch called "dungeon_magic" everywhere). This is not required,
3764 but it makes the place much more safe.
3765 </UL>]]>
3766 </use>
3767 <attribute arch="no_pick" value="1" type="fixed" />
3768 <attribute arch="no_magic" value="1" type="fixed" />
3769 <attribute arch="damned" value="1" type="fixed" />
3770 </type>
3771
3772 <!--####################################################################-->
3773 <type number="111" name="Scroll">
3774 <ignore>
3775 <attribute arch="title" />
3776 </ignore>
3777 <description><![CDATA[
3778 Scrolls contain spells (similar to spell-potions). Unlike potions,
3779 scrolls require a certain literacy skill to read successfully.
3780 Accordingly, for a successful reading, a small amount of
3781 experience is gained. Scrolls allow only one time usage, but
3782 usually they are sold in bulks.]]>
3783 </description>
3784 <use><![CDATA[
3785 For low level quests, scrolls of healing/curing-spells
3786 can be a nice reward. At higher levels, scrolls become less
3787 and less useful.]]>
3788 </use>
3789 <attribute arch="level" editor="casting level" type="int">
3790 The spell of the scroll will be casted at this level.
3791 This value should always be set, at least to 1.
3792 </attribute>
3793 <attribute arch="sp" editor="spell" type="spell">
3794 When a player/monster applies this scroll, the selected &lt;spell&gt;
3795 will be casted (once). This should work for any given spell.
3796 </attribute>
3797 <attribute arch="startequip" editor="godgiven item" type="bool">
3798 A godgiven item vanishes as soon as the player
3799 drops it to the ground.
3800 </attribute>
3801 </type>
3802
3803 <!--####################################################################-->
3804 <type number="33" name="Shield">
3805 <import_type name="Amulet" />
3806 <description><![CDATA[
3807 Wearing a shield, the object's stats will directly be inherited to
3808 the player. Shields usually provide good defense, only surpassed
3809 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3810 </description>
3811 <use><![CDATA[
3812 Feel free to create your own special artifacts. However, it is very
3813 important that you keep your artifact in balance with existing maps.]]>
3814 </use>
3815 <attribute arch="magic" editor="magic bonus" type="int">
3816 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3817 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3818 than direct armour-class bonus on the shield.
3819 </attribute>
3820 </type>
3821
3822 <!--####################################################################-->
3823 <type number="14" name="Shooting Weapon">
3824 <description><![CDATA[
3825 Shooting weapons like bows/crossbows are used to shoot projectiles
3826 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3827 wielded both at the same time. Like with any other equipment,
3828 stats/bonuses from shooting weapons are directly inherited to the player.
3829 <br><br>
3830 It's very easy to add new pairs of weapons &amp; projectiles.
3831 Just set matching &lt;ammunition class&gt; both for shooting
3832 weapon and projectile.]]>
3833 </description>
3834 <use><![CDATA[
3835 Shooting weapons should not add bonuses in general. There's already
3836 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3837 Shooting weapons should especially not add bonuses to the player
3838 that have nothing to do with schooting. A Wisdom bonus on a bow
3839 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3840 - still crap.]]>
3841 </use>
3842 <attribute arch="race" editor="ammunition class" type="string">
3843 Only projectiles with matching &lt;ammunition class&gt; can be fired
3844 with this weapon. For normal bows set "arrows", for normal
3845 crossbows set "crossbow bolts".
3846
3847 In certain cases, the ammunition class is displayed in the game.
3848 Hence, when you create a new ammunition class, choose an
3849 intuitive name like "missiles", "spirit bolts" - whatever.
3850 </attribute>
3851 <attribute arch="sp" editor="shooting speed" type="int">
3852 After shooting a projectile, the player is frozen for a short
3853 period of time (to prevent shooting arrows machine-gun-like).
3854 The greater &lt;shooting speed&gt;, the shorter this period of time.
3855 1 is minimum (=worst) and 100 is maximum (=best) value.
3856
3857 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3858 SET IT TO ZERO! (That would freeze the player for eternety).
3859 </attribute>
3860 <attribute arch="dam" editor="base damage" type="int">
3861 The &lt;base damage&gt; significantly affects the damage done
3862 by using this weapon. This damage is added to the projectile
3863 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3864 according to the player's strength is added.
3865 </attribute>
3866 <attribute arch="wc" editor="weaponclass" type="int">
3867 This value is supposed to be the base &lt;weaponclass&gt;,
3868 but it seems to have rather little effect.
3869 High values are good here, low values bad.
3870 </attribute>
3871 <attribute arch="item_power" editor="item power" type="int">
3872 The &lt;item power&gt; value measures how "powerful" an artifact is.
3873 Players will only be able to wear equipment with a certain total
3874 amount of &lt;item power&gt;, depending on their own level. This is the
3875 only way to prevent low level players to wear "undeserved" equipment
3876 (like gifts from other players or cheated items).
3877
3878 It is very important to adjust the &lt;item power&gt; value carefully
3879 for every artifact you create! If zero/unset, the Deliantra server will
3880 calculate a provisional value at runtime, but this is never
3881 going to be an accurate measurement of &lt;item power&gt;.
3882 </attribute>
3883 <attribute arch="no_strength" editor="ignore strength" type="bool">
3884 Usually the player's strentgh takes effect on the damage
3885 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3886 the player's strength is ignored.
3887 </attribute>
3888 <attribute arch="damned" editor="damnation" type="bool">
3889 A damned shooting weapon cannot be unwielded unless
3890 the curse is removed. Removing damnations is
3891 a tick harder than removing curses.
3892 </attribute>
3893 <attribute arch="cursed" editor="curse" type="bool">
3894 A cursed shooting weapon cannot be unwielded unless
3895 the curse is removed.
3896 </attribute>
3897 <attribute arch="unique" editor="unique item" type="bool">
3898 Unique items exist only one time on a server. If the item
3899 is taken, lost or destroyed - it's gone for good.
3900 </attribute>
3901 <attribute arch="startequip" editor="godgiven item" type="bool">
3902 A godgiven item vanishes as soon as the player
3903 drops it to the ground.
3904 </attribute>
3905 <section name="stats">
3906 <attribute arch="Str" editor="strength" type="int">
3907 The player's strentgh will rise/fall by the given value
3908 while wearing this shooting weapon.
3909 </attribute>
3910 <attribute arch="Dex" editor="dexterity" type="int">
3911 The player's dexterity will rise/fall by the given value
3912 while wearing this shooting weapon.
3913 </attribute>
3914 <attribute arch="Con" editor="constitution" type="int">
3915 The player's constitution will rise/fall by the given value
3916 while wearing this shooting weapon.
3917 </attribute>
3918 <attribute arch="Int" editor="intelligence" type="int">
3919 The player's intelligence will rise/fall by the given value
3920 while wearing this shooting weapon.
3921 </attribute>
3922 <attribute arch="Pow" editor="power" type="int">
3923 The player's power will rise/fall by the given value
3924 while wearing this shooting weapon.
3925 </attribute>
3926 <attribute arch="Wis" editor="wisdom" type="int">
3927 The player's wisdom will rise/fall by the given value while
3928 wearing this shooting weapon.
3929 </attribute>
3930 <attribute arch="Cha" editor="charisma" type="int">
3931 The player's charisma will rise/fall by the given value
3932 while wearing this shooting weapon.
3933 </attribute>
3934 </section>
3935 <section name="bonus">
3936 <attribute arch="luck" editor="luck bonus" type="int">
3937 With positive luck bonus, the player is more likely to
3938 succeed in all sorts of things (spellcasting, praying,...).
3939 Unless the &lt;luck bonus&gt; is very high, the effect will be
3940 barely visible in-game. Luck bonus on one piece of equipment
3941 should never exceed 3, and such bonus should not be too
3942 frequently available.
3943 </attribute>
3944 <attribute arch="magic" editor="magic bonus" type="int">
3945 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3946 I'm not sure what exactly is increased - maybe weaponclass?
3947 However, &lt;magic bonus&gt; seems to have a little bit of positive
3948 influence on your chance to hit.
3949 </attribute>
3950 </section>
3951 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3952 This text describes the weapons's "story". Every decent artifact weapon
3953 should have such a description.
3954 </attribute>
3955 </type>
3956
3957 <!--####################################################################-->
3958 <type number="68" name="Shop Floor">
3959 <ignore>
3960 <ignore_list name="non_pickable" />
3961 </ignore>
3962 <description><![CDATA[
3963 Shop floor is used for shops. It acts like a combination of the
3964 common floor- and the treasure type: When the map is loaded,
3965 randomitems (depending on the setings) are generated on it.
3966 These items are all flagged as unpaid.
3967 When a player drops an item onto shop floor, the item becomes
3968 unpaid and the player receives payment according to the item's
3969 selling-value.
3970 Shopfloor always prevents magic (To hinder players from burning
3971 or freezing the goods).]]>
3972 </description>
3973 <use><![CDATA[
3974 Tile your whole shop-interior space which shop floor.
3975 (That assures players receive payment for dropping items).
3976 Place shop mats to enter/leave the shop, and make sure
3977 there is no other exit than the shop mat.]]>
3978 </use>
3979 <attribute arch="is_floor" value="1" type="fixed" />
3980 <attribute arch="no_pick" value="1" type="fixed" />
3981 <attribute arch="no_magic" value="1" type="fixed" />
3982 <attribute arch="auto_apply" editor="generate goods" type="bool">
3983 If enabled, items will appear on this square when the map is loaded.
3984 You need to specify a &lt;treasurelist&gt; to define what kinds of items
3985 are generated. The items will be unpaid.
3986 </attribute>
3987 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3988 This entry determines what kind of treasure will appear, when
3989 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3990 for details about existing treasurelists.
3991 </attribute>
3992 <attribute arch="exp" editor="quality level" type="int">
3993 The &lt;quality level&gt; will be used for the quality of the generated
3994 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3995 doesn't need to be set, unless you want extraordinarily good/bad
3996 quality. If you want to make a shop with very high quality, meaybe
3997 charge an entrance fee, or make the shop hard-to-come-by.
3998 Note that &lt;quality level&gt; mainly affects chance of magic bonus
3999 and appearance of artifact-items.
4000 </attribute>
4001 <attribute arch="damned" editor="no prayers" type="bool">
4002 If enabled, it is impossible for players to use prayers
4003 on that spot. It also prevents players from saving.
4004 (Remember that &lt;no magic&gt; is always set for shop floors.)
4005 </attribute>
4006 </type>
4007
4008 <!--####################################################################-->
4009 <type number="69" name="Shop Mat">
4010 <ignore>
4011 <ignore_list name="non_pickable" />
4012 </ignore>
4013 <description><![CDATA[
4014 Shop mats are used for entering/leaving shops. You should always
4015 have exactly TWO shop mats on your shop-map: One inside the
4016 "shopping-area" and one outside. Shop mats don't use exit paths/
4017 or -destinations. When stepping onto a shopmat the player gets beamed
4018 to the nearest other mat. If the player has unpaid items in his
4019 inventory, the price gets charged from his coins automatically.
4020 If the player has insufficient coins to buy his unpaid items, he
4021 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4022 </description>
4023 <use><![CDATA[
4024 As stated above, always place TWO shop mats into your shop.
4025 Not more and not less than that.]]>
4026 </use>
4027 <attribute arch="no_pick" value="1" type="fixed" />
4028 &move_on;
4029 </type>
4030
4031 <!--####################################################################-->
4032 <type number="98" name="Sign &amp; MagicMouth">
4033 <ignore>
4034 <ignore_list name="non_pickable" />
4035 </ignore>
4036 <description><![CDATA[
4037 The purpose of a sign or magic_mouth is to display a certain message to
4038 the player. There are three ways to have the player get this message:
4039 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4040 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4041 </description>
4042 <use><![CDATA[
4043 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4044 some true roleplay feeling to your maps, support your storyline or give
4045 hints about hidden secrets/dangers. Place signs to provide the player
4046 with all kinds of useful information for getting along in your maps.]]>
4047 </use>
4048 <attribute arch="connected" editor="connection" type="int">
4049 When a connection value is set, the message will be printed whenever
4050 the connection is triggered. This should be used in combination with
4051 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4052 If activating your magic_mouth this way, the message will not only be
4053 printed to one player, but all players on the current map.
4054 </attribute>
4055 &activate_on;
4056 &move_on;
4057 <attribute arch="food" editor="counter" type="int">
4058 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4059 (printing the message) only that many times. For signs this really shouldn't
4060 be used, while for magic_mouths it is extremely helpful.
4061 Monsters walking over the magic_mouth do not decrease the counter.
4062
4063 Often, you might want to have a message displayed only one time. For example:
4064 The player enters your map and you put a magic_mouth to tell him about the
4065 monsters and how dangerous they look and all. Later, when all the monsters
4066 are killed and the player leaves the map, displaying the same message a
4067 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4068 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4069 </attribute>
4070 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4071 This text will be displayed to the player.
4072 </attribute>
4073 </type>
4074
4075 <type number="150" name="Shop Inventory">
4076 <ignore>
4077 <ignore_list name="non_pickable" />
4078 </ignore>
4079 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4080 </description>
4081 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4082 </use>
4083 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4084 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4085 the map that will be searched for unpaid items.
4086 </attribute>
4087 </type>
4088
4089 <!--####################################################################-->
4090 <type number="43" name="Skill">
4091 <ignore>
4092 <ignore_list name="system_object" />
4093 </ignore>
4094 <description><![CDATA[
4095 Skills are objects which exist in the player/monster inventory.
4096 Both NPC/monsters and players use the same skill archetypes. Not all skills
4097 are enabled for monster use however.]]>
4098 </description>
4099 <use><![CDATA[
4100 For mapmaking, Skill objects serve two purposes:
4101 <p>First, the predefined skill archtypes (in the 'skills' directory)
4102 can be seen as the global skill definitions. A skill which doesn't
4103 exists as an archtype cannot be learned or used by players. When you
4104 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4105 of defined skill archtypes, because those strings are used as a reference in
4106 many skill-related objects.
4107 </p><p>
4108 Secondly, in order to enable monsters to use skills, you will need to
4109 copy default skill archtypes into the monsters' inventories.
4110 You can even customize the skills by changing stats. It is not
4111 recommended however, to use skills in your maps which are totally
4112 unrelated to any predefined skill archtype.</p>]]>
4113 </use>
4114 <attribute arch="invisible" value="1" type="fixed" />
4115 <attribute arch="no_drop" value="1" type="fixed" />
4116 <attribute arch="skill" editor="skill name" type="string">
4117 The &lt;skill name&gt; is used for matchings. When a usable
4118 object has an identical &lt;skill name&gt;, players
4119 (or monsters) will need this skill to apply/use the object.
4120 </attribute>
4121 <attribute arch="expmul" editor="exp multiplier" type="float">
4122 This is the ratio of experience the players total should increase by
4123 when this skill is used. If this is zero, then experience only goes to
4124 to the skill. Values higher than 1 are allowed. Note that experience
4125 rewarded to the players total is in addition to that given to the
4126 skill. Eg, if player should get 500 exp for using a skill, and
4127 expmul is 1, the player will get 500 added to that skill as well as
4128 500 to their total.
4129 </attribute>
4130 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4131 The &lt;skill type&gt; defines the base functionality of the skill.
4132 Skill types are hardcoded in the Deliantra server. It isn't hard to
4133 create new skill types, but it requires a bit of server-coding.
4134 </attribute>
4135 <attribute arch="level" editor="level" type="int">
4136 </attribute>
4137 <attribute arch="exp" editor="experience" type="int">
4138 </attribute>
4139 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4140 The &lt;is native skill&gt; flag has an effect only when this
4141 skill object is placed in the inventory of a monster (or player).
4142 If it is set, the monster or player knows the skill natively, which
4143 means he does not need a skill tool to use it.
4144 </attribute>
4145 </type>
4146
4147 <!--####################################################################-->
4148 <type number="130" name="Skill Scroll">
4149 <description><![CDATA[
4150 By reading a skill scroll, a player has a chance to learn the
4151 contained skill.]]>
4152 </description>
4153 <use><![CDATA[
4154 Skill scrolls are very much sought for by players. Currently,
4155 all skill scrolls are sold in shops randomly, which is in fact not
4156 a good system. It would be nice to have some cool quests with
4157 skill scrolls rewarded at the end.]]>
4158 </use>
4159 <attribute arch="race" value="scrolls" type="fixed" />
4160 <attribute arch="skill" editor="skill name" type="string">
4161 The &lt;skill name&gt; matches the skill object that can
4162 be learned from this scroll.
4163 </attribute>
4164 </type>
4165
4166 <!--####################################################################-->
4167 <type number="21" name="Special Key">
4168 <ignore>
4169 <attribute arch="material" />
4170 </ignore>
4171 <description><![CDATA[
4172 When carrying the appropriate special key, a locked door can
4173 be opened. The key will dissapear.
4174 <br><br>
4175 This object-type can also be used for "passport"-like items:
4176 When walking onto an invetory checker, a gate for example might
4177 get opened. The "passport" will stay in the player's inventory.]]>
4178 </description>
4179 <use><![CDATA[
4180 How to make a "passport": You take the special key arch
4181 (archetype name is "key2"), set the face to something like
4182 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4183 certainly must match with the appropiate inventory checker.
4184 <br><br>
4185 Of course you can be creative with names and faces of
4186 key-objects. A "mysterious crystal" or a "big dragon claw"
4187 (with appropriate faces) appear more interesting than just
4188 a "strange key", or "passport".]]>
4189 </use>
4190 <attribute arch="slaying" editor="key string" type="string">
4191 This string must be identical with the &lt;key string&gt; in the
4192 locked door, then it can be unlocked. It can also be used
4193 to trigger inventory checkers.
4194 </attribute>
4195 <attribute arch="material" editor="material" type="bitmask_material">
4196 For Special Keys, material should always be unset or set
4197 to Adamantite. This prevents the key from getting
4198 burned or otherwise destroyed.
4199 </attribute>
4200 <attribute arch="unique" editor="unique item" type="bool">
4201 Unique items exist only one time on a server. If the item
4202 is taken, lost or destroyed - it's gone for good.
4203
4204 This can be used if you want to sell apartments on your
4205 map: Simply sell a unique passport/key, and place
4206 an inventory checker at the entrance of your apartment.
4207 </attribute>
4208 <attribute arch="startequip" editor="godgiven item" type="bool">
4209 A godgiven item vanishes as soon as the player
4210 drops it to the ground.
4211 </attribute>
4212 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4213 This will add a description to the object. The player can read
4214 this text by clicking on the item in his inventory. Use this
4215 message to describe what the key/passport is good for. A player
4216 might have 50 different keys on his key-ring. Don't expect
4217 players to recall their purpose just by their names.
4218 </attribute>
4219 </type>
4220
4221 <!--####################################################################-->
4222 <type number="101" name="Spell">
4223 <ignore>
4224 <ignore_list name="system_object" />
4225 </ignore>
4226 <description><![CDATA[
4227 Spell objects define a spell. When a spell is put in a spellbook,
4228 players can learn it by reading the book. Once learned, players
4229 can use the spell as often as they like. With increasing skill level
4230 of the player, spells may gain power but also increase cost.<br>
4231 Monsters can use spells which are put in their inventory (provided
4232 that certain "enabling" settings are correct). The monster's
4233 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4234 </description>
4235 <use><![CDATA[
4236 A lot of the spells' settings can be tuned and customized.
4237 When creating new spells which are accessible to players, it is
4238 important to think about balance. A single spell which is too
4239 powerful and/or too easy to use can eventually toss the whole skill
4240 and magic school system out of whack. Testing new spells is
4241 quite important therefore.]]>
4242 </use>
4243 <attribute arch="no_drop" value="1" type="fixed" />
4244 <attribute arch="invisible" value="1" type="fixed" />
4245 <attribute arch="skill" editor="skill name" type="string">
4246 The &lt;skill name&gt; matches the skill which is needed
4247 to cast this spell. This should be one out of "sorcery",
4248 "pyromancy", "evocation", "summoning" or "praying".
4249 If you want to fiddle with these, please take care not
4250 to upset the concept and balance of the various skills.
4251 </attribute>
4252 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4253 The &lt;spell type&gt; defines the basic type of spell.
4254 Some of these types are of a more generic nature than others.
4255 </attribute>
4256 <attribute arch="level" editor="spell level" type="int">
4257 </attribute>
4258 <attribute arch="casting_time" editor="casting time" type="int">
4259 </attribute>
4260 <attribute arch="duration" editor="duration" type="int">
4261 </attribute>
4262 <attribute arch="other_arch" editor="create object" type="string">
4263 </attribute>
4264 <attribute arch="sp" editor="cost spellpoints" type="int">
4265 </attribute>
4266 <attribute arch="grace" editor="cost grace" type="int">
4267 </attribute>
4268 <attribute arch="maxsp" editor="double cost per level" type="int">
4269 </attribute>
4270 </type>
4271
4272 <!--####################################################################-->
4273 <type number="85" name="Spellbook">
4274 <description><![CDATA[
4275 By reading a spellbook, the player has a chance of learning the
4276 contained spell. Once learned from a book, the spell is available
4277 forever. Spellbooks with high level spells require some skill-level
4278 to read.<br><br>
4279 You can create widely customized spells only by adjusting the
4280 spell object in the spellbooks inventory. Refer to the description
4281 of spell objects for detailed information how to customize spells.<br>
4282 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4283 with a compilation of spells that the book may contain.]]>
4284 </description>
4285 <use><![CDATA[
4286 Don't put any of the godgiven spells into a spellbook! These are
4287 reserved for the followers of the appropriate cults. Handing them
4288 out in a spellbook would violate the balance between different religions.
4289 <br><br>
4290 Note that there is no fundamental difference between the spellbooks
4291 of varying schools (pyromancy, sorcery, evocation, summoning, and
4292 even praying). The difference lies only in the spells they contain.
4293 It is up to you, the mapmaker, to pick the right type of book
4294 for your spells.]]>
4295 </use>
4296 <attribute arch="skill" value="literacy" type="fixed" />
4297 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4298 There are two ways to put spells into a spellbook:
4299 1. Put a spell object in the books inventory. In this case,
4300 treasurelist must be set to &lt;none&gt;.
4301 2. Choose a treasurelist which contains spells.
4302 In that way, a spell will be chosen randomly from the list.
4303 </attribute>
4304 <attribute arch="startequip" editor="godgiven item" type="bool">
4305 A godgiven item vanishes as soon as the player
4306 drops it to the ground.
4307 </attribute>
4308 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4309 This text may contain a nice description
4310 of the spellbook's cover or something.
4311 </attribute>
4312 </type>
4313
4314 <!--####################################################################-->
4315 <type number="90" name="Spinner">
4316 <ignore>
4317 <ignore_list name="non_pickable" />
4318 </ignore>
4319 <description><![CDATA[
4320 Spinners change the direction of spell objects and other projectiles
4321 that fly past. Unlike directors, it does make a difference from what
4322 angle you shoot into the spinner. The direction of objects flying past
4323 is always changed by a certain degree.]]>
4324 </description>
4325 <use><![CDATA[
4326 Spinners are very rarely used. I believe they are quite
4327 confusing and pointless. The only use I can think of is building
4328 some puzzle about where to shoot into spinners to shoot somewhere you
4329 otherwise couldn't.
4330
4331 When placing spinners on a map with magic walls, make sure the spell-
4332 projectiles from magic walls don't get to fly in loops.]]>
4333 </use>
4334 <attribute arch="sp" editor="direction number" type="int">
4335 The spinner will change the direction of flying objects by
4336 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4337 positive values counter clockwise.
4338
4339 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4340 </attribute>
4341 &move_on;
4342 </type>
4343
4344 <!--####################################################################-->
4345 <type number="138" name="Swamp">
4346 <ignore>
4347 <ignore_list name="non_pickable" />
4348 </ignore>
4349 <description><![CDATA[
4350 Swamp areas show a special behaviour:
4351 When a player stands still on a swamp-square for too long,
4352 he will start to sink in and eventually drown and die.
4353 Items dropped on the swamp sink in and dissapear.
4354 Players with knowledge of the woodsman skill are a lot less likely
4355 to die in the swamp.]]>
4356 </description>
4357 <attribute arch="is_floor" value="1" type="fixed" />
4358 <attribute arch="is_wooded" value="1" type="fixed" />
4359 <attribute arch="speed" editor="drowning speed" type="float">
4360 The higher the &lt;drowning speed&gt;, the faster will players and items
4361 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4362 and unexpected death-trap. Players should get a warning before such areas.
4363 </attribute>
4364 &speed_left;
4365 &move_on;
4366 &movement_types_terrain;
4367 <attribute arch="no_magic" editor="no spells" type="bool">
4368 If enabled, it is impossible for players to use (wizard-)
4369 spells on that spot.
4370 </attribute>
4371 <attribute arch="damned" editor="no prayers" type="bool">
4372 If enabled, it is impossible for players to use prayers
4373 on that spot. It also prevents players from saving.
4374 </attribute>
4375 </type>
4376
4377 <!--####################################################################-->
4378 <type number="41" name="Teleporter">
4379 <ignore>
4380 <ignore_list name="non_pickable" />
4381 </ignore>
4382 <description><![CDATA[
4383 When the player walks into a teleporter, he is transferred to a
4384 different location. The main difference to the object-type exit
4385 is the possibility to have teleporters connected to levers/buttons/etc.
4386 Sometimes teleporters are activated even against the players will.
4387 <br><br>
4388 Unlike exits, teleporters can also transfer items and
4389 monsters to different locations on the same map.]]>
4390 </description>
4391 <use><![CDATA[
4392 When creating maps, I guess sooner or later you'll want to have
4393 an invisible teleporter. If using "invisible 1", the teleporter
4394 can still be discovered with the show_invisible spell. And in
4395 some cases you can't place it under the floor to prevent this.
4396 <br><br>
4397 Fortunately, there is a cool trick to make a perfectly invisible
4398 teleporter: You simply add teleporter functionality to the floor
4399 itself. That means: You take the floor arch (e.g. "flagstone"),
4400 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4401 </use>
4402 <attribute arch="slaying" editor="exit path" type="string">
4403 The exit path specifies the map that the player is transferred to.
4404 &lt;exit path&gt; can be an absolute path, beginning with '/'
4405 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4406 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4407 for example I could use the relative path "Fire1"). Use relative
4408 paths whenever possible! Note that upper/lower case must always be
4409 set correctly. However, please use lower case only.
4410
4411 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4412 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4413 monsters and items. In this case, the destined map is automatically
4414 the same map the teleporter is on.
4415 </attribute>
4416 <attribute arch="hp" editor="destination X" type="int">
4417 The exit destinations define the (x, y)-coordinates where the exit
4418 leads to.
4419
4420 If both are set to zero and &lt;exit path&gt; is empty, the player will
4421 get teleported to another, randomly chosen teleporter on the same
4422 map (Slightly confusing for the player though). Make sure there
4423 actually *is* a second one in that case.
4424
4425 If both are set to zero and &lt;exit path&gt; is set, the player will
4426 be transferred to the "default enter location" of the destined map.
4427 The latter can be set in the map-properties as "Enter X/Y". Though,
4428 please DO NOT use that. It turned out to be a source for numerous
4429 map-bugs.
4430 </attribute>
4431 <attribute arch="sp" editor="destination Y" type="int">
4432 The exit destinations define the (x, y)-coordinates where the exit
4433 leads to.
4434
4435 If both are set to zero and &lt;exit path&gt; is empty, the player will
4436 get teleported to another, randomly chosen teleporter on the same
4437 map (Slightly confusing for the player though). Make sure there
4438 actually *is* a second one in that case.
4439
4440 If both are set to zero and &lt;exit path&gt; is set, the player will
4441 be transferred to the "default enter location" of the destined map.
4442 The latter can be set in the map-properties as "Enter X/Y". Though,
4443 please DO NOT use that. It turned out to be a source for numerous
4444 map-bugs.
4445 </attribute>
4446 <attribute arch="connected" editor="connection" type="int">
4447 If a connection value is set, the teleporter will be activated
4448 whenever the connection is triggered. To use this properly,
4449 &lt;activation speed&gt; must be zero.
4450 </attribute>
4451 &activate_on;
4452 <attribute arch="speed" editor="activation speed" type="float">
4453 If the &lt;activation speed&gt; is nonzero, the teleporter will
4454 automatically be activated in regular time-intervals. Hence, the
4455 player can just step on it and gets teleported sooner or later.
4456 The duration between two activates depends on the given value.
4457 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4458
4459 VERY IMPORTANT: If you want to have your teleporter activated via
4460 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4461 </attribute>
4462 &speed_left;
4463 </type>
4464
4465 <!--####################################################################-->
4466 <type number="26" name="Timed Gate">
4467 <ignore>
4468 <ignore_list name="non_pickable" />
4469 </ignore>
4470 <description><![CDATA[
4471 Gates play an important role in Deliantra. Gates can be opened
4472 by activating a button/trigger, by speaking passwords (-> magic_ear)
4473 or carrying special key-objects (-> inventory checker).
4474 Unlike locked doors, gates can get shut again after a player has
4475 passed, which makes them more practical in many cases. Unlike normal
4476 gates, timed gates open when triggered but automatically close again
4477 after some time.]]>
4478 </description>
4479 <use><![CDATA[
4480 Use gates to divide your maps into separated areas. After solving
4481 area A, the player gains access to area B, and so on. Make your
4482 maps more complex than "one-way".]]>
4483 </use>
4484 <attribute arch="no_pick" value="1" type="fixed" />
4485 <attribute arch="connected" editor="connection" type="int">
4486 Whenever the inventory checker is triggered, all objects with identical
4487 &lt;connection&gt; value get activated. This only makes sense together with
4488 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4489 after some time.
4490 </attribute>
4491 &activate_on;
4492 <attribute arch="wc" editor="position state" type="int">
4493 The &lt;position state&gt; defines the position of the gate:
4494 Zero means completely open/down, the "number of animation-steps" (usually
4495 about 6 or 7) means completely closed/up state. I suggest you don't
4496 mess with this value - Leave the default in place.
4497 </attribute>
4498 &movement_types_terrain;
4499 <attribute arch="no_magic" editor="restrict spells" type="bool">
4500 Restricting the use of spells to pass this gate. This has
4501 an effect only if &lt;block view&gt; is disabled.
4502 </attribute>
4503 <attribute arch="damned" editor="restrict prayers" type="bool">
4504 Restricting the use of prayers to pass this door. This has
4505 an effect only if &lt;block view&gt; is disabled.
4506 </attribute>
4507 <attribute arch="hp" editor="open duration" type="int">
4508 Defines the duration the gate remains closed. This only takes effect
4509 if the gate is not connected.
4510 </attribute>
4511 </type>
4512
4513 <!--####################################################################-->
4514 <type number="155" name="Trap">
4515 <ignore>
4516 <attribute arch="no_pick" />
4517 <attribute arch="title" />
4518 <attribute arch="name_pl" />
4519 <attribute arch="weight" />
4520 <attribute arch="value" />
4521 <attribute arch="material" />
4522 <attribute arch="unpaid" />
4523 </ignore>
4524 <description><![CDATA[
4525 A trap is a object that can either do damage or trigger another connected object
4526 when detonated. Traps are like runes except they are not magical in nature,
4527 and generally have either a physical attack or trigger a reaction.
4528 <br><br>
4529 Traps hit any monster or person who steps on them for 'dam' damage in
4530 'attacktype' attacktype and/or trigger a reaction.
4531 <br><br>
4532 Many traps are already defined in the archetypes.]]>
4533 </description>
4534 <use><![CDATA[
4535 Avoid monsters stepping on your traps. For example, a party of orcs setting
4536 off your lightning wall and pit trap is usually a bad idea.]]>
4537 </use>
4538 <attribute arch="no_pick" value="1" type="fixed" />
4539 &move_on;
4540 <attribute arch="level" editor="trap level" type="int">
4541 Level effects how easily a trap may be found and disarmed, and
4542 how much experience the player gets for doing so. Beware: High level
4543 traps can be quite a cheap source of experience! So either make them
4544 tough, or keep the level low.
4545 </attribute>
4546 <attribute arch="Cha" editor="visibility" type="int">
4547 This value determines what fraction of the time the trap is visible:
4548 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4549 how easily the trap may be found.
4550 </attribute>
4551 <attribute arch="hp" editor="number of charges" type="int">
4552 The trap will detonate &lt;number of charges&gt; times before disappearing.
4553 </attribute>
4554 <attribute arch="dam" editor="direct damage" type="int">
4555 &lt;direct damage&gt; specifies how much damage is done by the trap.
4556 This should be set in reasonable relation to the trap's level.
4557 </attribute>
4558 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4559 This attribute defines what attacktype to use for direct damage when
4560 the trap detonates.
4561 </attribute>
4562 <attribute arch="connected" editor="connection" type="int">
4563 When the trap is detonated, all objects with the same
4564 connection value get activated.
4565 </attribute>
4566 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4567 When the trap detonates, this text is displayed to the
4568 victim. For especially powerful or complex traps, create an appropriate
4569 and thrilling description. ;)
4570 </attribute>
4571 </type>
4572
4573 <!--####################################################################-->
4574 <type number="95" name="Trapdoor">
4575 <ignore>
4576 <ignore_list name="non_pickable" />
4577 </ignore>
4578 <description><![CDATA[
4579 Trapdoors are very similar to pits. The difference is that they
4580 can not be closed. Instead, the weight of the object on the
4581 trapdoor determines weither it slams the trapdoor open and falls through
4582 or not.<br>
4583 Once a trapdoor has been opened (by a creature or items of sufficient
4584 weight,) it remains open, acting like an opened pit.]]>
4585 </description>
4586 <use><![CDATA[
4587 Trapdoors should be used in the same fashion as pits:
4588 They should always drop the victims to some kind of lower level. They
4589 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4590 </use>
4591 <attribute arch="no_pick" value="1" type="fixed" />
4592 &move_on;
4593 <attribute arch="weight" editor="hold weight" type="int">
4594 This value defines how much weight the trapdoor can hold.
4595 Once items or creatures are gathered on the trapdoor, with
4596 a total weight surpassing this value, then the trapdoor will
4597 open and things start falling through.
4598 </attribute>
4599 <attribute arch="hp" editor="destination X" 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 <attribute arch="sp" editor="destination Y" type="int">
4606 The trapdoor will transport creatures (and items) randomly into
4607 a two-square radius of the destination coordinates.
4608 If the destination square becomes blocked, the trapdoor will act like
4609 being filled up and not work anymore!
4610 </attribute>
4611 </type>
4612
4613 <!--####################################################################-->
4614 <type number="4" name="Treasure">
4615 <ignore>
4616 <attribute arch="nrof" />
4617 <attribute arch="title" />
4618 <attribute arch="name_pl" />
4619 <attribute arch="weight" />
4620 <attribute arch="value" />
4621 <attribute arch="material" />
4622 </ignore>
4623 <description><![CDATA[
4624 A treasure-object turns into certain randomitems when the map is loaded
4625 into the game.]]>
4626 </description>
4627 <use><![CDATA[
4628 About usage of the "random-artifact" treasurelist:
4629 This will generate powerful stuff like girdles, xray helmets, special
4630 swords etc. If you put this as reward to your quest, players might be
4631 motivated to do it more than once. BUT, by doing so they will get a huge
4632 number of different artifacts! Besides, players will always seek the place
4633 with the most easy-to-get random artifact and ignore all others.
4634 My advice: Don't use it! Attract players with good fighting experience
4635 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4636 </use>
4637 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4638 This entry determines what kind of treasure will appear. Look into
4639 /crossfire/share/crossfire/treasures for details about existing
4640 treasurelists.
4641 </attribute>
4642 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4643 "Auto-generate" must be set in order to have the treasure be created
4644 when the map is loaded.
4645 If you want to create a random treasure chest, you unset this flag.
4646 That way, the player has to apply the object (the chest), then the
4647 treasure is generated.
4648 </attribute>
4649 <attribute arch="hp" editor="create number" type="int">
4650 "Create number" specifies how many pieces of the given treasurelist
4651 will appear. Note that for every piece there is a chance that nothing is
4652 generated. Also, sometimes there can be stacks of items generated, like
4653 for gems/money.
4654 </attribute>
4655 <attribute arch="exp" editor="quality level" type="int">
4656 The &lt;quality level&gt; will be used for the quality of the generated
4657 treasure instead of the map difficulty (as was done with shops).
4658 If zero/unset, the map difficulty will instead be used.
4659 (Example for comparison: Shop floors generate treasure of
4660 &lt;quality level&gt; 5 per default).
4661 </attribute>
4662 </type>
4663
4664 <!--####################################################################-->
4665 <type number="52" name="Trigger Marker">
4666 <ignore>
4667 <ignore_list name="system_object" />
4668 </ignore>
4669 <description><![CDATA[
4670 A trigger marker is an object that inserts an invisible force (a mark) into a
4671 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4672 &lt;key string&gt; which can be discovered by detectors or inventory
4673 checkers. It is also possible to use markers for removing marks again.
4674 <br><br>
4675 Note that the player has no possibility to "see" his own marks,
4676 except by the effect that they cause on the maps.]]>
4677 </description>
4678 <use><![CDATA[
4679 Markers hold real cool possibilities for map-making. I encourage
4680 you to use them frequently. However there is one negative point
4681 about markers: Players don't "see" what's going on with them. It is
4682 your task, as map-creator, to make sure the player is always well
4683 informed and never confused.
4684 <br><br>
4685 Please avoid infinite markers when they aren't needed. They're
4686 using a little space in the player file after all, so if there
4687 is no real purpose, set an expire time.]]>
4688 </use>
4689 <attribute arch="no_pick" value="1" type="fixed" />
4690 <attribute arch="slaying" editor="key string" type="string">
4691 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4692 If the player already has a force with that &lt;key string&gt;,
4693 there won't be inserted a second one.
4694 </attribute>
4695 <attribute arch="connected" editor="connection" type="int">
4696 Unlike a regular marker this is the connection that triggers this marker to activate.
4697 </attribute>
4698 <attribute arch="food" editor="mark duration" type="int">
4699 This value defines the duration of the force it inserts.
4700 If nonzero, the duration of the player's mark is finite:
4701 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4702 means the mark will stay on the player forever.
4703 </attribute>
4704 <attribute arch="name" editor="delete mark" type="string">
4705 When the player steps onto the marker, all existing forces in
4706 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4707 will be removed. If you don't want to remove any marks, leave
4708 this textfield empty.
4709
4710 Note that the string &lt;delete mark&gt; is set as the name of
4711 this marker. So don't be confused, and remember changing the
4712 name will take effect on the marker's functionality.
4713 </attribute>
4714 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4715 In the moment when the player gets marked, this text is displayed
4716 to him. You should really set a message in any marker you create,
4717 because it's the only way for the player to notice what's going on.
4718 </attribute>
4719 </type>
4720
4721 <!--####################################################################-->
4722 <type number="0" name="Wall">
4723 <required>
4724 <attribute arch="is_floor" value="0" />
4725 <attribute arch="alive" value="0" />
4726 <attribute arch="no_pass" value="1" />
4727 </required>
4728 <ignore>
4729 <attribute arch="nrof" />
4730 <attribute arch="title" />
4731 <attribute arch="name_pl" />
4732 <attribute arch="value" />
4733 <attribute arch="unpaid" />
4734 </ignore>
4735 <description><![CDATA[
4736 Walls usually block passage and sight.]]>
4737 </description>
4738 &movement_types_terrain;
4739 <attribute arch="can_roll" editor="moveable" type="bool">
4740 If set, the object is able to "roll", so it can be pushed around.
4741 This setting is used for boulders and barrels.
4742 </attribute>
4743 <attribute arch="no_magic" editor="restrict spells" type="bool">
4744 This takes effect only with &lt;blocksview&gt; disabled.
4745 Restricting the use of spells to pass this wall.
4746 </attribute>
4747 <attribute arch="damned" editor="restrict prayers" type="bool">
4748 This takes effect only with &lt;blocksview&gt; disabled.
4749 Restricting the use of spells to pass this wall.
4750 </attribute>
4751 </type>
4752
4753 <!--####################################################################-->
4754 <type number="109" name="Wand &amp; Staff">
4755 <description><![CDATA[
4756 Wands contain a certain spell. The player can apply (ready) and
4757 fire the wand. After a defined number of casts, the wand is
4758 "used up". It is possible to recharge a wand with scrolls of
4759 charging, but usually that isn't worth the cost.]]>
4760 </description>
4761 <use><![CDATA[
4762 Wands are quite seldomly used. The reason prolly is that they're
4763 generally not cost-efficient. Handing out high-level wands with
4764 powerful special spells isn't a good idea either, because of
4765 the recharge ability.
4766 <br><br>
4767 For low levels, staffs of healing/cure and word of recall are
4768 quite desirable though. Ideal rewards for low level quests.]]>
4769 </use>
4770 <attribute arch="sp" editor="spell" type="spell">
4771 The &lt;spell&gt; specifies the contained spell.
4772 </attribute>
4773 <attribute arch="level" editor="casting level" type="int">
4774 The &lt;casting level&gt; of the wand determines it's power.
4775 An average level for wands in shops is about 10.
4776 </attribute>
4777 <attribute arch="food" editor="number of charges" type="int">
4778 The wand can be used &lt;number of charges&gt; times before it is
4779 used up. It can be recharged with scrolls of charging.
4780 </attribute>
4781 <attribute arch="startequip" editor="godgiven item" type="bool">
4782 A godgiven item vanishes as soon as the player
4783 drops it to the ground.
4784 </attribute>
4785 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4786 This text may contain a description of the wand.
4787 </attribute>
4788 </type>
4789
4790 <!--####################################################################-->
4791 <type number="0" name="Weak Wall">
4792 <required>
4793 <attribute arch="is_floor" value="0" />
4794 <attribute arch="alive" value="1" />
4795 <attribute arch="tear_down" value="1" />
4796 </required>
4797 <ignore>
4798 <ignore_list name="non_pickable" />
4799 </ignore>
4800 <description><![CDATA[
4801 A weak wall is a breakable spot amidsts a solid wall. Typically
4802 these weak walls look similar to their solid "relatives" except
4803 for a small crack or little chunks of wall on the ground.]]>
4804 </description>
4805 <use><![CDATA[
4806 If you want to create hidden rooms, using weak walls is alot
4807 better than completely indiscernible passages in a wall.<br>
4808 Anyways, there can be a lot more to weak walls than just finding
4809 them: Rising their defensive stats, weak walls can become a
4810 serious obstacle. An ice wall might only be torn down by a fire
4811 attack for example. A granite wall for instance might be very
4812 hard to destroy.]]>
4813 </use>
4814 <attribute arch="alive" value="1" type="fixed" />
4815 <attribute arch="no_pick" value="1" type="fixed" />
4816 <attribute arch="tear_down" value="1" type="fixed" />
4817 <attribute arch="race" editor="race" type="string">
4818 For weak walls, &lt;race&gt; should always be set to "wall",
4819 unless you create something fancy like a building which
4820 is in fact meant to be a huge animal.
4821 Note that shovels slay walls, so they do tripple damage
4822 against weak walls.
4823 </attribute>
4824 <attribute arch="level" editor="level" type="int">
4825 The &lt;level&gt; of a weak wall works similar to monster levels.
4826 Due to the fact that weak walls cannot attack, the level
4827 is much less important though.
4828 </attribute>
4829 <attribute arch="hp" editor="health points" type="int">
4830 The &lt;health points&gt; of a weak wall define how long it takes to
4831 tear it down. With every successful hit from an opponent,
4832 &lt;health points&gt; get drained.
4833 </attribute>
4834 <attribute arch="maxhp" editor="max health" type="int">
4835 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4836 weak wall can have. Since walls generally don't heal, I doubt
4837 this has much real effect.
4838 </attribute>
4839 <attribute arch="ac" editor="armour class" type="int">
4840 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4841 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4842 </attribute>
4843 &resistances_basic;
4844 </type>
4845
4846 <!--####################################################################-->
4847 <type number="15" name="Weapon">
4848 <description><![CDATA[
4849 Wielding a weapon, the object's stats will directly be inherited to the
4850 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4851 be improved with scrolls.]]>
4852 </description>
4853 <use><![CDATA[
4854 If you create artifacts (equipment) with stats- or resistance-bonus:
4855 Keep playbalance in mind! Such items mustn't be reachable without hard
4856 fighting AND questing.]]>
4857 </use>
4858 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4859 This number is a bitmask, specifying the weapon's attacktypes.
4860 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4861 have no more than one or two attacktypes. Keep in mind that all weapons
4862 can be blessed by the player's diety, thus adding an additional attacktype.
4863
4864 When a player hits a monster with a weapon that has more than one attacktype,
4865 then he will do as much damage as the "best" of his attacktypes does. So,
4866 the more attacktypes you've got, the better your chance to take advantage
4867 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4868 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4869 </attribute>
4870 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4871 The &lt;weapontype&gt; characterizes the weapon's type of physical
4872 attack. It could best be considered a "subclassification"
4873 of the physical attacktype. For now, this is only used for
4874 attack messages!
4875
4876 You should always set this correctly when creating new
4877 weapons for your maps.
4878 </attribute>
4879 <attribute arch="skill" editor="skill name" type="string">
4880 Matching &lt;skill name&gt; of the skill that is required
4881 to use this weapon.
4882 </attribute>
4883 <attribute arch="dam" editor="damage" type="int">
4884 The damage value is used as base value for how much damage the weapon
4885 does per hit. The actual damage involves more dependencies,
4886 like wielder's level and defender's level. Look at existing weapons
4887 to get a feel for the range of weapon damage values.
4888 </attribute>
4889 <attribute arch="slaying" editor="slaying race" type="string">
4890 Slaying means the weapon does tripple (3x) damage to monsters of the
4891 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4892 only monsters of that archtype are hit with tripple damage.
4893
4894 No god blessings are possible for weapons with a race set in this entry
4895 (That's because god blessings add tripple damage against their own
4896 enemy races). Tripple damage is very effective.
4897 </attribute>
4898 <attribute arch="last_sp" editor="weapon speed" type="int">
4899 The weapon speed determines how often the wielder can swing the weapon
4900 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4901 is best (that is lightning- fast). A typical average value is 8.
4902 Speed and damage should be kept in reasonable relation.
4903 </attribute>
4904 <attribute arch="wc" editor="weapon class" type="int">
4905 The weapon class value adds to the overall weapon class of the wielder's
4906 melee attacks. Weapon class improves the chance of hitting the opponent.
4907 </attribute>
4908 <attribute arch="magic" editor="magic bonus" type="int">
4909 For a weapon, magic bonus works just like weapon class, except that
4910 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4911 less useful than direct weapon class value on a weapon.
4912 </attribute>
4913 <attribute arch="item_power" editor="item power" type="int">
4914 The &lt;item power&gt; value measures how "powerful" an artifact is.
4915 Players will only be able to wear equipment with a certain total
4916 amount of &lt;item power&gt;, depending on their own level. This is the
4917 only way to prevent low level players to wear "undeserved" equipment
4918 (like gifts from other players or cheated items).
4919
4920 It is very important to adjust the &lt;item power&gt; value carefully
4921 for every artifact you create! If zero/unset, the Deliantra server will
4922 calculate a provisional value at runtime, but this is never
4923 going to be an accurate measurement of &lt;item power&gt;.
4924 </attribute>
4925 <attribute arch="damned" editor="damnation" type="bool">
4926 A damned weapon cannot be unwielded unless
4927 the curse is removed. Removing damnations is
4928 a tick harder than removing curses.
4929 </attribute>
4930 <attribute arch="cursed" editor="curse" type="bool">
4931 A cursed weapon cannot be unwielded unless
4932 the curse is removed.
4933 </attribute>
4934 <attribute arch="lifesave" editor="save life" type="bool">
4935 An item with this flag enabled will save the players life
4936 for one time: When the player is wearing this item and his
4937 health points reach zero, the item disappears, replenishing
4938 half of the player's health.
4939
4940 An item with &lt;save life&gt; should not have
4941 any decent additional bonuses!
4942 </attribute>
4943 <attribute arch="unique" editor="unique item" type="bool">
4944 Unique items exist only one time on a server. If the item
4945 is taken, lost or destroyed - it's gone for good.
4946 </attribute>
4947 <attribute arch="startequip" editor="godgiven item" type="bool">
4948 A godgiven item vanishes as soon as the player
4949 drops it to the ground.
4950 </attribute>
4951 &player_stat_resist_sections;
4952 <section name="misc">
4953 <attribute arch="luck" editor="luck bonus" type="int">
4954 With positive luck bonus, the player is more likely to
4955 succeed in all sorts of things (spellcasting, praying,...).
4956 Unless the &lt;luck bonus&gt; is very high, the effect will be
4957 barely visible in-game. Luck bonus on one piece of equipment
4958 should never exceed 3, and such bonus should not be too
4959 frequently available.
4960 </attribute>
4961 <attribute arch="hp" editor="health regen." type="int">
4962 Positive &lt;health regen.&gt; bonus speeds up the
4963 player's healing process. Negative values slow it down.
4964 </attribute>
4965 <attribute arch="sp" editor="mana regen." type="int">
4966 Positive &lt;mana regen.&gt; bonus speeds up the
4967 player's mana regeneration. Negative values slow it down.
4968 </attribute>
4969 <attribute arch="grace" editor="grace regen." type="int">
4970 Positive &lt;grace regen.&gt; bonus speeds up the
4971 player's grace regeneration. Negative values slow it down.
4972 Since grace can be regenerated rather easy with praying,
4973 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4974 </attribute>
4975 <attribute arch="food" editor="food bonus" type="int">
4976 Positive &lt;food bonus&gt; slows down the player's digestion,
4977 thus he consumes less food. Negative values speed it up.
4978
4979 Note that food is consumed not only for "being alive", but
4980 also for healing and mana-regeneration.
4981 &lt;food bonus&gt; only affects the amount of food consumed
4982 for "being alive". Hence, even with high &lt;food bonus&gt;,
4983 during a fight a player can run out of food quickly.
4984 </attribute>
4985 <attribute arch="xrays" editor="xray vision" type="bool">
4986 Xray vision allows the player to see through obstacles
4987 in a two-square-wide radius. This is extremely helpful and
4988 desirable, so don't give it away for cheap on equipment.
4989 </attribute>
4990 <attribute arch="stealth" editor="stealth" type="bool">
4991 Stealth allows the player to move silently.
4992 This comes to effect if a player turns himself
4993 invisible and tries to sneak around monsters.
4994 (At least that was the idea behind it)
4995 </attribute>
4996 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4997 If a player is wearing any piece of equipment with
4998 the ability to &lt;reflect spells&gt;, all kinds of
4999 spell-bullets and -beams will bounce off him.
5000 This works only about 90% of all times, to
5001 avoid players being completely immune to certain
5002 types of attacks.
5003
5004 This is a very powerful ability and it
5005 shouldn't be handed out cheap!
5006 </attribute>
5007 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5008 If a player is wearing any piece of equipment with
5009 the ability to &lt;reflect missiles&gt;, all kinds of
5010 projectiles (e.g. arrows, bolts, boulders) will
5011 bounce off him. This works only about 90% of all
5012 times, to avoid players being completely immune to
5013 certain types of attacks.
5014 </attribute>
5015 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5016 Click on the &lt;attuned paths&gt; button to select spellpaths.
5017 The player will get attuned to the specified spellpaths
5018 while wearing this weapon.
5019 </attribute>
5020 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5021 Click on the &lt;repelled paths&gt; button to select spellpaths.
5022 The player will get repelled to the specified spellpaths
5023 while wearing this weapon.
5024 </attribute>
5025 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5026 Click on the &lt;denied paths&gt; button to select spellpaths.
5027 The specified spellpaths will be denied to the player
5028 while wearing this weapon.
5029 </attribute>
5030 </section>
5031 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5032 This text describes the weapons's "story". Every decent artifact weapon
5033 should have such a description.
5034 </attribute>
5035 </type>
5036
5037 <type number="116" name="Event Connector">
5038 <description><![CDATA[
5039 Event connectors link specific events that happen to objects to
5040 a crossfire plug-in. They are not used at all in Deliantra.]]>
5041 </description>
5042 </type>
5043
5044 </types>