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Revision: 1.43
Committed: Sun Nov 30 21:09:46 2008 UTC (15 years, 6 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.42: +4 -0 lines
Log Message:
added no_skill_ident flag for readables.

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Deliantra object types and their attributes. #
6 # #
7 # The server code of the Deliantra game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # New types must be inserted maintaining the alphabetical order. #
15 # #
16 # about the 'type' elements: #
17 # #
18 # <type number="15" name="Type Name"> #
19 # <import_type name="Type Name" /> import attributes of this type #
20 # <required> #
21 # list of required attributes to identifying this type #
22 # </required> #
23 # <ignore> #
24 # list of attributes not to import from default_type #
25 # </ignore> #
26 # <description><![CDATA[ #
27 # Description of this type.]]> #
28 # </description> #
29 # <use><![CDATA[ #
30 # How to use this type.]]> #
31 # </use> #
32 # ... attributes ... #
33 # </type> #
34 # #
35 # about the 'attribute' type: <attribute ... type="XXX" > #
36 # #
37 # bool - This attribute can only be set to '1' or '0' #
38 # int - This attribute contains a decimal number #
39 # float - This attr. contains a floating point number #
40 # string - This attribute contains a string #
41 # text - This attribute contains a text ("text" can have #
42 # linebreaks, unlike "string") #
43 # fixed - This attribute is always set to a fixed 'value' #
44 # (There is no user-input for this attribute) #
45 # spell - This attribute contains a spell. The mapmaker can #
46 # choose spells from a combo box. #
47 # nz_spell - works just like 'spell', except that the #
48 # spell-value zero is always interpreted as <none>, #
49 # never as "magic bullet" #
50 # bool_special - Like bool, but with customized true/false values #
51 # treasurelist - CF treasure list (see "treasures" file) #
52 # list_LISTNAME - list, must be defined as a <list> element #
53 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54 # element #
55 # #
56 # Created by Andreas Vogl. #
57 ######################################################################
58 -->
59 <!DOCTYPE types [
60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61
62 <!ELEMENT bitmask (entry*)>
63 <!ATTLIST bitmask name CDATA #REQUIRED>
64
65 <!ELEMENT list (entry*)>
66 <!ATTLIST list name CDATA #REQUIRED>
67
68 <!ELEMENT entry EMPTY>
69 <!ATTLIST entry bit CDATA #IMPLIED
70 value CDATA #IMPLIED
71 name CDATA #REQUIRED>
72
73 <!ELEMENT ignore_list (attribute* | EMPTY)>
74 <!ATTLIST ignore_list name CDATA #REQUIRED>
75
76 <!ELEMENT default_type (attribute*)>
77
78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79 <!ATTLIST type name CDATA #REQUIRED
80 number CDATA #REQUIRED>
81
82 <!ELEMENT description (#PCDATA)>
83 <!ELEMENT use (#PCDATA)>
84
85 <!ELEMENT import_type EMPTY>
86 <!ATTLIST import_type name CDATA #REQUIRED>
87
88 <!ELEMENT required (attribute+)>
89 <!ELEMENT ignore (attribute*,ignore_list*)>
90
91 <!ELEMENT section (attribute+)>
92 <!ATTLIST section name CDATA #REQUIRED>
93
94 <!ELEMENT attribute (#PCDATA)>
95 <!ATTLIST attribute type CDATA #IMPLIED
96 arch CDATA #IMPLIED
97 arch_begin CDATA #IMPLIED
98 arch_end CDATA #IMPLIED
99 editor CDATA #IMPLIED
100 value CDATA #IMPLIED
101 length CDATA #IMPLIED
102 true CDATA #IMPLIED
103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement type' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement type' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY movement_types_terrain "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
126 Objects using these movement types are allowed to move over this space. Takes
127 precedence over 'blocked movements'.
128 </attribute>
129 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
130 The types of movement that should by slowed down by the 'slow movement penalty'.
131 </attribute>
132 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
133 If &lt;slow movement&gt; is set to a value greater zero, all
134 creatures matching 'slow move' will be slower than normal on this spot.
135
136 &lt;slow movement&gt; 1 - rough terrain
137 &lt;slow movement&gt; 2 - very rough terrain
138 ...
139 &lt;slow movement&gt; 5 - default for deep swamp
140 ...
141 &lt;slow movement&gt; 7 - spider web (sticky as hell)
142 </attribute>
143 ">
144 <!ENTITY speed_left "
145 <attribute arch='speed_left' editor='speed left' type='float'>
146 The speed left to the object. On every tick, if this value is higher
147 than 0, the object acts/triggers/moves etc. and the value gets
148 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
149 every tick.
150 </attribute>
151 ">
152 <!ENTITY activate_on "
153 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
154 Whether the teleporter should only be activated on push.
155 </attribute>
156 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
157 Whether the teleporter should only be activated on release.
158 </attribute>
159 ">
160
161 <!ENTITY resistances_flesh_desc "
162 Resistances on flesh items make them more durable against spellcraft
163 of the appropriate kind. It also allows dragon players to eventually gain
164 resistance by eating it. Usually resistance should only be set for flesh
165 items in a monster's inventory.
166 ">
167
168 <!ENTITY resistances_flesh_section "
169 <section name='resistance'>
170 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
171 &resistances_flesh_desc;
172 </attribute>
173 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 </section>
225 ">
226
227 <!ENTITY resistances_basic "
228 <section name='resistance'>
229 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
230 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
231 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
232 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
233 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
234 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
235 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
236 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
237 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
238 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
239 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
240 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
241 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
242 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
243 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
245 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
246 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
247 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
248 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
249 </section>
250 ">
251
252 <!ENTITY player_stat_desc "
253 The player's strentgh will rise/fall by the given value for permanent
254 (of course there is an upper limit). Generally there shouldn't be stat
255 potions granting more than one stat. Cursed potions will subtract the
256 stats if positive.
257 ">
258
259 <!ENTITY player_res_desc "
260 The player's resistance to physical will rise by this value in percent
261 (range -100 till +100). The effect is only temporare, and it does NOT
262 add on the values from the player's equipment.
263 Cursed potions will make negative resistance.. very nasty in combat!
264 ">
265
266 <!ENTITY player_stat_resist_sections "
267 <section name='stats'>
268 <attribute arch='Str' editor='strength' type='int'>
269 &player_stat_desc;
270 </attribute>
271 <attribute arch='Dex' editor='dexterity' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Con' editor='constitution' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Int' editor='intelligence' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Pow' editor='power' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Wis' editor='wisdom' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Cha' editor='charisma' type='int'>
287 &player_stat_desc;
288 </attribute>
289 </section>
290 <section name='resistance'>
291 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
292 &player_res_desc;
293 </attribute>
294 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 </section>
352 ">
353
354 ]>
355
356 <types>
357
358 <!--###################### bitmask definitions ######################-->
359
360 <bitmask name="attacktype">
361 <entry bit="0" name="Physical" />
362 <entry bit="1" name="Magical" />
363 <entry bit="2" name="Fire" />
364 <entry bit="3" name="Electricity" />
365 <entry bit="4" name="Cold" />
366 <entry bit="5" name="Confusion" />
367 <entry bit="6" name="Acid" />
368 <entry bit="7" name="Drain" />
369 <entry bit="8" name="Weaponmagic" />
370 <entry bit="9" name="Ghosthit" />
371 <entry bit="10" name="Poison" />
372 <entry bit="11" name="Slow" />
373 <entry bit="12" name="Paralyze" />
374 <entry bit="13" name="Turn Undead" />
375 <entry bit="14" name="Fear" />
376 <entry bit="15" name="Cancellation" />
377 <entry bit="16" name="Depletion" />
378 <entry bit="17" name="Death" />
379 <entry bit="18" name="Chaos" />
380 <entry bit="19" name="Counterspell" />
381 <entry bit="20" name="God Power" />
382 <entry bit="21" name="Holy Power" />
383 <entry bit="22" name="Blinding" />
384 </bitmask>
385
386 <bitmask name="material">
387 <entry bit="0" name="Paper" />
388 <entry bit="1" name="Iron" />
389 <entry bit="2" name="Glass" />
390 <entry bit="3" name="Leather" />
391 <entry bit="4" name="Wood" />
392 <entry bit="5" name="Organics" />
393 <entry bit="6" name="Stone" />
394 <entry bit="7" name="Cloth" />
395 <entry bit="8" name="Adamantite" />
396 <entry bit="9" name="Liquid" />
397 <entry bit="10" name="Soft Metal" />
398 <entry bit="11" name="Bone" />
399 <entry bit="12" name="Ice" />
400 <entry bit="13" name="(supress name on display)" />
401
402 </bitmask>
403
404 <bitmask name="spellpath">
405 <entry bit="0" name="Protection" />
406 <entry bit="1" name="Fire" />
407 <entry bit="2" name="Frost" />
408 <entry bit="3" name="Electricity" />
409 <entry bit="4" name="Missiles" />
410 <entry bit="5" name="Self" />
411 <entry bit="6" name="Summoning" />
412 <entry bit="7" name="Abjuration" />
413 <entry bit="8" name="Restoration" />
414 <entry bit="9" name="Detonation" />
415 <entry bit="10" name="Mind" />
416 <entry bit="11" name="Creation" />
417 <entry bit="12" name="Teleportation" />
418 <entry bit="13" name="Information" />
419 <entry bit="14" name="Transmutation" />
420 <entry bit="15" name="Transferrence" />
421 <entry bit="16" name="Turning" />
422 <entry bit="17" name="Wounding" />
423 <entry bit="18" name="Death" />
424 <entry bit="19" name="Light" />
425 </bitmask>
426
427 <bitmask name="will_apply">
428 <entry bit="0" name="Apply Handles" />
429 <entry bit="1" name="Open Chests" />
430 <entry bit="2" name="Break Walls" />
431 <entry bit="3" name="Open Doors" />
432 </bitmask>
433
434 <bitmask name="pick_up">
435 <entry bit="0" name="Nothing" />
436 <entry bit="1" name="Wealth" />
437 <entry bit="2" name="Food" />
438 <entry bit="3" name="Weapons" />
439 <entry bit="4" name="Armour" />
440 <entry bit="5" name="Inverse" />
441 <entry bit="6" name="All" />
442 </bitmask>
443
444 <bitmask name="movement_type">
445 <entry bit="0" name="Walk" />
446 <entry bit="1" name="Fly Low" />
447 <entry bit="2" name="Fly High" />
448 <entry bit="3" name="Swim" />
449 <entry bit="4" name="Boat" />
450 <entry bit="16" name="Other" />
451 </bitmask>
452
453 <!--###################### list definitions ######################-->
454
455 <list name="direction">
456 <entry value="0" name="&lt;none&gt;" />
457 <entry value="1" name="north" />
458 <entry value="2" name="northeast" />
459 <entry value="3" name="east" />
460 <entry value="4" name="southeast" />
461 <entry value="5" name="south" />
462 <entry value="6" name="southwest" />
463 <entry value="7" name="west" />
464 <entry value="8" name="northwest" />
465 </list>
466
467 <list name="mood">
468 <entry value="0" name="furious" />
469 <entry value="1" name="angry" />
470 <entry value="2" name="calm" />
471 <entry value="3" name="sleep" />
472 <entry value="4" name="charm" />
473 </list>
474
475 <list name="potion_effect">
476 <entry value="0" name="&lt;none&gt;" />
477 <entry value="65536" name="life restoration" />
478 <entry value="1048576" name="improvement" />
479 </list>
480
481 <list name="weapon_type">
482 <entry value="0" name="&lt;unknown&gt;" />
483 <entry value="1" name="sword" />
484 <entry value="2" name="arrows" />
485 <entry value="3" name="axe" />
486 <entry value="4" name="katana" />
487 <entry value="5" name="knife, dagger" />
488 <entry value="6" name="whip, chain" />
489 <entry value="7" name="hammer, flail" />
490 <entry value="8" name="club, stick" />
491 </list>
492
493 <list name="skill_type">
494 <entry value="1" name="lockpicking" />
495 <entry value="2" name="hiding" />
496 <entry value="3" name="smithery" />
497 <entry value="4" name="bowyer" />
498 <entry value="5" name="jeweler" />
499 <entry value="6" name="alchemy" />
500 <entry value="7" name="stealing" />
501 <entry value="8" name="literacy" />
502 <entry value="9" name="bargaining" />
503 <entry value="10" name="jumping" />
504 <entry value="11" name="detect magic" />
505 <entry value="12" name="oratory" />
506 <entry value="13" name="singing" />
507 <entry value="14" name="detect curse" />
508 <entry value="15" name="find traps" />
509 <entry value="16" name="mediatation" />
510 <entry value="17" name="punching" />
511 <entry value="18" name="flame touch" />
512 <entry value="19" name="karate" />
513 <entry value="20" name="climbing" />
514 <entry value="21" name="woodsman" />
515 <entry value="22" name="inscription" />
516 <entry value="23" name="one handed weapons" />
517 <entry value="24" name="missile weapons" />
518 <entry value="25" name="throwing" />
519 <entry value="26" name="use magic item" />
520 <entry value="27" name="disarm traps" />
521 <entry value="28" name="set traps" />
522 <entry value="29" name="thaumaturgy" />
523 <entry value="30" name="praying" />
524 <entry value="31" name="clawing" />
525 <entry value="32" name="levitation" />
526 <entry value="33" name="summoning" />
527 <entry value="34" name="pyromancy" />
528 <entry value="35" name="evocation" />
529 <entry value="36" name="sorcery" />
530 <entry value="37" name="two handed weapons" />
531 </list>
532
533 <list name="spell_type">
534 <entry value="1" name="raise dead" />
535 <entry value="2" name="rune" />
536 <entry value="3" name="make mark" />
537 <entry value="4" name="bolt" />
538 <entry value="5" name="bullet" />
539 <entry value="6" name="explosion" />
540 <entry value="7" name="cone" />
541 <entry value="8" name="bomb" />
542 <entry value="9" name="wonder" />
543 <entry value="10" name="smite" />
544 <entry value="11" name="magic missile" />
545 <entry value="12" name="summon golem" />
546 <entry value="13" name="dimension door" />
547 <entry value="14" name="magic mapping" />
548 <entry value="15" name="magic wall" />
549 <entry value="16" name="destruction" />
550 <entry value="17" name="perceive self" />
551 <entry value="18" name="word of recall" />
552 <entry value="19" name="invisible" />
553 <entry value="20" name="probe" />
554 <entry value="21" name="healing" />
555 <entry value="22" name="create food" />
556 <entry value="23" name="earth to dust" />
557 <entry value="24" name="change ability" />
558 <entry value="25" name="bless" />
559 <entry value="26" name="curse" />
560 <entry value="27" name="summon monster" />
561 <entry value="28" name="recharge" />
562 <entry value="29" name="polymorph" />
563 <entry value="30" name="alchemy" />
564 <entry value="31" name="remove curse" />
565 <entry value="32" name="identify" />
566 <entry value="33" name="detection" />
567 <entry value="34" name="mood change" />
568 <entry value="35" name="moving ball" />
569 <entry value="36" name="swarm" />
570 <entry value="37" name="charge mana" />
571 <entry value="38" name="dispel rune" />
572 <entry value="39" name="create missile" />
573 <entry value="40" name="consecrate" />
574 <entry value="41" name="animate weapon" />
575 <entry value="42" name="light" />
576 <entry value="43" name="change map light" />
577 <entry value="44" name="faery fire" />
578 <entry value="45" name="disease" />
579 <entry value="46" name="aura" />
580 <entry value="47" name="town portal" />
581 </list>
582
583 <list name="event_type">
584 <entry value="0" name="none" />
585 <entry value="1" name="apply" />
586 <entry value="2" name="attack" />
587 <entry value="3" name="death" />
588 <entry value="4" name="drop" />
589 <entry value="5" name="pickup" />
590 <entry value="6" name="say" />
591 <entry value="7" name="stop" />
592 <entry value="8" name="time" />
593 <entry value="9" name="throw" />
594 <entry value="10" name="trigger" />
595 <entry value="11" name="close" />
596 <entry value="12" name="timer" />
597 <entry value="28" name="move" />
598 <entry value="41" name="drop_on" />
599 </list>
600
601 <list name="attack_movement_bits_0_3">
602 <entry value="0" name="default" />
603 <entry value="1" name="attack from distance" />
604 <entry value="2" name="run away" />
605 <entry value="3" name="hit and run" />
606 <entry value="4" name="wait, then hit, then move" />
607 <entry value="5" name="rush blindly" />
608 <entry value="6" name="always run" />
609 <entry value="7" name="attack from distance if hit" />
610 <entry value="8" name="do not approach" />
611 </list>
612
613 <list name="attack_movement_bits_4_7">
614 <entry value="0" name="none" />
615 <entry value="16" name="pet" />
616 <entry value="32" name="small circle" />
617 <entry value="48" name="large circle" />
618 <entry value="64" name="small horizontal" />
619 <entry value="80" name="large horizontal" />
620 <entry value="96" name="random direction" />
621 <entry value="112" name="random movement" />
622 <entry value="128" name="small vertical" />
623 <entry value="144" name="large vertical" />
624 </list>
625
626 <!--###################### default attributes ######################-->
627
628 <!--
629 The attributes of the default_type get added to all other types by default.
630 Every type can have an 'ignore' element however, which is used to specify
631 default attributes *not* to inherit.
632 -->
633 <default_type>
634 <attribute arch="name" editor="name" type="string">
635 This is the name of the object, displayed to the player.
636 </attribute>
637 <attribute arch="name_pl" editor="plural name" type="string">
638 This is the plural name of the object. A plural name must be set for
639 all items that can be picked up and collected by the player.
640 </attribute>
641 <attribute arch="title" editor="title" type="string">
642 This is the object's title. Once an object is identified the title is
643 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
644 </attribute>
645 <attribute arch="face" editor="image" type="string">
646 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
647 object has an animation! See also the 'animation' attribute.
648 </attribute>
649 <attribute arch="animation" editor="animation" type="string">
650 The animation-name of the object. If you assign custom faces and the archetype
651 defines an animation you can disable the animation of an archetype by setting this
652 field to NONE.
653 </attribute>
654 <attribute arch="tag" editor="tag" type="string">
655 You can tag objects with an identifier. Tagged objects can be found quickly
656 from their tag, which makes them useful to tag exits and refer to those by
657 their name.
658 </attribute>
659 <attribute arch="nrof" editor="number" type="int">
660 This value determines the number of objects in one stack (for example:
661 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
662 any pickable object - otherwise it won't be mergeable into a stack.
663 </attribute>
664 <attribute arch="weight" editor="weight" type="int">
665 This value defines the object's weight in grams (1000g is 1kg). Objects with
666 zero weight are not pickable for players. Still, set the "non-pickable"-flag
667 for explicitly non-pickable objects (hey, this is opensource.. you
668 never know ;) ).
669 </attribute>
670 <attribute arch="value" editor="value" type="int">
671 Determines the value of the object, in units of silver coins (one
672 platinum coin == 50 silver coins). Value for buying/selling will be
673 further modified by various factors. Hence, testing values in-game is
674 usually inevitable.
675 </attribute>
676 <attribute arch="glow_radius" editor="glow radius" type="int">
677 If &lt;glow radius&gt; is set to a value greater zero, the object
678 appears lit up on dark maps. &lt;glow radius&gt; can be a value
679 between 0 and 4, the higher, the more light does the object emit.
680 </attribute>
681 <attribute arch="material" editor="material" type="bitmask_material">
682 This bitmask-value informs the player of which material(s) the
683 object consists. Material does also affect how likely the object
684 can be destroyed by hazardous spell-effects.
685 </attribute>
686 <attribute arch="no_pick" editor="non-pickable" type="bool">
687 If set, the object cannot be picked up (Neither by players nor monsters).
688 </attribute>
689 <attribute arch="invisible" editor="invisible" type="bool">
690 Generally makes the object invisible. Depending on the object-type,
691 some can be made visible by the show_invisible spell. If in doubt, test it.
692 Putting an invisible object under the floor always prevents it from being
693 shown.
694 </attribute>
695 <attribute arch="blocksview" editor="block view" type="bool">
696 If an item is set to block view, players (and monsters) cannot
697 see byond it unless they cross it or manage to stand ontop.
698 </attribute>
699 <attribute arch="identified" editor="identified" type="bool">
700 If an item is identified, the player has full knowledge about it.
701 </attribute>
702 <attribute arch="unpaid" editor="unpaid" type="bool">
703 An &lt;unpaid&gt; item cannot be used unless a player carried it over
704 a shop mat, paying the demanded price. Setting this flag makes sense
705 only for pickable items inside shops.
706 </attribute>
707 <attribute arch="sound" editor="sound" type="string">
708 The sound this objects makes on a map. Enter either a sound alias from
709 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
710 field it will point to sound/&lt;path&gt;.ext
711 </attribute>
712 <attribute arch="sound_destroy" editor="destroy sound" type="string">
713 The sound this objects makes when it is destroyed. Enter either a sound alias from
714 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
715 field it will point to sound/&lt;path&gt;.ext
716 </attribute>
717 </default_type>
718
719 <!-- This ignorelist is for all system objects which are non pickable
720 and invisible. They don't interact with players at all. -->
721 <ignore_list name="system_object">
722 <attribute arch="value" />
723 <attribute arch="nrof" />
724 <attribute arch="weight" />
725 <attribute arch="name_pl" />
726 <attribute arch="material" />
727 <attribute arch="no_pick" />
728 <attribute arch="unpaid" />
729 <attribute arch="title" />
730 <attribute arch="glow_radius" />
731 <attribute arch="identified" />
732 <attribute arch="blocksview" />
733 <attribute arch="invisible" />
734 </ignore_list>
735
736 <!-- This ignorelist is for non-pickable objects. They can be seen by
737 the player, but don't have values like material or weight. -->
738 <ignore_list name="non_pickable">
739 <attribute arch="value" />
740 <attribute arch="nrof" />
741 <attribute arch="weight" />
742 <attribute arch="name_pl" />
743 <attribute arch="material" />
744 <attribute arch="no_pick" />
745 <attribute arch="unpaid" />
746 <attribute arch="title" />
747 <attribute arch="identified" />
748 </ignore_list>
749
750 <!--####################################################################-->
751 <type number="0" name="Misc">
752 <required>
753 <!-- this is a special case: The "misc" type with type number 0 is
754 the fallback for all types which don't match any other defined types.
755 The required attribute "misc x" prevents that it gets confused with
756 other types like "monster & npc" which also have type number 0. -->
757 <attribute arch="misc" value="x" />
758 </required>
759 &movement_types_terrain;
760 <attribute arch="cursed" editor="cursed" type="bool">
761 Curses can have various effects: On equipment and food,
762 they generally harm the player in some way.
763 </attribute>
764 <attribute arch="damned" editor="damned" type="bool">
765 A damned item/floor on the ground makes it impossible for players
766 to use prayers on that spot. It also prevents players from saving.
767 Damnation on equipment works similar to a curse.
768 </attribute>
769 <attribute arch="unique" editor="unique item" type="bool">
770 Unique items exist only one time on a server. If the item
771 is taken, lost or destroyed - it's gone for good.
772 </attribute>
773 <attribute arch="startequip" editor="godgiven item" type="bool">
774 A godgiven item vanishes as soon as the player
775 drops it to the ground.
776 </attribute>
777 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
778 This text may describe the object.
779 </attribute>
780 </type>
781
782 <!--####################################################################-->
783 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
784 <type number="999" name="Ability">
785 <ignore>
786 <ignore_list name="system_object" />
787 </ignore>
788 <description><![CDATA[
789 Abilities are to be put in a monster's inventory. They grant monsters the
790 knowledge to cast spells. Spells from abilities are usually magical in
791 nature, thus adding magic attacktype to the spell-damage they produce.
792 <br><br>
793 A particularly nice feature of abilities is that they can hold two
794 spells: One for short range - and one for long range use.
795 \n\n
796 You should know that spellcasting monsters receive abilities via
797 &lt;treasurelist&gt;.]]>
798 </description>
799 <use><![CDATA[
800 If you want to create "customized" spellcasting monsters, you
801 should use abilities (rather than spellbooks/wands or something).
802 The long/short-range spell feature can make boss-monsters more
803 interesting and challenging.
804 <br><br>
805 You should keep in mind that magic abilities allow players
806 to get better resistance. You can turn off the magic part to
807 make the spells more dangerous. However, this really shouldn't
808 be neccessary unless you work on very high level maps.
809 And what fun is a magic resistance cloak when it has no effect?]]>
810 </use>
811 <attribute arch="invisible" value="1" type="fixed" />
812 <attribute arch="no_drop" value="1" type="fixed" />
813 <attribute arch="sp" editor="short range spell" type="spell">
814 The monster will use the specified &lt;short range spell&gt;
815 when the player is within 6-square radius (of the
816 monster's head).
817 </attribute>
818 <attribute arch="hp" editor="long range spell" type="nz_spell">
819 The monster will use the specified &lt;long range spell&gt;
820 when the player is at least 6 squares away (from the
821 monster's head).
822
823 Setting a &lt;long range spell&gt; is optional. If unset, the
824 &lt;short range spell&gt; gets used all the time.
825 </attribute>
826 <attribute arch="maxsp" editor="importance" type="int">
827 Sometimes you'll want a monster to use one ability more than others.
828 To achieve this, set the &lt;importance&gt; to a value greater than
829 one. Abilities with this value zero/unset are counted to be of
830 &lt;importance&gt; one.
831
832 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
833 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
834 times the "small fireball".
835 </attribute>
836 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
837 This flag specifies whether the ability &lt;is magical&gt; in nature.
838 If enabled, all spells produced by this ability will have magic
839 attacktype added to the usual attacktypes.
840
841 This should always be set for spell-like abilities. "Natural"
842 abilities like a dragon's firebreath are an exception.
843 Note that non-magical abilities are more dangerous because
844 magic resistance does not protect from those.</attribute>
845 </type>
846
847 <!--####################################################################-->
848 <type number="18" name="Altar">
849 <ignore>
850 <ignore_list name="non_pickable" />
851 </ignore>
852 <description><![CDATA[
853 When a player puts a defined number of certain items on the altar,
854 then either a spell is casted (on the player) or a connector is
855 triggered. If the latter is the case, the altar works only once.
856 Either way, the sacrificed item disappears.]]>
857 </description>
858 <attribute arch="no_pick" value="1" type="fixed" />
859 &move_on;
860 <attribute arch="slaying" editor="match item name" type="string">
861 This string specifies the item that must be put on the altar to
862 activate it. It can either be the name of an archetype, or directly
863 the name of an object. Yet, titles are not recognized by altars.
864 If you want the player to have to drop a specific amount of money use "money".
865 See also the "drop amount" attribute.
866 </attribute>
867 <attribute arch="food" editor="drop amount" type="int">
868 The drop amount specifies the amount of items (specified
869 in &lt;match item name&gt;) that must be dropped to activate the altar.
870
871 If &lt;match item name&gt; is set to "money", then the value of the
872 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
873 200 silver, 20 gold, or 4 platinum will all work.)
874
875 Note that the maximum possible for &lt;drop amount&gt; is 32767.
876 </attribute>
877 <attribute arch="connected" editor="connection" type="int">
878 If a connection value is set, the altar will trigger all objects
879 with the same value, when activated. This will only work once.
880 </attribute>
881 <attribute arch="sp" editor="spell" type="spell">
882 When activated, the selected &lt;spell&gt; will be casted (once, on the
883 player). This should work for any given spell. The altar will work
884 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
885 one altar.
886 </attribute>
887 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
888 This text will be displayed to the player
889 in the exact moment when the altar is activated.
890 </attribute>
891 </type>
892
893 <!--####################################################################-->
894 <type number="31" name="Altar Trigger">
895 <ignore>
896 <ignore_list name="non_pickable" />
897 </ignore>
898 <description><![CDATA[
899 Altar_triggers work pretty much like normal altars
900 (drop sacrifice -> connection activated), except for the fact that
901 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
902 </description>
903 <use><![CDATA[
904 Altar_triggers are very useful if you want to charge a price for...
905 <UL>
906 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
907 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
908 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
909 </UL>
910 The big advantage over normal altars is the infinite usability
911 of altar_triggers! If there are ten players on one server, they're
912 quite grateful if things work more than once. =)]]>
913 </use>
914 <attribute arch="no_pick" value="1" type="fixed" />
915 <attribute arch="slaying" editor="match item name" type="string">
916 This string specifies the item that must be put on the altar to
917 activate it. It can either be the name of an archetype, or directly
918 the name of an object. Yet, titles are not recognized by altars.
919 If you want the player to have to drop a specific amount of money use "money".
920 See also the "drop amount" attribute.
921 </attribute>
922 <attribute arch="food" editor="drop amount" type="int">
923 The drop amount specifies the amount of items (specified
924 in &lt;match item name&gt;) that must be dropped to activate the altar.
925
926 If &lt;match item name&gt; is set to "money", then the value of the
927 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
928 200 silver, 20 gold, or 4 platinum will all work.)
929
930 Note that the maximum possible for &lt;drop amount&gt; is 32767.
931 </attribute>
932 <attribute arch="connected" editor="connection" type="int">
933 If a connection value is set, the altar will trigger all objects
934 with the same value, when activated. This will only work once.
935 </attribute>
936 <attribute arch="sp" editor="spell" type="spell">
937 When activated, this &lt;spell&gt; will be casted (once, on the player).
938 This should work for any given spell. The altar will work infinitely
939 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
940 </attribute>
941 <attribute arch="exp" editor="reset time" type="int">
942 Being activated, the altar will reset after &lt;reset time&gt; ticks.
943 After reset, the altar is ready to be activated once again.
944 The default &lt;reset time&gt; is 30.
945 </attribute>
946 <attribute arch="last_sp" editor="ignore reset" type="bool">
947 If this attribute is enabled, the altar_trigger won't push the
948 connected value by altar reset. Only ONCE by dropping the sacrifice.
949 This is typically used when the altar is connected to a creator,
950 e.g. for selling tickets.
951
952 If this attribute is disabled (default), the altar_trigger
953 will push the connected value TWICE per sacrifice: First by
954 dropping sacrifice, second by reset. This mode is typically
955 used for altars being connected to gates, resulting in the
956 gate being opened and closed again.
957 </attribute>
958 &move_on;
959 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
960 This text will be displayed to the player
961 in the exact moment when the altar is activated.
962 </attribute>
963 </type>
964
965 <!--####################################################################-->
966 <type number="74" name="Skill Tool">
967 <description><![CDATA[
968 Wearing a skill tool will give the player the ability to use a skill.
969 ]]>
970 </description>
971 <use><![CDATA[
972 Feel free to assign resistancies and stats to a skill tools or change
973 the skill that is given.
974 ]]>
975 </use>
976 <attribute arch="skill" editor="skill name" type="string">
977 This field describes which skill the player will be able to use wearing this item.
978 </attribute>
979 &player_stat_resist_sections;
980 </type>
981 <!--####################################################################-->
982 <type number="39" name="Amulet">
983 <description><![CDATA[
984 Wearing an amulet, the object's stats will directly be inherited to
985 the player. Amulets are usually meant for protection and defense.]]>
986 </description>
987 <use><![CDATA[
988 Feel free to create your own special artifacts. However, it is very
989 important that you keep your artifact in balance with existing maps.]]>
990 </use>
991 <attribute arch="ac" editor="armour class" type="int">
992 This value defines the amount of armour-class bonus for wearing
993 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
994 values are better. It should usually be set only for armour-like equipment.
995 </attribute>
996 <attribute arch="wc" editor="weapon class" type="int">
997 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
998 melee attacks. Weapon class improves the chance of hitting the opponent.
999 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1000 be set only for weapon-like items. Lower values are better.
1001 </attribute>
1002 <attribute arch="item_power" editor="item power" type="int">
1003 The &lt;item power&gt; value measures how "powerful" an artifact is.
1004 Players will only be able to wear equipment with a certain total
1005 amount of &lt;item power&gt;, depending on their own level. This is the
1006 only way to prevent low level players to wear "undeserved" equipment
1007 (like gifts from other players or cheated items).
1008
1009 It is very important to adjust the &lt;item power&gt; value carefully
1010 for every artifact you create! If zero/unset, the Deliantra server will
1011 calculate a provisional value at runtime, but this is never
1012 going to be an accurate measurement of &lt;item power&gt;.
1013 </attribute>
1014 <attribute arch="damned" editor="damnation" type="bool">
1015 A damned piece of equipment cannot be unwielded unless the curse
1016 is removed. Removing damnations is a tick harder than removing curses.
1017 </attribute>
1018 <attribute arch="cursed" editor="curse" type="bool">
1019 A cursed piece of equipment cannot be unwielded
1020 unless the curse is removed.
1021 </attribute>
1022 <attribute arch="lifesave" editor="save life" type="bool">
1023 An item with this flag enabled will save the players life
1024 for one time: When the player is wearing this item and his
1025 health points reach zero, the item disappears, replenishing
1026 half of the player's health.
1027
1028 An item with &lt;save life&gt; should not have
1029 any decent additional bonuses!
1030 </attribute>
1031 <attribute arch="unique" editor="unique item" type="bool">
1032 Unique items exist only one time on a server. If the item
1033 is taken, lost or destroyed - it's gone for good.
1034 </attribute>
1035 <attribute arch="startequip" editor="godgiven item" type="bool">
1036 A godgiven item vanishes as soon as the player
1037 drops it to the ground.
1038 </attribute>
1039 <attribute arch="applied" editor="is applied" type="bool">
1040 If you put this item into the inventory of a monster, and
1041 you want the monster to use/wear the item - you must set
1042 &lt;is applied&gt;.
1043 Enabling this flag doesn't make any sense if the item
1044 is NOT in a monster's inventory.
1045 </attribute>
1046 &player_stat_resist_sections;
1047 <section name="misc">
1048 <attribute arch="luck" editor="luck bonus" type="int">
1049 With positive luck bonus, the player is more likely to
1050 succeed in all sorts of things (spellcasting, praying,...).
1051 Unless the &lt;luck bonus&gt; is very high, the effect will be
1052 barely visible in-game. Luck bonus on one piece of equipment
1053 should never exceed 3, and such bonus should not be too
1054 frequently available.
1055 </attribute>
1056 <attribute arch="hp" editor="health regen." type="int">
1057 Positive &lt;health regen.&gt; bonus speeds up the
1058 player's healing process. Negative values slow it down.
1059 </attribute>
1060 <attribute arch="sp" editor="mana regen." type="int">
1061 Positive &lt;mana regen.&gt; bonus speeds up the
1062 player's mana regeneration. Negative values slow it down.
1063 </attribute>
1064 <attribute arch="grace" editor="grace regen." type="int">
1065 Positive &lt;grace regen.&gt; bonus speeds up the
1066 player's grace regeneration. Negative values slow it down.
1067 Since grace can be regenerated rather easy with praying,
1068 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1069 </attribute>
1070 <attribute arch="food" editor="food bonus" type="int">
1071 Positive &lt;food bonus&gt; slows down the player's digestion,
1072 thus he consumes less food. Negative values speed it up.
1073
1074 Note that food is consumed not only for "being alive", but
1075 also for healing and mana-regeneration.
1076 &lt;food bonus&gt; only affects the amount of food consumed
1077 for "being alive". Hence, even with high &lt;food bonus&gt;,
1078 during a fight a player can run out of food quickly.
1079 </attribute>
1080 <attribute arch="xrays" editor="xray vision" type="bool">
1081 Xray vision allows the player to see through obstacles
1082 in a two-square-wide radius. This is extremely helpful and
1083 desirable, so don't give it away for cheap on equipment.
1084 </attribute>
1085 <attribute arch="stealth" editor="stealth" type="bool">
1086 Stealth allows the player to move silently.
1087 This comes to effect if a player turns himself
1088 invisible and tries to sneak around monsters.
1089 (At least that was the idea behind it)
1090 </attribute>
1091 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1092 If a player is wearing any piece of equipment with
1093 the ability to &lt;reflect spells&gt;, all kinds of
1094 spell-bullets and -beams will bounce off him.
1095 This works only about 90% of all times, to
1096 avoid players being completely immune to certain
1097 types of attacks.
1098
1099 This is a very powerful ability and it
1100 shouldn't be handed out cheap!
1101 </attribute>
1102 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1103 If a player is wearing any piece of equipment with
1104 the ability to &lt;reflect missiles&gt;, all kinds of
1105 projectiles (e.g. arrows, bolts, boulders) will
1106 bounce off him. This works only about 90% of all
1107 times, to avoid players being completely immune to
1108 certain types of attacks.
1109 </attribute>
1110 &move_type;
1111 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1112 Click on the &lt;attuned paths&gt; button to select spellpaths.
1113 The player will get attuned to the specified spellpaths
1114 while wearing this item.
1115 </attribute>
1116 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1117 Click on the &lt;repelled paths&gt; button to select spellpaths.
1118 The player will get repelled to the specified spellpaths
1119 while wearing this item.
1120 </attribute>
1121 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1122 Click on the &lt;denied paths&gt; button to select spellpaths.
1123 The specified spellpaths will be denied to the player
1124 while wearing this item.
1125 </attribute>
1126 </section>
1127 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1128 This text describes the item's "story". Every decent artifact
1129 should have such a description.
1130 </attribute>
1131 </type>
1132
1133 <!--####################################################################-->
1134 <type number="58" name="Battleground">
1135 <ignore>
1136 <ignore_list name="non_pickable" />
1137 </ignore>
1138 <description><![CDATA[
1139 Battleground is very special: In short, players can die on battleground
1140 without any death penalties. They don't loose or gain experience
1141 while on battleground. Acid, draining and depletion effects don't
1142 work either.
1143 When a player dies on battleground, he gets teleported to an exit
1144 location which is defined in the battleground object.]]>
1145 </description>
1146 <use><![CDATA[
1147 Battleground is only meant for player vs. player duels. You can
1148 design combat arenas similiar to the one in scorn.<br>
1149 What should NEVER be done is placing battleground tiles in
1150 open dungeons or other free kinds of land.
1151 It must not be possible to gain significant treasure for fighting
1152 on battleground, because it bears no risk.<br><br>
1153 (Battleground will cease to work when the image or name is changed,
1154 or when it is placed beneath another floor tile.
1155 This is not a bug, it is there to prevent any attempts of placing
1156 "hidden" battleground tiles anywhere.)]]>
1157 </use>
1158 <attribute arch="no_pick" value="1" type="fixed" />
1159 <attribute arch="is_floor" value="1" type="fixed" />
1160 <attribute arch="hp" editor="destination X" type="int">
1161 The exit destinations define the (x, y)-coordinates where players
1162 get teleported after they died on this battleground.
1163 </attribute>
1164 <attribute arch="sp" editor="destination Y" type="int">
1165 The exit destinations define the (x, y)-coordinates where players
1166 get teleported after they died on this battleground.
1167 </attribute>
1168 </type>
1169
1170 <!--####################################################################-->
1171 <type number="165" name="Safe ground">
1172 <ignore>
1173 <ignore_list name="non_pickable" />
1174 </ignore>
1175 <description><![CDATA[
1176 Safe ground is a special object that prevents any effects that might
1177 be harmful for the map, other players or items on the map.
1178 It blocks all magic and prayers, usage of alchemy, prevents potions
1179 from being used and blocks bombs from exploding. Note that altars that
1180 do cast spells still work.
1181 ]]>
1182 </description>
1183 <use><![CDATA[
1184 Safe ground can be used to prevents any means of burning
1185 or destroying the items in a shop. Put this object below all floor tiles
1186 in your map and your shop will be safe. It's generally useful for making
1187 areas where really no kind of spell should be invoked by a player.
1188 ]]>
1189 </use>
1190 &movement_types_terrain;
1191 <attribute arch="no_pick" value="1" type="fixed" />
1192 </type>
1193
1194 <!--####################################################################-->
1195 <type number="8" name="Book">
1196 <description><![CDATA[
1197 Applying a book, the containing message is displayed to the player.]]>
1198 </description>
1199 <attribute arch="level" editor="literacy level" type="int">
1200 If this value is set to be greater than zero, the player needs a
1201 certain literacy level to succeed reading the book. The book can be
1202 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1203 book can be a nice idea, personally I like it when a player needs
1204 more than his fighting skills to solve a quest. However, keep the
1205 booklevel at least below 15 because it is quite hard to gain high
1206 mental levels.
1207 </attribute>
1208 <attribute arch="startequip" editor="godgiven item" type="bool">
1209 A godgiven item vanishes as soon as the player
1210 drops it to the ground.
1211 </attribute>
1212 <attribute arch="unique" editor="unique item" type="bool">
1213 Unique items exist only one time on a server. If the item
1214 is taken, lost or destroyed - it's gone for good.
1215 </attribute>
1216 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1217 This is the text that appears "written" in the book.
1218 </attribute>
1219 <attribute arch="slaying" editor="key string" type="string">
1220 This is the key string of the book. The key string is checked by an inventory checker.
1221 (This is used eg. for the gate/port passes in scorn)
1222 </attribute>
1223 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1224 If this flag is true the player won't be able to identify this
1225 item with by using a skill.
1226 </attribute>
1227 </type>
1228
1229 <!--####################################################################-->
1230 <type number="99" name="Boots">
1231 <import_type name="Amulet" />
1232 <description><![CDATA[
1233 Wearing boots, the object's stats will directly be inherited to
1234 the player. Usually enhancing his speed, or granting some minor
1235 protection bonus.]]>
1236 </description>
1237 <use><![CDATA[
1238 Feel free to create your own special artifacts. However, it is very
1239 important that you keep your artifact in balance with existing maps.]]>
1240 </use>
1241 <attribute arch="exp" editor="speed bonus" type="int">
1242 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1243 while worn. This kind of bonus is quite desirable for players of low-
1244 and medium level. High level players usually have fastest possible
1245 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1246 Still, this bonus is good for nice artifacts - not everything has
1247 to be for highest level.
1248 </attribute>
1249 <attribute arch="magic" editor="magic bonus" type="int">
1250 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1251 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1252 than direct armour-class bonus on the boots.
1253
1254 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1255 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1256 </attribute>
1257 </type>
1258
1259 <!--####################################################################-->
1260 <type number="104" name="Bracers">
1261 <import_type name="Amulet" />
1262 <description><![CDATA[
1263 Bracers are armour-plates worn around the wrists.
1264 Wearing bracer, the object's stats will directly be inherited to
1265 the player. Usually enhancing his defense.]]>
1266 </description>
1267 <use><![CDATA[
1268 Feel free to create your own special artifacts. However, it is very
1269 important that you keep your artifact in balance with existing maps.]]>
1270 </use>
1271 <attribute arch="magic" editor="magic bonus" type="int">
1272 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1273 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1274 than direct armour-class bonus on the bracers.
1275 </attribute>
1276 </type>
1277
1278 <!--####################################################################-->
1279 <type number="16" name="Brestplate Armour">
1280 <import_type name="Amulet" />
1281 <description><![CDATA[
1282 Wearing an armour, the object's stats will directly be inherited to
1283 the player. Usually enhancing his defense.]]>
1284 </description>
1285 <use><![CDATA[
1286 Feel free to create your own special artifacts. However, it is very
1287 important that you keep your artifact in balance with existing maps.]]>
1288 </use>
1289 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1290 This poses a penalty to spell regeneration speed, for wearing the armour.
1291 The bigger the spellpoint penalty, the worse.
1292 </attribute>
1293 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1294 Slowdown penalty reduces the player's walking speed when wearing the
1295 armour. Bigger values are worse - zero is best.
1296 </attribute>
1297 <attribute arch="magic" editor="magic bonus" type="int">
1298 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1299 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1300 than direct armour-class bonus on the armour.
1301 </attribute>
1302 </type>
1303
1304 <!--####################################################################-->
1305 <type number="92" name="Button">
1306 <ignore>
1307 <ignore_list name="non_pickable" />
1308 </ignore>
1309 <description><![CDATA[
1310 When a predefined amount of weigh is placed on a button, the
1311 &lt;connection&gt; value is triggered. In most cases this happens when a
1312 player or monster steps on it. When the button is "released", the
1313 &lt;connection&gt; value get's triggered a second time.]]>
1314 </description>
1315 &move_on;
1316 &move_off;
1317 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="weight" editor="press weight" type="int">
1319 The button is pressed (triggered), as soon as
1320 &lt;press weigh&gt; gram are placed ontop of it.
1321 </attribute>
1322 <attribute arch="connected" editor="connection" type="int">
1323 Every time the button is pressed or released, all objects
1324 with the same &lt;connection&gt; value are activated.
1325 </attribute>
1326 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1327 This text may describe the item. You can use this
1328 message to explain the button's purpose to the player.
1329 </attribute>
1330 </type>
1331
1332 <!--####################################################################-->
1333 <type number="30" name="Button Trigger">
1334 <import_type name="Button" />
1335 <ignore>
1336 <ignore_list name="non_pickable" />
1337 </ignore>
1338 <description><![CDATA[
1339 Handle buttons are buttons which reset after a short period
1340 of time. Every time it is either applied or reset, the
1341 &lt;connection&gt; value is triggered.]]>
1342 </description>
1343 </type>
1344
1345 <!--####################################################################-->
1346 <type number="37" name="Class Changer">
1347 <ignore>
1348 <ignore_list name="non_pickable" />
1349 </ignore>
1350 <description><![CDATA[
1351 Class changer are used while creating a character.]]>
1352 </description>
1353 <attribute arch="randomitems" editor="class items" type="treasurelist">
1354 This entry determines which initial items the character receives.
1355 </attribute>
1356 <section name="stats">
1357 <attribute arch="Str" editor="strength" type="int">
1358 The player's strength will rise by the given value if he chooses this
1359 class. (Negative values make strength fall)
1360 </attribute>
1361 <attribute arch="Dex" editor="dexterity" type="int">
1362 The player's dexterity will rise by the given value if he chooses this
1363 class. (Negative values make dexterity fall)
1364 </attribute>
1365 <attribute arch="Con" editor="constitution" type="int">
1366 The player's constitution will rise by the given value if he chooses this
1367 class. (Negative values make constitution fall)
1368 </attribute>
1369 <attribute arch="Int" editor="intelligence" type="int">
1370 The player's intelligence will rise by the given value if he chooses this
1371 class. (Negative values make intelligence fall)
1372 </attribute>
1373 <attribute arch="Pow" editor="power" type="int">
1374 The player's power will rise by the given value if he chooses this
1375 class. (Negative values make power fall)
1376 </attribute>
1377 <attribute arch="Wis" editor="wisdom" type="int">
1378 The player's wisdom will rise by the given value if he chooses this
1379 class. (Negative values make wisdom fall)
1380 </attribute>
1381 <attribute arch="Cha" editor="charisma" type="int">
1382 The player's charisma will rise by the given value if he chooses this
1383 class. (Negative values make charisma fall)
1384 </attribute>
1385 </section>
1386 </type>
1387
1388 <!--####################################################################-->
1389 <type number="87" name="Cloak">
1390 <import_type name="Amulet" />
1391 <description><![CDATA[
1392 Wearing a cloak, the object's stats will directly be inherited to
1393 the player. Cloaks usually add minor &lt;armour class&gt; and
1394 sometimes a bit of resistance.]]>
1395 </description>
1396 <use><![CDATA[
1397 Feel free to create your own special artifacts. However, it is very
1398 important that you keep your artifact in balance with existing maps.]]>
1399 </use>
1400 <attribute arch="magic" editor="magic bonus" type="int">
1401 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403 than direct armour-class bonus on the cloak.
1404
1405 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1406 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1407 </attribute>
1408 </type>
1409
1410 <!--####################################################################-->
1411 <type number="9" name="Clock">
1412 <description><![CDATA[
1413 Applying a clock, the time is displayed to the player.]]>
1414 </description>
1415 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1416 This text may describe the item
1417 </attribute>
1418 </type>
1419
1420 <!--####################################################################-->
1421 <type number="122" name="Container">
1422 <description><![CDATA[
1423 A player can put (certain kinds of) items in the container.
1424 The overall weight of items is reduced when put inside a
1425 container, depending on the settings.
1426 <br><br>
1427 A special feature of containers is the "cauldron",
1428 capable of mixing alchemical receipes.]]>
1429 </description>
1430 <use><![CDATA[
1431 Note on chests - There are two types of chests:
1432 <UL>
1433 <LI> First the random treasure chests - Those are NOT containers
1434 (but object type Treasure), they create random treasures when
1435 applied. Archetype name is "chest".
1436 <LI> Second there are the permanent chests - Those are containers,
1437 they can be opened and closed again. Archetype name is "chest_2".
1438 </UL>]]>
1439 </use>
1440 <attribute arch="race" editor="container class" type="string">
1441 If set, the container will hold only certain types of objects.
1442 Possible choices for &lt;container class&gt; are: "gold and jewels",
1443 "arrows" and "keys".
1444
1445 Unfortunately it is not easy to create new container
1446 classes, because items need a matching counterpiece-attribute
1447 to the &lt;container class&gt; before they can be put inside a
1448 container. This attribute ("race") is set only for the existing
1449 container classes.
1450 </attribute>
1451 <attribute arch="slaying" editor="key string" type="string">
1452 If &lt;key string&gt; is set, only players with a special key
1453 of matching &lt;key string&gt; are able to open the container.
1454 </attribute>
1455 <attribute arch="container" editor="maximum weight" type="int">
1456 The container can hold a maximum total weight of the given value
1457 in gram. Note that this weight limit is calculated *after* the
1458 weight reduction (&lt;reduce weight&gt;) has been applied.
1459 </attribute>
1460 <attribute arch="Str" editor="reduce weight %" type="int">
1461 This value determines how much the weight of items is reduced in
1462 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1463 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1464 Most default values are in the range of ten.
1465 </attribute>
1466 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1467 If set, the container can be used as alchemy-cauldron.
1468 The player can put ingredients inside, close it, cast alchemy
1469 and if his formulae is true, he'll get what he longed for.
1470 </attribute>
1471 <attribute arch="unique" editor="unique item" type="bool">
1472 Unique items exist only one time on a server. If the item
1473 is taken, lost or destroyed - it's gone for good.
1474 All contents of a unique container are unique as well.
1475 </attribute>
1476 <attribute arch="startequip" editor="godgiven item" type="bool">
1477 A godgiven item vanishes as soon as the player
1478 drops it to the ground.
1479 </attribute>
1480 <attribute arch="other_arch" editor="animation arch" type="string">
1481 This is used for a certain kind of... "animation" when
1482 opening the container. Stick to the default arches here
1483 and you won't get into trouble.
1484 </attribute>
1485 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1486 This text may contain a description of the container.
1487 </attribute>
1488 </type>
1489
1490 <!--####################################################################-->
1491 <type number="103" name="Converter">
1492 <ignore>
1493 <attribute arch="value" />
1494 <attribute arch="nrof" />
1495 <attribute arch="name_pl" />
1496 <attribute arch="no_pick" />
1497 <attribute arch="unpaid" />
1498 <attribute arch="title" />
1499 </ignore>
1500 <description><![CDATA[
1501 Converters are like "exchange tables". When the player drops a
1502 specific type of items, they get converted into other items, at a
1503 predefined exchange-ratio.]]>
1504 </description>
1505 <use><![CDATA[
1506 Converters are better than shopping with doormats, because the
1507 converters never get sold out. For some items like food or jewels
1508 those "exchange tables" are really nice, while for the more important
1509 stuff like potions converters should not exist.
1510 <br><br>
1511 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1512 items on a converter, the stuff you get must be of equal or lesser
1513 value than before! (Except if you are using "rare" items like
1514 dragonscales for payment). The code will not check if your ratio is
1515 sane, so the player could gain infinite wealth by using your converter.]]>
1516 </use>
1517 <attribute arch="no_pick" value="1" type="fixed" />
1518 <attribute arch="slaying" editor="cost arch" type="string">
1519 &lt;cost arch&gt; is the name of the archetype the player has to
1520 put on the converter, as payment.
1521 </attribute>
1522 <attribute arch="food" editor="cost number" type="int">
1523 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1524 on the converter, in order to get &lt;receive number&gt; items
1525 of &lt;receive arch&gt;.
1526 </attribute>
1527 <attribute arch="other_arch" editor="receive arch" type="string">
1528 &lt;receive arch&gt; is the name of the archetype to convert into.
1529 This field is ignored if the converter has items in inventory. In this
1530 case one of the inventory items is duplicated. The duplicated item is
1531 randomly chosen from all items present.
1532 </attribute>
1533 <attribute arch="sp" editor="receive number" type="int">
1534 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1535 on the converter, in order to get &lt;receive number&gt; items
1536 of &lt;receive arch&gt;.
1537 </attribute>
1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1539 This text may contain a description of the converter.
1540 </attribute>
1541 <attribute arch="precious" editor="output unpaid" type="bool">
1542 If the converter has this flag set the generated items will
1543 be flagged as unpaid. Useful if you want to make a converter in a shop.
1544 (For instance for 'dragon scale' to 'dragon shield' converters in some
1545 armour shops.)
1546 </attribute>
1547 </type>
1548
1549 <!--####################################################################-->
1550 <type number="42" name="Creator">
1551 <ignore>
1552 <ignore_list name="system_object" />
1553 </ignore>
1554 <description><![CDATA[
1555 A creator is an object which creates another object when it
1556 is triggered. The child object can be anything. Creators are
1557 VERY useful for all kinds of map-mechanisms. They can even
1558 periodically create things.]]>
1559 </description>
1560 <use><![CDATA[
1561 Don't hesitate to hide your creators under the floor.
1562 The created items will still always appear ontop of the floor.]]>
1563 </use>
1564 <attribute arch="no_pick" value="1" type="fixed" />
1565 <attribute arch="other_arch" editor="create arch" type="string">
1566 This string defines the object that will be created.
1567 You can choose any of the existing arches.
1568 This field is ignored if the creator has items in inventory. In this case
1569 one of the inventory items is duplicated. The duplicated item is randomly
1570 chosen from all items present.
1571 </attribute>
1572 <attribute arch="connected" editor="connection" type="int">
1573 Whenever the connection value is activated,
1574 the creator gets triggered.
1575 </attribute>
1576 &activate_on;
1577 <attribute arch="lifesave" editor="infinit uses" type="bool">
1578 If &lt;infinit uses&gt; is set, the creator will work
1579 infinitely, regardless of the value in &lt;number of uses&gt;.
1580 </attribute>
1581 <attribute arch="speed" editor="speed" type="float">
1582 When this field is set the creator will periodically create stuff
1583 (and will still do so when the connection is triggered).
1584 A value of 1 means roughly 8 times a second.
1585 </attribute>
1586 <attribute arch="hp" editor="number of uses" type="int">
1587 The creator can be triggered &lt;number of uses&gt; times, thus
1588 creating that many objects, before it dissappears.
1589 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1590 </attribute>
1591 <attribute arch="slaying" editor="name of creation" type="string">
1592 The created object will bear the name and title specified in &lt;name of
1593 creation&gt;. If nothing is set, the standard name and title of the
1594 archetype is used.
1595 </attribute>
1596 <attribute arch="level" editor="level of creation" type="int">
1597 The created object will be of that level. If zero/unset,
1598 the standard level of the archetype is used.
1599 </attribute>
1600 </type>
1601
1602 <!--####################################################################-->
1603 <type number="51" name="Detector">
1604 <ignore>
1605 <ignore_list name="system_object" />
1606 </ignore>
1607 <description><![CDATA[
1608 Detectors work quite much like inv. checkers/pedestals: If the detector
1609 finds a specific object, it toggles its connected value.
1610 <br><br>
1611 What is "unique" about them, compared to inv. checkers/ pedestals?
1612 - First, detectors check their square for a match periodically, not
1613 instantly. Second, detectors check directly for object names. Third,
1614 detectors do not check the inventory of players/monsters.]]>
1615 </description>
1616 <use><![CDATA[
1617 There is one major speciality about detectors: You can detect spells
1618 blown over a detector! To detect a lighting bolt for example, set
1619 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1620 walls, this can be very useful for map-mechanisms.]]>
1621 </use>
1622 <attribute arch="no_pick" value="1" type="fixed" />
1623 <attribute arch="slaying" editor="match name" type="string">
1624 &lt;match name&gt; specifies the name of the object we are looking for.
1625 Actually it does also check for the &lt;key string&gt; in key-objects,
1626 but for this case inventory checkers are often more powerful to use.
1627 </attribute>
1628 <attribute arch="connected" editor="connection" type="int">
1629 When the detector is triggered, all objects with the same
1630 connection value get activated.
1631 </attribute>
1632 <attribute arch="speed" editor="detection speed" type="float">
1633 This value defines the time between two detector-checks.
1634 If you want the detector to behave almost like pedestals/buttons,
1635 set speed rather high, like &lt;detection speed&gt; 1.0.
1636 </attribute>
1637 &speed_left;
1638 <attribute arch="speed_left" editor="speed left" type="float">
1639 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1640 If it is larger than 0, the detector checks, and the speed is decremented
1641 by 1.
1642 </attribute>
1643 </type>
1644
1645 <!--####################################################################-->
1646 <type number="112" name="Director">
1647 <ignore>
1648 <ignore_list name="non_pickable" />
1649 </ignore>
1650 <description><![CDATA[
1651 Directors change the direction of spell objects and other projectiles
1652 that fly past. Unlike spinners, directors always move objects in the
1653 same direction. It does not make a difference from what angle you
1654 shoot into it.<br>
1655 Directors are visible per default.]]>
1656 </description>
1657 <use><![CDATA[
1658 Directors are rarely used in maps. Sometimes they are placed to
1659 change the direction of spells coming out of magic walls,
1660 "channeling" spell-projectiles in some direction. When doing this,
1661 <B>never place directors facing each other with magic walls fireing
1662 into them!</B> The spell-projectiles bouncing between the directors
1663 would accumulate to huge numbers and at some point slow down the
1664 server by eating memory- and CPU-time.
1665 <br><br>
1666 You'd better not place directors in monster vs. player combat
1667 areas too much, because that freaks out wizard-type players.]]>
1668 </use>
1669 <attribute arch="sp" editor="direction" type="list_direction">
1670 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1671 A director with direction &lt;none&gt; simply stops projectiles.
1672 (The latter works out a bit strange for some spells).
1673 </attribute>
1674 &move_on;
1675 </type>
1676
1677 <!--####################################################################-->
1678 <type number="158" name="Disease">
1679 <ignore>
1680 <ignore_list name="system_object" />
1681 </ignore>
1682 <description><![CDATA[
1683 Diseases are an intersting form of spellcraft in Deliantra.
1684 Once casted, they can spread out and infect creatures in a large
1685 area. Being infected can have various effects, from amusing farts
1686 to horrible damage - almost everything is possible.]]>
1687 </description>
1688 <use><![CDATA[
1689 Diseases are extremely flexible and usable in a many ways.
1690 So far they are mostly used for causing bad, unwanted effects.
1691 You could just as well create a disease which helps the player
1692 (recharging mana for example).
1693 Infection with a "positive disease" could even be a quest reward.]]>
1694 </use>
1695 <attribute arch="invisible" value="1" type="fixed" />
1696 <attribute arch="level" editor="plaque level" type="int">
1697 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1698 This mainly reflects in the &lt;damage&gt;. It has no effect on
1699 most other symptoms. Neverthless, it is a very important value for
1700 all damage-inflicting diseases.
1701 </attribute>
1702 <attribute arch="race" editor="infect race" type="string">
1703 The disease will only infect creatures of the specified &lt;race&gt;.
1704 "&lt;race&gt; *" means every creature can be infected.
1705 </attribute>
1706 <attribute arch="ac" editor="progressiveness" type="int">
1707 Every time the disease "moves" the severity of the symptoms are increased
1708 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1709 </attribute>
1710 <section name="spreading">
1711 <attribute arch="wc" editor="infectiosness" type="int">
1712 The &lt;infectiosness&gt; defines the chance of new creatures getting
1713 infected. If you set this too high, the disease is very likely to
1714 be too effective.
1715
1716 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1717 </attribute>
1718 <attribute arch="last_grace" editor="attenuation" type="int">
1719 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1720 everytime it infects someone new. This limits how many generations
1721 a disease can propagate.
1722 </attribute>
1723 <attribute arch="magic" editor="infection range" type="int">
1724 &lt;infection range&gt; sets the range at which infection may occur.
1725 If positive, the &lt;infection range&gt; is level dependant - If negative,
1726 it is not:
1727 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1728 six square range, and &lt;plaque level&gt; doesn't modify that.
1729 </attribute>
1730 <attribute arch="maxhp" editor="persistence" type="int">
1731 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1732 The disease can "move" &lt;persistence&gt; times outside a host before it
1733 vanishes. A negative value means the disease lasts for permanent
1734 (which is only recommended to use in maps without monsters).
1735 </attribute>
1736 <attribute arch="maxgrace" editor="curing duration" type="int">
1737 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1738 (Assuming the host survives and doesn't use a curing spell).
1739 After this period the disease is naturally cured, which provides the
1740 host with immunity from this particular disease of lower or equal level.
1741
1742 A negative value means the disease can never be cured naturally.
1743
1744 Note that this value can be further modulated by spell-parameters,
1745 if the disease is registered as spell in the code. Due to that,
1746 most default diseases take a lot longer to cure than it seems.
1747 </attribute>
1748 <attribute arch="speed" editor="moving speed" type="float">
1749 The &lt;speed&gt; of the disease determines how fast the disease will
1750 "move", thus how fast the symptoms strike the host.
1751 </attribute>
1752 &speed_left;
1753 </section>
1754 <section name="symptoms">
1755 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1756 The disease will attack the host with the given &lt;attacktype&gt;.
1757 Godpower attacktype is commonly used for "unresistable" diseases.
1758 </attribute>
1759 <attribute arch="dam" editor="damage" type="int">
1760 A disease with a positive &lt;damage&gt; value will strike the player for that
1761 amount of damage every time the symptoms occur.
1762 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1763 the player's health is reduced by 10% every time the symptoms strike.
1764
1765 Diseases with %-based damage can be dangerous - but not deadly -
1766 for players of all levels.
1767 </attribute>
1768 <attribute arch="other_arch" editor="create arch" type="string">
1769 If set, the specified arch is created and dropped every time the
1770 symptoms strike.
1771
1772 This can be various things: farts, body pieces, eggs ...
1773 Even monsters can be created that way. You could also make a
1774 disease where some exotic stuff like money/gems is created.
1775 </attribute>
1776 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1777 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1778 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1779 </attribute>
1780 <attribute arch="exp" editor="exp. for curing" type="int">
1781 When the player manages to cure this disease (with a curing spell),
1782 he is awarded with &lt;exp. for curing&gt; experience.
1783 </attribute>
1784 <attribute arch="maxsp" editor="mana depletion" type="int">
1785 Every time the disease "moves", the player's mana is
1786 reduced by the value of &lt;mana depletion&gt;.
1787 For negative values, a %-based amount is taken.
1788 </attribute>
1789 <attribute arch="last_eat" editor="food depletion" type="int">
1790 Every time the disease "moves", the player's food is
1791 reduced by the value of &lt;food depletion&gt;.
1792 For negative values, a %-based amount is taken.
1793 </attribute>
1794 <attribute arch="hp" editor="health regen." type="int">
1795 This value increases the player's healing rate.
1796 Negative values decrease it.
1797 </attribute>
1798 <attribute arch="sp" editor="mana regen." type="int">
1799 This value increases the player's rate of mana regeneration.
1800 Negative values decrease it.
1801 </attribute>
1802 </section>
1803 <section name="disability">
1804 <attribute arch="Str" editor="strength" type="int">
1805 The player's strength will rise by the given value
1806 while being infected. (Negative values make strength fall)
1807 </attribute>
1808 <attribute arch="Dex" editor="dexterity" type="int">
1809 The player's dexterity will rise by the given value
1810 while being infected. (Negative values make dexterity fall)
1811 </attribute>
1812 <attribute arch="Con" editor="constitution" type="int">
1813 The player's constitution will rise by the given value
1814 while being infected. (Negative values make constitution fall)
1815 </attribute>
1816 <attribute arch="Int" editor="intelligence" type="int">
1817 The player's intelligence will rise by the given value
1818 while being infected. (Negative values make intelligence fall)
1819 </attribute>
1820 <attribute arch="Pow" editor="power" type="int">
1821 The player's power will rise by the given value
1822 while being infected. (Negative values make power fall)
1823 </attribute>
1824 <attribute arch="Wis" editor="wisdom" type="int">
1825 The player's wisdom will rise by the given value
1826 while being infected. (Negative values make wisdom fall)
1827 </attribute>
1828 <attribute arch="Cha" editor="charisma" type="int">
1829 The player's charisma will rise by the given value
1830 while being infected. (Negative values make charisma fall)
1831 </attribute>
1832 </section>
1833 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1834 This text is displayed to the player every time the
1835 symptoms strike.
1836 </attribute>
1837 </type>
1838
1839 <!--####################################################################-->
1840 <type number="23" name="Door">
1841 <ignore>
1842 <ignore_list name="non_pickable" />
1843 </ignore>
1844 <description><![CDATA[
1845 A door can be opened with a normal key. It also can be broken by attacking
1846 it, and it can be defeated with the lockpicking skill. If a door is
1847 defeated, horizontally and vertically adjacent doors are automatically
1848 removed.]]>
1849 </description>
1850 <attribute arch="no_pick" value="1" type="fixed" />
1851 <attribute arch="alive" value="1" type="fixed" />
1852 &movement_types_terrain;
1853 <attribute arch="hp" editor="hitpoints" type="int">
1854 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1855 </attribute>
1856 <attribute arch="ac" editor="armour class" type="int">
1857 Doors of high &lt;armour class&gt; are less likely to get hit.
1858 &lt;armour class&gt; can be considered the "counterpiece" to
1859 &lt;weapon class&gt;.
1860 </attribute>
1861 <attribute arch="other_arch" editor="drop arch" type="string">
1862 This string defines the object that will be created when the door was
1863 defeated.
1864 </attribute>
1865 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1866 This entry determines what kind of traps will appear in the door.
1867 </attribute>
1868 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1869 Set this flag to move treasure items created into the environment (map)
1870 instead of putting them into the object.
1871 </attribute>
1872 </type>
1873
1874 <!--####################################################################-->
1875 <type number="83" name="Duplicator">
1876 <ignore>
1877 <ignore_list name="system_object" />
1878 </ignore>
1879 <description><![CDATA[
1880 When activated, a duplicator can duplicate, multiply or destroy a pile of
1881 objects which lies somewhere on top of the duplicator.
1882 The duplicator has one arch name specified as &lt;target arch&gt;,
1883 and only objects of this archetype can be affected.<br>
1884 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1885 If the latter is set to zero, it will destroy objects.]]>
1886 </description>
1887 <use><![CDATA[
1888 I hope it is clear that one must be very cautious when inserting a duplicator
1889 anywhere with &lt;multiply factor&gt; greater than one.
1890 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1891 It is <b>not acceptable</b> to allow duplication of anything other than
1892 coins, gold and jewels. Besides, it is very important that the chance to
1893 loose the input matches the chance to earn winnings.<br>
1894 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1895 loosing rate of 2/3 = 67%.]]>
1896 </use>
1897 <attribute arch="other_arch" editor="target arch" type="string">
1898 Only objects of matching archtype, lying ontop of the duplicator will be
1899 duplicated, multiplied or removed. All other objects will be ignored.
1900 </attribute>
1901 <attribute arch="level" editor="multiply factor" type="int">
1902 The number of items in the target pile will be multiplied by the
1903 &lt;multiply factor&gt;. If it is set to zero, all target objects
1904 will be destroyed.
1905 </attribute>
1906 <attribute arch="connected" editor="connection" type="int">
1907 An activator (lever, altar, button, etc) with matching connection value
1908 is able to trigger this duplicator. Be very careful that players cannot
1909 abuse it to create endless amounts of money or other valuable stuff!
1910 </attribute>
1911 &activate_on;
1912 </type>
1913
1914 <!--####################################################################-->
1915 <type number="66" name="Exit">
1916 <ignore>
1917 <ignore_list name="non_pickable" />
1918 </ignore>
1919 <description><![CDATA[
1920 When the player applies an exit, he is transferred to a different location.
1921 (Monsters cannot use exits.) Depending on how it is set, the player applies
1922 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1923 the exit. ]]>
1924 </description>
1925 <use><![CDATA[
1926 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1927 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1928 detected with the show_invisible spell.
1929 <br><br>
1930 You can be quite creative with the outlook of secret exits (their "face").
1931 Don't forget to give the player relyable hints about them though.]]>
1932 </use>
1933 <attribute arch="slaying" editor="exit path" type="string">
1934 The exit path defines the map that the player is transferred to.
1935 You can enter an absolute path, beginning with '/' (for example
1936 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1937 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1938 relative path "Fire1"). Use relative paths whenever possible! Note that
1939 upper/lower case must always be set correctly. However, please use lower
1940 case only.
1941 It is well possible to have an exit pointing to the same map that the exit
1942 is on. If slaying is not set in an exit, the player will see a message like
1943 "the exit is closed".
1944 </attribute>
1945 <attribute arch="hp" editor="destination X" type="int">
1946 The exit destinations define the (x, y)-coordinates where the exit
1947 leads to.
1948 If both are set to zero, the player will be transferred to the "default
1949 enter location" of the destined map. The latter can be set in the map-
1950 properties as "Enter X/Y". Though, please DO NOT use that.
1951 It turned out to be a source for numerous map-bugs.
1952 </attribute>
1953 <attribute arch="sp" editor="destination Y" type="int">
1954 The exit destinations define the (x, y)-coordinates where the exit
1955 leads to.
1956 If both are set to zero, the player will be transferred to the "default
1957 enter location" of the destined map. The latter can be set in the map-
1958 properties as "Enter X/Y". Though, please DO NOT use that.
1959 It turned out to be a source for numerous map-bugs.
1960 </attribute>
1961 &move_on;
1962 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1963 If set, this message will be displayed to the player when he applies the exit.
1964 This is quite useful to throw in some "role-play feeling": "As you enter the
1965 dark cave you hear the sound of rustling dragonscales...". Well, my english
1966 is poor, but you get the point. =)
1967 </attribute>
1968 <attribute arch="damned" editor="set savebed" type="bool">
1969 If set, then players using this exit will have their savebed position
1970 set to the destination of the exit when passing through.
1971 </attribute>
1972 </type>
1973
1974 <!--####################################################################-->
1975 <type number="72" name="Flesh">
1976 <description><![CDATA[
1977 Just like with food, the player can fill his stomache and gain a
1978 little health by eating flesh-objects. <br>
1979 For dragon players, flesh plays a very special role though: If the
1980 flesh has resistances set, a dragon player has a chance to gain resistance in
1981 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1982 Don't forget that flesh items with resistances have to be balanced
1983 according to map/monster difficulty.]]>
1984 </description>
1985 <use><![CDATA[
1986 For dragon players, flesh items can be highly valuable. Note that many
1987 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1988 These flesh items "inherit" resistances and level from the monster they belong to.
1989 When you add special flesh items to the inventory of a monster, this is
1990 not the case - so you have to set it manually.
1991 <br><br>
1992 Generally adding special flesh-treaties for dragon players is a great thing
1993 to do. Always consider that dragon players might really not be interested
1994 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1995 out on the reward completely.]]>
1996 </use>
1997 <attribute arch="food" editor="foodpoints" type="int">
1998 The player's stomache will get filled with this amount of foodpoints.
1999 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2000 </attribute>
2001 <attribute arch="level" editor="flesh level" type="int">
2002 The &lt;flesh level&gt; is not visible to the players and it affects only
2003 dragon players. Normally this value reflects the level of the monster
2004 from which the flesh item originates.
2005 Dragon players always search for flesh of highest level possible,
2006 because it bears the best chance to gain high resistances.
2007 </attribute>
2008 <attribute arch="startequip" editor="godgiven item" type="bool">
2009 A godgiven item vanishes as soon as the player
2010 drops it to the ground.
2011 </attribute>
2012 &resistances_flesh_section;
2013 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2014 This text may describe the item.
2015 </attribute>
2016 </type>
2017
2018 <!--####################################################################-->
2019 <type number="0" name="Floor">
2020 <required>
2021 <attribute arch="is_floor" value="1" />
2022 <attribute arch="alive" value="0" />
2023 </required>
2024 <ignore>
2025 <ignore_list name="non_pickable" />
2026 </ignore>
2027 <description><![CDATA[
2028 Floor is a very basic thing whithout too much
2029 functionality. It's a floor - you stand on it.]]>
2030 </description>
2031 <attribute arch="is_floor" value="1" type="fixed" />
2032 <attribute arch="no_pick" value="1" type="fixed" />
2033 <section name="terrain">
2034 &movement_types_terrain;
2035 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2036 This flag indicates this spot contains wood or high grass.
2037 Players with activated woodsman skill can move faster here.
2038 </attribute>
2039 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2040 This flag indicates this spot contains hills or large rocks.
2041 Players with activated mountaineer skill can move faster here.
2042 </attribute>
2043 </section>
2044 <attribute arch="no_magic" editor="no spells" type="bool">
2045 If enabled, it is impossible for players to use (wizard-)
2046 spells on that spot.
2047 </attribute>
2048 <attribute arch="damned" editor="no prayers" type="bool">
2049 If enabled, it is impossible for players to use prayers
2050 on that spot. It also prevents players from saving.
2051 </attribute>
2052 <attribute arch="unique" editor="unique map" type="bool">
2053 Unique floor means that any items dropped on that spot
2054 will be saved byond map reset. For permanent apartments,
2055 all floor tiles must be set &lt;unique map&gt;.
2056 </attribute>
2057 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2058 This text may describe the object.
2059 </attribute>
2060 </type>
2061
2062 <!--####################################################################-->
2063 <type number="67" name="Floor (Encounter)">
2064 <ignore>
2065 <ignore_list name="non_pickable" />
2066 </ignore>
2067 <description><![CDATA[
2068 Encounter-Floor is pretty much the same as normal floor.
2069 Most outdoor floor/ground-arches are set to be "encounters".
2070 That is kind of a relict from former code: When walking over
2071 encounter-floor, players sometimes got beamed to little maps
2072 with monsters on them. Nowadays this feature is disabled -
2073 Hence encounter floor is not different from normal floor.]]>
2074 </description>
2075 <attribute arch="is_floor" value="1" type="fixed" />
2076 <attribute arch="no_pick" value="1" type="fixed" />
2077 <section name="terrain">
2078 &movement_types_terrain;
2079 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2080 This flag indicates this spot contains wood or high grass.
2081 Players with activated woodsman skill can move faster here.
2082 </attribute>
2083 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2084 This flag indicates this spot contains hills or large rocks.
2085 Players with activated mountaineer skill can move faster here.
2086 </attribute>
2087 </section>
2088 <attribute arch="no_magic" editor="no spells" type="bool">
2089 If enabled, it is impossible for players to use (wizard-)
2090 spells on that spot.
2091 </attribute>
2092 <attribute arch="damned" editor="no prayers" type="bool">
2093 If enabled, it is impossible for players to use prayers
2094 on that spot. It also prevents players from saving.
2095 </attribute>
2096 <attribute arch="unique" editor="unique map" type="bool">
2097 Unique floor means that any items dropped on that spot
2098 will be saved byond map reset. For permanent apartments,
2099 all floor tiles must be set &lt;unique map&gt;.
2100 </attribute>
2101 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2102 This text may describe the object.
2103 </attribute>
2104 </type>
2105
2106 <!--####################################################################-->
2107 <type number="6" name="Food">
2108 <description><![CDATA[
2109 By eating/drinking food-objects, the player can fill his
2110 stomache and gain a little health.]]>
2111 </description>
2112 <attribute arch="food" editor="foodpoints" type="int">
2113 The player's stomache will get filled with this amount of foodpoints.
2114 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2115 </attribute>
2116 <attribute arch="startequip" editor="godgiven item" type="bool">
2117 A godgiven item vanishes as soon as the player
2118 drops it to the ground.
2119 </attribute>
2120 </type>
2121
2122 <!--####################################################################-->
2123 <type number="91" name="Gate">
2124 <ignore>
2125 <ignore_list name="non_pickable" />
2126 </ignore>
2127 <description><![CDATA[
2128 Gates play an important role in Deliantra. Gates can be opened
2129 by activating a button/trigger, by speaking passwords (-> magic_ear)
2130 or carrying special key-objects (-> inventory checker).
2131 Unlike locked doors, gates can get shut again after a player has
2132 passed, which makes them more practical in many cases.]]>
2133 </description>
2134 <use><![CDATA[
2135 Use gates to divide your maps into seperated areas. After solving
2136 area A, the player gains access to area B, and so on. Make your
2137 maps more complex than "one-way".]]>
2138 </use>
2139 <attribute arch="no_pick" value="1" type="fixed" />
2140 <attribute arch="speed" value="1" type="float">
2141 The speed of the gate affects how fast it is closing/opening.
2142 </attribute>
2143 <attribute arch="connected" editor="connection" type="int">
2144 Whenever the inventory checker is triggered, all objects with identical
2145 &lt;connection&gt; value get activated. This only makes sense together with
2146 &lt;blocking passage&gt; disabled.
2147 </attribute>
2148 <attribute arch="wc" editor="position state" type="int">
2149 The &lt;position state&gt; defines the position of the gate:
2150 Zero means completely open/down, the "number of animation-steps" (usually
2151 about 6 or 7) means completely closed/up state. I suggest you don't
2152 mess with this value - Leave the default in place.
2153 </attribute>
2154 &movement_types_terrain;
2155 <attribute arch="no_magic" editor="restrict spells" type="bool">
2156 Restricting the use of spells to pass this gate. This has
2157 an effect only if &lt;block view&gt; is disabled.
2158 </attribute>
2159 <attribute arch="damned" editor="restrict prayers" type="bool">
2160 Restricting the use of prayers to pass this door. This has
2161 an effect only if &lt;block view&gt; is disabled.
2162 </attribute>
2163 </type>
2164
2165 <!--####################################################################-->
2166 <type number="113" name="Girdle">
2167 <import_type name="Amulet" />
2168 <description><![CDATA[
2169 Wearing a girdle, the object's stats will directly be inherited to
2170 the player. Girdles usually provide stats- or damage bonuses and no
2171 defense.]]>
2172 </description>
2173 <use><![CDATA[
2174 Feel free to create your own special artifacts. However, it is very
2175 important that you keep your artifact in balance with existing maps.]]>
2176 </use>
2177 <attribute arch="magic" editor="magic bonus" type="int">
2178 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2179 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2180 than direct armour-class bonus on the helmet.
2181
2182 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2183 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2184 &lt;magic bonus&gt; is pointless here.
2185 </attribute>
2186 </type>
2187
2188 <!--####################################################################-->
2189 <type number="100" name="Gloves">
2190 <import_type name="Amulet" />
2191 <description><![CDATA[
2192 Wearing gloves, the object's stats will directly be inherited to
2193 the player. Gloves can add defense or damage bonuses.]]>
2194 </description>
2195 <use><![CDATA[
2196 Feel free to create your own special artifacts. However, it is very
2197 important that you keep your artifact in balance with existing maps.]]>
2198 </use>
2199 <attribute arch="magic" editor="magic bonus" type="int">
2200 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2201 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2202 will increase that.
2203 </attribute>
2204 </type>
2205
2206 <!--####################################################################-->
2207 <type number="93" name="Handle">
2208 <ignore>
2209 <ignore_list name="non_pickable" />
2210 </ignore>
2211 <description><![CDATA[
2212 A handle can be applied by players and (certain) monsters.
2213 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2214 </description>
2215 <use><![CDATA[
2216 Handles are commonly used to move gates. When placing your lever,
2217 don't forget that some monsters are able to apply it.
2218 The ability to apply levers is rare among monsters -
2219 but vampires can do it for example.]]>
2220 </use>
2221 <attribute arch="no_pick" value="1" type="fixed" />
2222 <attribute arch="connected" editor="connection" type="int">
2223 Every time the handle is applied, all objects
2224 with the same &lt;connection&gt; value are activated.
2225 </attribute>
2226 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2227 This text may describe the item. You can use this
2228 message to explain the handle's purpose to the player.
2229 </attribute>
2230 </type>
2231
2232 <!--####################################################################-->
2233 <type number="27" name="Handle Trigger">
2234 <import_type name="Handle" />
2235 <ignore>
2236 <ignore_list name="non_pickable" />
2237 </ignore>
2238 <description><![CDATA[
2239 Handle triggers are handles which reset after a short period
2240 of time. Every time it is either applied or reset, the
2241 &lt;connection&gt; value is triggered.]]>
2242 </description>
2243 <use><![CDATA[
2244 When you connect an ordinary handle to a gate, the gate normally remains
2245 opened after the first player passed. If you want to keep the gate shut,
2246 connecting it to a handle trigger is an easy solution. ]]>
2247 </use>
2248 </type>
2249
2250 <!--####################################################################-->
2251 <type number="88" name="Hazard Floor">
2252 <required>
2253 <attribute arch="is_floor" value="1" />
2254 </required>
2255 <ignore>
2256 <ignore_list name="non_pickable" />
2257 </ignore>
2258 <description><![CDATA[
2259 The best example for Hazard Floor is lava. It works like standard
2260 floor, but damages all creatures standing on it.
2261 Damage is taken in regular time intervals.]]>
2262 </description>
2263 <use><![CDATA[
2264 The default lava for example does minor damage. But you can turn
2265 it up so that your hazard floor poses a real threat.<br>
2266 Like magic walls, such floors add a permanent thrill to your map.
2267 You can use that to safely chase off too-weak players, or just
2268 to have something different.]]>
2269 </use>
2270 <attribute arch="is_floor" value="1" type="fixed" />
2271 <attribute arch="lifesave" value="1" type="fixed" />
2272 &move_on;
2273 <attribute arch="no_pick" value="1" type="fixed" />
2274 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2275 This attribute specifys the attacktypes that this floor uses to
2276 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2277 If you want a real tough hazard floor, add more than just one attacktype.
2278 </attribute>
2279 <attribute arch="dam" editor="base damage" type="int">
2280 The &lt;base damage&gt; defines how much damage is inflicted to the
2281 victim per hit. The final damage is influenced by several other
2282 factors like the victim's resistance and level.
2283 </attribute>
2284 <attribute arch="wc" editor="weaponclass" type="int">
2285 &lt;weapon class&gt; improves the chance of hitting the victim.
2286 Lower values are better.
2287 Usually, hazard floors like lava are supposed to hit the
2288 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2289 to something like -30.
2290 </attribute>
2291 <attribute arch="level" editor="attack level" type="int">
2292 I guess this value is supposed to work similar to monster levels.
2293 But in fact, it does not seem to have an effect. Set any non-zero
2294 value to be on the safe side.
2295 </attribute>
2296 <section name="terrain">
2297 &movement_types_terrain;
2298 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2299 This flag indicates this spot contains wood or high grass.
2300 Players with activated woodsman skill can move faster here.
2301 </attribute>
2302 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2303 This flag indicates this spot contains hills or large rocks.
2304 Players with activated mountaineer skill can move faster here.
2305 </attribute>
2306 </section>
2307 <attribute arch="no_magic" editor="no spells" type="bool">
2308 If enabled, it is impossible for players to use (wizard-)
2309 spells on that spot.
2310 </attribute>
2311 <attribute arch="damned" editor="no prayers" type="bool">
2312 If enabled, it is impossible for players to use prayers
2313 on that spot. It also prevents players from saving.
2314 </attribute>
2315 <attribute arch="unique" editor="unique map" type="bool">
2316 Unique floor means that any items dropped on that spot
2317 will be saved byond map reset. For permanent apartments,
2318 all floor tiles must be set &lt;unique map&gt;.
2319 </attribute>
2320 </type>
2321
2322 <!--####################################################################-->
2323 <type number="34" name="Helmet">
2324 <import_type name="Amulet" />
2325 <description><![CDATA[
2326 Wearing a helmet, the object's stats will directly be inherited to
2327 the player. Normal helmets usually increase defense, while crowns
2328 add more special bonuses like stats/resistances paired with
2329 low defense.]]>
2330 </description>
2331 <use><![CDATA[
2332 Feel free to create your own special artifacts. However, it is very
2333 important that you keep your artifact in balance with existing maps.]]>
2334 </use>
2335 <attribute arch="magic" editor="magic bonus" type="int">
2336 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2337 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2338 than direct armour-class bonus on the helmet.
2339
2340 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2341 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2342 Crowns for instance typically provide no &lt;amour class&gt;.
2343 </attribute>
2344 </type>
2345
2346 <!--####################################################################-->
2347 <type number="56" name="Holy Altar">
2348 <ignore>
2349 <ignore_list name="non_pickable" />
2350 </ignore>
2351 <description><![CDATA[
2352 Holy_altars are altars for the various religions. Praying
2353 at a Holy_altar will make you a follower of that god, and
2354 if you already follow that god, you may get some extra bonus.]]>
2355 </description>
2356 <attribute arch="no_pick" value="1" type="fixed" />
2357 <attribute arch="other_arch" editor="god name" type="string">
2358 The altar belongs to the god of the given name. Possible options for
2359 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2360 Gorokh, Valriel and Sorig.
2361
2362 If you want to have an unconsecrated altar, set
2363 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2364 </attribute>
2365 <attribute arch="level" editor="reconsecrate level" type="int">
2366 To re-consecrate an altar, the player's wisdom level must be as
2367 high or higher than this value. In that way, some altars can not
2368 be re-consecrated, while other altars, like those in dungeons, could be.
2369
2370 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2371 Some characters might need those altars, they would be very unhappy to
2372 see them re-consecrated to another cult.
2373 </attribute>
2374 </type>
2375
2376 <!--####################################################################-->
2377 <type number="35" name="Horn">
2378 <ignore>
2379 <attribute arch="title" />
2380 </ignore>
2381 <description><![CDATA[
2382 Horns are very similar to rods. The difference is that horns regenerate
2383 spellpoints faster and thus are more valuable than rods.
2384 <br><br>
2385 A horn contains a spell. The player can use this spell by applying and
2386 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2387 used endlessly.]]>
2388 </description>
2389 <use><![CDATA[
2390 Horns are powerful due to their fast recharge rate. They should
2391 never contain high level attacking spells. Even curing/healing spells
2392 are almost too good on a horn.]]>
2393 </use>
2394 <attribute arch="sp" editor="spell" type="spell">
2395 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2396 horns to players, since they can be used endlessly without any mana cost!
2397 Horns with heal/ restoration/ protection spells, IF available, MUST be
2398 very very VERY hard to get!
2399 </attribute>
2400 <attribute arch="level" editor="casting level" type="int">
2401 The casting level of the &lt;spell&gt; determines it's power.
2402 For attack spells, level should not be set too high.
2403 </attribute>
2404 <attribute arch="hp" editor="initial spellpoints" type="int">
2405 This value represents the initial amount of spellpoints in the horn.
2406 Naturally, this is quite unimportant.
2407 </attribute>
2408 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2409 When the horn is fully charged up, it will hold this maximum amount of
2410 spellpoints. Make sure it is enough to cast the contained spell at least
2411 once. But don't set the value too high, as that might make the horn way
2412 too effective.
2413 </attribute>
2414 <attribute arch="startequip" editor="godgiven item" type="bool">
2415 A godgiven item vanishes as soon as the player
2416 drops it to the ground.
2417 </attribute>
2418 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2419 This text may contain a description of the horn.
2420 </attribute>
2421 </type>
2422
2423 <!--####################################################################-->
2424 <type number="73" name="Inorganic">
2425 <description><![CDATA[
2426 Inorganic materials are generally used as ingredients for
2427 alchemical receipes. By themselves, they have no special
2428 functionalities.]]>
2429 </description>
2430 <attribute arch="is_dust" editor="is dust" type="bool">
2431 </attribute>
2432 &resistances_basic;
2433 </type>
2434
2435 <!--####################################################################-->
2436 <type number="64" name="Inventory Checker">
2437 <ignore>
2438 <ignore_list name="system_object" />
2439 </ignore>
2440 <description><![CDATA[
2441 Inventory checkers passively check the players inventory for a
2442 specific object. You can set a connected value that is triggered
2443 either if that object is present or missing (-&gt; "last_sp") when a
2444 player walks over the inv. checker. A valid option is to remove the
2445 matching object (usually not recommended, see "last_heal").
2446 <br><br>
2447 Alternatively, you can set your inv. checker to block all players
2448 that do/don't carry the matching object.
2449 <br><br>
2450 As you can see, inv. checkers are quite powerful, holding a
2451 great variety of possibilities.]]>
2452 </description>
2453 <use><![CDATA[
2454 Putting a check_inventory space in front of a gate (one below) and
2455 one on the opposite side works reasonably well as a control mechanism.
2456 Unlike the key/door-combo, this one works infinite since it is
2457 independant from map reset. Use it to put a "structure" into your
2458 maps: Player must solve area A to gain access to area B. This concept
2459 can be found in nearly every RPG - simple but effective.]]>
2460 </use>
2461 <attribute arch="no_pick" value="1" type="fixed" />
2462 <attribute arch="slaying" editor="match key string" type="string">
2463 This string specifies the object we are looking for: We have a match
2464 if the player does/don't carry a key object or a mark with identical
2465 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2466 this context. A typical example is the city gate mechanism of scorn.
2467 </attribute>
2468 <attribute arch="race" editor="match arch name" type="string">
2469 This string specifies the object we are looking for: We have a match
2470 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2471 </attribute>
2472 <attribute arch="hp" editor="match type" type="int">
2473 This value specifies the object we are looking for: We have a match
2474 if the player does/don't carry an object that is of type &lt;match type&gt;.
2475
2476 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2477 enabled. Now you have an inv. checker blocking all players that carry any
2478 kind of melee weapon. To pass, a player is forced to leave behind all
2479 his weaponry... bad news for a warrior. ;)
2480 </attribute>
2481 <attribute arch="last_sp" editor="match = having" type="bool">
2482 Enabled means having that object is a match.
2483 Disabled means not having that object is a match.
2484 </attribute>
2485 <attribute arch="connected" editor="connection" type="int">
2486 Whenever the inventory checker is triggered, all objects with identical
2487 &lt;connection&gt; value get activated. This only makes sense together with
2488 &lt;blocking passage&gt; disabled.
2489 </attribute>
2490 &movement_types_terrain;
2491 <attribute arch="last_heal" editor="remove match" type="bool">
2492 &lt;remove match&gt; means remove object if found. Setting this is usually not
2493 recommended because inv. checkers are in general invisible. So, unlike
2494 for altars/ locked doors, the player won't expect to lose an object when
2495 walking over that square. And he doesn't even get a message either.
2496
2497 So, *if* you enable &lt;remove match&gt;, make sure
2498 to inform the player what's going on!
2499 </attribute>
2500 </type>
2501
2502 <!--####################################################################-->
2503 <type number="163" name="Item Transformer">
2504 <description><![CDATA[
2505 An item transformer is simply applied, after having marked a 'victim'
2506 item. If the victim is suitable, it will be transformed into something
2507 else.]]>
2508 </description>
2509 <use><![CDATA[
2510 To make an item transformable, you just have to fill the 'slaying' field.
2511 The syntax is:
2512 <br>
2513 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2514 <br>
2515 with [] denoting optional part, and * any number of preceding [].
2516 'new_item' must be the name of an existing archetype.
2517 <br><br>
2518 Example, for object apple: slaying knife:2 half_apple
2519 <br><br>
2520 This means that, when applying a knife (should be an Item Transformer),
2521 one 'apple' will be transformed into 2 'half_apple'.]]>
2522 </use>
2523 <attribute arch="food" editor="number of uses" type="int">
2524 &lt;number of uses&gt; controls how many times the item transformer can
2525 be used. The value 0 means "unlimited"
2526 </attribute>
2527 <attribute arch="slaying" editor="verb" type="string">
2528 Contains the verb that is used to construct a message to the player
2529 applying the item transformer.
2530 </attribute>
2531 <attribute arch="startequip" editor="godgiven item" type="bool">
2532 A godgiven item vanishes as soon as the player
2533 drops it to the ground.
2534 </attribute>
2535 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2536 This text may contain a description of the item transformer.
2537 </attribute>
2538 </type>
2539
2540 <!--####################################################################-->
2541 <type number="60" name="Jewel">
2542 <description><![CDATA[
2543 Items of the type Gold &amp; Jewels are handled like a currency.
2544 Unlike for any other type of item, in shops, the buy- and selling
2545 prices differ only marginally.]]>
2546 </description>
2547 <attribute arch="race" value="gold and jewels" type="fixed" />
2548 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2549 This text may describe the object.
2550 </attribute>
2551 </type>
2552
2553 <!--####################################################################-->
2554 <type number="24" name="Key">
2555 <description><![CDATA[
2556 When carrying a key, a normal door can be opened. The key will
2557 disappear.]]>
2558 </description>
2559 <attribute arch="startequip" editor="godgiven item" type="bool">
2560 A godgiven item vanishes as soon as the player
2561 drops it to the ground.
2562 </attribute>
2563 </type>
2564
2565 <!--####################################################################-->
2566 <type number="20" name="Locked Door">
2567 <ignore>
2568 <ignore_list name="non_pickable" />
2569 </ignore>
2570 <description><![CDATA[
2571 A locked door can be opened only when carrying
2572 the appropriate special key.]]>
2573 </description>
2574 <use><![CDATA[
2575 If you want to create a locked door that cannot be opened (no key),
2576 set a &lt;key string&gt; like "no_key_available". This will clearify things
2577 and only a fool would create a key matching that string.
2578
2579 Door-objects can not only be used for "doors". In many maps these
2580 are used with all kinds of faces/names, especially often as
2581 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2582 There you have magic forces (door objects) put under certain artifact
2583 items. To get your hands on the artifacts, you need to bring up the
2584 appropriate quest items (key objects).]]>
2585 </use>
2586 <attribute arch="move_type" value="0" type="fixed" />
2587 <attribute arch="no_pick" value="1" type="fixed" />
2588 <attribute arch="slaying" editor="key string" type="string">
2589 The &lt;key string&gt; in the door must be identical with the
2590 &lt;key string&gt; in the special key, then the door is unlocked.
2591 It is VERY important to set the &lt;key string&gt; to something that
2592 is unique among the Deliantra mapset.
2593
2594 DONT EVER USE the default string "set_individual_value".
2595 </attribute>
2596 <attribute arch="no_magic" editor="restrict spells" type="bool">
2597 Restricting the use of spells to pass this door.
2598 This should be set in most cases.
2599 (Don't forget that the spell "dimension door" is easily
2600 available at about wisdom level 10).
2601 </attribute>
2602 <attribute arch="damned" editor="restrict prayers" type="bool">
2603 Restricting the use of prayers to pass this door.
2604 This should be set in most cases.
2605 </attribute>
2606 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2607 When a player is trying to open the door without carrying the
2608 appropriate key, this text is displayed to the player. This is
2609 a good opportunity to place hints about the special key needed
2610 to unlock the door.
2611 </attribute>
2612 </type>
2613
2614 <!--####################################################################-->
2615 <type number="29" name="Magic Ear">
2616 <ignore>
2617 <ignore_list name="system_object" />
2618 </ignore>
2619 <description><![CDATA[
2620 Magic_ears trigger a connected value
2621 when the player speaks a specific keyword.]]>
2622 </description>
2623 <use><![CDATA[
2624 Whenever you put magic_ears on your maps, make sure there are
2625 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2626 something like a gate that is opened by speaking "open" or
2627 "sesame", expecting the player to figure this out all by himself.
2628 <br><br>
2629 Magic_ears are typically used for interaction with NPCs. You
2630 can create the impression that the NPC actually *does* something
2631 according to his conversation with a player. Mostly this means
2632 opening a gate or handing out some item, but you could be quite
2633 creative here.]]>
2634 </use>
2635 <attribute arch="no_pick" value="1" type="fixed" />
2636 <attribute arch="connected" editor="connection" type="int">
2637 The Magic_ear will trigger all objects with the
2638 same connection value, every time it is activated.
2639 </attribute>
2640 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2641 This textfield contains the keyword-matching-syntax. The text should
2642 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2643 Any number of keywords from one to infinite is allowed. Make sure
2644 they are seperated by a '|'.
2645
2646 Examples: "@match yes", "@match gold|treasure". The connected
2647 value will be triggerd when the player speaks any of the given
2648 keywords within a two-square radius. IMPORTANT: Upper/lower case
2649 does not make a difference!
2650 </attribute>
2651 </type>
2652
2653 <!--####################################################################-->
2654 <type number="62" name="Magic Wall">
2655 <ignore>
2656 <ignore_list name="non_pickable" />
2657 </ignore>
2658 <description><![CDATA[
2659 Magic walls fire spells in a given direction, in regular intervals.
2660 Magic walls can contain any spell. However, some spells do not
2661 operate very successfully in them. The only way to know is to test
2662 the spell you want to use with a wall.
2663 <br><br>
2664 Several types of magical walls are predefined for you in the
2665 archetypes, and can be found on the "connected" Pickmap.]]>
2666 </description>
2667 <use><![CDATA[
2668 Spellcasting walls pose an interesting alternative to monsters.
2669 Usually they are set to be undestroyable. Thus, while monsters
2670 in a map can be cleared out, the magic walls remain. Low level
2671 characters for example will not be able to pass through their
2672 spell-area, hence they cannot loot a map that a high level character
2673 might have cleared out.
2674 <br><br>
2675 Another point of magic walls is that if the player dies, he has to face
2676 them all again. Magic walls can add a kind of "permanent thrill" to
2677 your maps.
2678 <br><br>
2679 Be careful that your magic walls don't kill the monsters on a map. If
2680 placing monsters, eventually take ones that are immune to the
2681 walls' spell(s).
2682 <br><br>
2683 It is possible to make walls rotate when triggered. But that is so
2684 confusing (and useless IMHO) that I did not mention it above. You
2685 can find a working example on the map
2686 "/pup_land/castle_eureca/castle_eureca8".]]>
2687 </use>
2688 <attribute arch="dam" editor="spell" type="spell">
2689 The magic wall will cast this &lt;spell&gt;.
2690 </attribute>
2691 <attribute arch="level" editor="spell level" type="int">
2692 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2693 walls cast spells at minimal strength. "level 100" walls cast deadly
2694 spells. Arch default is level 1 - you should always set this value
2695 to meet the overall difficulty of your map.
2696 </attribute>
2697 <attribute arch="connected" editor="connection" type="int">
2698 Every time the &lt;connection&gt; value is triggered, the wall will cast
2699 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2700 have much visible effect.
2701 </attribute>
2702 &activate_on;
2703 <attribute arch="speed" editor="casting speed" type="float">
2704 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2705 You can fine-tune how long the duration between two casts shall
2706 be. If you want to create a wall that can be activated (cast per
2707 trigger) via connected lever/button/etc, you must set "speed 0".
2708 </attribute>
2709 &speed_left;
2710 <attribute arch="sp" editor="direction" type="list_direction">
2711 The magic wall will cast it's spells always in the specified
2712 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2713 always fire in a random direction.
2714 </attribute>
2715 &movement_types_terrain;
2716 <section name="destroyable">
2717 <attribute arch="alive" editor="is destroyable" type="bool">
2718 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2719 destroyed by the player. If disabled, all other attributes on
2720 this tab, as well as resistances, are meaningless.
2721 </attribute>
2722 <attribute arch="hp" editor="hitpoints" type="int">
2723 The more &lt;hitpoints&gt; the wall has, the longer
2724 it takes to be destroyed.
2725 </attribute>
2726 <attribute arch="maxhp" editor="max hitpoints" type="int">
2727 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2728 can have. This only makes sense if the wall can regain health.
2729 </attribute>
2730 <attribute arch="ac" editor="armour class" type="int">
2731 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2732 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2733 to &lt;weapon class&gt;.
2734 </attribute>
2735 </section>
2736 &resistances_basic;
2737 </type>
2738
2739 <!--####################################################################-->
2740 <type number="55" name="Marker">
2741 <ignore>
2742 <ignore_list name="system_object" />
2743 </ignore>
2744 <description><![CDATA[
2745 A marker is an object that inserts an invisible force (a mark) into a
2746 player stepping on it. This force does nothing except containing a
2747 &lt;key string&gt; which can be discovered by detectors or inventory
2748 checkers. It is also possible to use markers for removing marks again.
2749 <br><br>
2750 Note that the player has no possibility to "see" his own marks,
2751 except by the effect that they cause on the maps.]]>
2752 </description>
2753 <use><![CDATA[
2754 Markers hold real cool possibilities for map-making. I encourage
2755 you to use them frequently. However there is one negative point
2756 about markers: Players don't "see" what's going on with them. It is
2757 your task, as map-creator, to make sure the player is always well
2758 informed and never confused.
2759 <br><br>
2760 Please avoid infinite markers when they aren't needed. They're
2761 using a little space in the player file after all, so if there
2762 is no real purpose, set an expire time.]]>
2763 </use>
2764 <attribute arch="no_pick" value="1" type="fixed" />
2765 <attribute arch="slaying" editor="key string" type="string">
2766 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2767 If the player already has a force with that &lt;key string&gt;,
2768 there won't be inserted a second one.
2769 </attribute>
2770 <attribute arch="connected" editor="connection" type="int">
2771 When the detector is triggered, all objects with the same
2772 connection value get activated.
2773 </attribute>
2774 <attribute arch="speed" editor="marking speed" type="float">
2775 The &lt;marking speed&gt; defines how quickly it will mark something
2776 standing on the marker. Set this value rather high to make
2777 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2778 should do fine.
2779 </attribute>
2780 &speed_left;
2781 <attribute arch="food" editor="mark duration" type="int">
2782 This value defines the duration of the force it inserts.
2783 If nonzero, the duration of the player's mark is finite:
2784 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2785 means the mark will stay on the player forever.
2786 </attribute>
2787 <attribute arch="name" editor="delete mark" type="string">
2788 When the player steps onto the marker, all existing forces in
2789 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2790 will be removed. If you don't want to remove any marks, leave
2791 this textfield empty.
2792
2793 Note that the string &lt;delete mark&gt; is set as the name of
2794 this marker. So don't be confused, and remember changing the
2795 name will take effect on the marker's functionality.
2796 </attribute>
2797 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2798 In the moment when the player gets marked, this text is displayed
2799 to him. You should really set a message in any marker you create,
2800 because it's the only way for the player to notice what's going on.
2801 </attribute>
2802 </type>
2803
2804 <!--####################################################################-->
2805 <type number="36" name="Money">
2806 <ignore>
2807 <attribute arch="unpaid" />
2808 </ignore>
2809 <description><![CDATA[
2810 Items of the type Money are handled as currency.
2811 Money cannot be sold/bought in shops. When money is dropped
2812 in a shop, it stays the same.<br>
2813 When a player picks an item from a shop and attempts to
2814 walk over the shop mat, the item's selling-price is automatically
2815 subtracted from the player's money.
2816 <br><br>
2817 For money, always use the default arches.
2818 Don't modify them.]]>
2819 </description>
2820 <attribute arch="race" value="gold and jewels" type="fixed" />
2821 </type>
2822
2823 <!--####################################################################-->
2824 <type number="0" name="Monster &amp; NPC">
2825 <required>
2826 <attribute arch="is_floor" value="0" />
2827 <attribute arch="alive" value="1" />
2828 <attribute arch="tear_down" value="0" />
2829 </required>
2830 <ignore>
2831 <attribute arch="material" />
2832 <attribute arch="name_pl" />
2833 <attribute arch="nrof" />
2834 <attribute arch="value" />
2835 <attribute arch="unpaid" />
2836 </ignore>
2837 <description><![CDATA[
2838 Monsters can behave in various kinds of ways.
2839 They can be aggressive, attacking the player. Or peaceful,
2840 helping the player - maybe joining him as pet.
2841 The unagressive creatures who communicate with players are
2842 usually called "NPCs" (Non Player Character), a well-known
2843 term in role-play environments.]]>
2844 </description>
2845 <use><![CDATA[
2846 Monsters play a central role in most maps. Choosing the right
2847 combination of monsters for your map is vital:
2848 <UL>
2849 <LI> Place only monsters of slightly varying (increasing) strength.
2850 It's no fun to play for two hours just to find out the last
2851 monster is unbeatable. Similar, it's not exciting to fight orcs
2852 after passing a room of dragons.<br>
2853 This rule applies only for linear maps (one room after the other),
2854 with treasure at the end. You can sprinkle the treasure around,
2855 or make non-linear maps - That is often more entertaining.
2856 <LI> Places with high level monsters must not be easy to reach.
2857 Balrogs, Dragonmen and the likes should be at the end of a quest,
2858 not at the beginning.
2859 <LI> Don't stick monsters together that tend to kill each other.
2860 Fire- and cold dragons in one room for example is a bad idea.
2861 By weakening and killing each other they are easy prey for players,
2862 not worth the experience they hold.
2863 <LI> Create your own monsters, especially for "boss"-type monsters.
2864 Having stage-bosses guarding treasure is a lot of fun when done right.
2865 Avoid to create monsters with completely non-intuitive abilities:
2866 Don't give ice-spells to firedragons or vice versa. Don't add
2867 draining attack to trolls, etc. Additionally, you should inform the
2868 player before he bumps right into some very special/unusual monster.
2869 <LI> Last but not least: Always keep an eye on the experience your monsters
2870 hold. Design your maps in a way that high experience
2871 is always well-defended. Don't make large rooms full with only one kind
2872 of monster. Keep in mind the different abilities/techniques players
2873 can use.
2874 </UL>
2875 I know it's impossible to make the perfectly balanced map. There's always
2876 some part which is found too easy or too hard for a certain kind of player.
2877 Just give it your best shot. And listen to feedback from players if you
2878 receive some. :-)]]>
2879 </use>
2880 <attribute arch="alive" value="1" type="fixed" />
2881 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2882 When the monster is killed, items from the treasurelist will
2883 drop to the ground. This is a common way to reward players
2884 for killing (masses of) monsters.
2885
2886 Note that you can always put items into the monster's
2887 inventory. Those will drop-at-kill just like the stuff
2888 from the &lt;treasurelist&gt;.
2889 </attribute>
2890 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2891 Set this flag to move treasure items created into the environment (map)
2892 instead of putting them into the object.
2893 </attribute>
2894 <attribute arch="level" editor="level" type="int">
2895 A monster's &lt;level&gt; is the most important attribute.
2896 &lt;level&gt; affects the power of a monster in various ways.
2897 </attribute>
2898 <attribute arch="race" editor="race" type="string">
2899 Every monster should have a race set to categorize it.
2900 The monster's &lt;race&gt; can have different effects:
2901 Slaying weapons inflict tripple damage against enemy races
2902 and holy word kills only enemy races of the god.
2903 </attribute>
2904 <attribute arch="exp" editor="experience" type="int">
2905 When a player kills this monster, he will get exactly this
2906 amount of &lt;experience&gt;. The experience will flow into
2907 the skill-category the player used for the kill.
2908
2909 If you create special monsters of tweaked strenght/abilities,
2910 always make sure that the &lt;experience&gt; is set to a
2911 reasonable value. Compare with existing arches to get a feeling
2912 what reasonable means. Keep in mind that spellcasting monsters
2913 are a lot harder to kill than non-spellcasters!
2914 </attribute>
2915 <attribute arch="speed" editor="speed" type="float">
2916 The &lt;speed&gt; determines how fast a monster will both move
2917 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2918 </attribute>
2919 &speed_left;
2920 <attribute arch="other_arch" editor="breed monster" type="string">
2921 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2922 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2923 can be set to any valid arch-name of a monster. Multipart monster
2924 should not be used.
2925 </attribute>
2926 <attribute arch="generator" editor="multiply" type="bool">
2927 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2928 every once in a while. Mice are a good example for this effect.
2929 If enabled, you must also set &lt;breed monster&gt; or check
2930 &lt;template generation&gt; and put other monsters in the inventory.
2931 </attribute>
2932 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2933 This only takes effect if &lt;multiply&gt; is enabled. The monster
2934 will create a new monster every once in a while by duplicating it's inventory.
2935 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2936 Each time the monster need to generate an object, it will be
2937 a randomly chosen item from the inventory. When generator is destroyed,
2938 inventory is destroyed.
2939 </attribute>
2940 &move_type;
2941 <attribute arch="undead" editor="undead" type="bool">
2942 Several spells only affect undead monsters:
2943 turn undead, banish undead, holy word, etc.
2944 </attribute>
2945 <attribute arch="carrying" editor="carries weight" type="int">
2946 If a monster has something in the inventory, this
2947 value can be set to reflect the slowdown due to
2948 the carried weight.
2949 </attribute>
2950 <attribute arch="precious" editor="precious" type="bool">
2951 Set this flag to indicate that this monster is precious, i.e.
2952 it should not be lightly destroyed. This is most useful on pets and
2953 keeps the server from destroying them on destroy_pets/monster floors
2954 and will try to save them when the player logs out.
2955 </attribute>
2956
2957 <section name="melee">
2958 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2959 This number is a bitmask, specifying the monster's attacktypes
2960 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2961 Strong monsters often have more than just physical attacktype.
2962
2963 When a monster with multiple attacktypes hits aan oponent, it will do
2964 as much damage as the "best" of it's attacktypes does. So, the more
2965 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2966 somehow exceptions.
2967 </attribute>
2968 <attribute arch="dam" editor="damage" type="int">
2969 Among other parameters, &lt;damage&gt; affects how much melee damage
2970 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2971 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2972 take effect on the melee damage of a monster.
2973 </attribute>
2974 <attribute arch="wc" editor="weapon class" type="int">
2975 Monsters of high &lt;weapon class&gt; are more likely to really hit
2976 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2977 to &lt;armour class&gt;.
2978 </attribute>
2979 <attribute arch="hp" editor="health points" type="int">
2980 The &lt;health points&gt; of a monster define how long it takes to
2981 kill it. With every successful hit from an opponent, &lt;health points&gt;
2982 get drained - The monster dies by zero &lt;health points&gt;.
2983 </attribute>
2984 <attribute arch="maxhp" editor="max health" type="int">
2985 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2986 monster can have.
2987 </attribute>
2988 <attribute arch="ac" editor="armour class" type="int">
2989 Monsters of low &lt;armour class&gt; are less likely to get hit from
2990 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2991 to &lt;weapon class&gt;.
2992 Values typically range between +20 (very bad) to -20 (quite good).
2993 </attribute>
2994 <attribute arch="Con" editor="healing rate" type="int">
2995 Monsters regenerate this many health points each 4 ticks. Hence, the
2996 healing rate is independent of &lt;speed&gt;.
2997 </attribute>
2998 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2999 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3000 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3001 bounce off.
3002 </attribute>
3003 <attribute arch="hitback" editor="hitback" type="bool">
3004 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3005 to the amount of damage the *attacker* inflicted. This damage
3006 is additional to the regular melee damage of the monster.
3007 As far as I know, hitback uses acid attacktype, and it only takes
3008 effect if the monster actually has acid attacktype at it's disposal.
3009 Acid spheres for example use this feature.
3010 </attribute>
3011 <attribute arch="one_hit" editor="one hit only" type="bool">
3012 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3013 to a player.
3014 </attribute>
3015 </section>
3016
3017 <section name="spellcraft">
3018 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3019 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3020 Only wands/rods/etc can be used, given the appropriate abilities.
3021 </attribute>
3022 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3023 A monster with this flag has the ability to &lt;reflect spells&gt;,
3024 all kinds of spell-bullets and -beams will bounce off.
3025
3026 Generally this flag should not be set because it puts
3027 wizard-type players at an unfair disadvantage.
3028 </attribute>
3029 <attribute arch="sp" editor="spellpoints" type="int">
3030 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3031 them for both wizard- and prayer-spells. However, this value defines
3032 only the amount of *initial* spellpoints the monster starts with.
3033 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3034 and &lt;spellpoint regen.&gt; are more important than just initial
3035 &lt;spellpoints&gt;.
3036 </attribute>
3037 <attribute arch="maxsp" editor="max spellpoints" type="int">
3038 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3039 can hold. Setting this to high values has little effect unless
3040 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3041 "regenerate mana" at it's disposal.
3042 </attribute>
3043 <attribute arch="Pow" editor="spellpoint regen." type="int">
3044 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3045 spellpoint regeneration rate is independent of &lt;speed&gt;.
3046
3047 To make a real tough spellcasting monster, the rate of spellpoint
3048 regeneration is most important. If your monster is still not casting
3049 fast enough, give it the spell-ability of "regenerate mana".
3050 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3051 </attribute>
3052 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3053 Click on the &lt;attuned paths&gt; button to select spellpaths.
3054 The creature will get attuned to the specified spellpaths.
3055 </attribute>
3056 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3057 Click on the &lt;repelled paths&gt; button to select spellpaths.
3058 The creature will get repelled to the specified spellpaths.
3059 </attribute>
3060 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3061 Click on the &lt;denied paths&gt; button to select spellpaths.
3062 The creature won't be able to cast spells of the specified paths.
3063 </attribute>
3064 </section>
3065
3066 <section name="ability">
3067 <attribute arch="Int" editor="detect hidden" type="int">
3068 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3069 hidden/invisible creatures. Higher values make for better
3070 detection-skills. Enabling &lt;see invisible&gt; makes this value
3071 obsolete.
3072 </attribute>
3073 <attribute arch="see_invisible" editor="see invisible" type="bool">
3074 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3075 with by invisible or hiding players. This flag is a must-have
3076 for high-level monsters. When a monster is unable to detect
3077 invisible players, it can be killed without fighting back.
3078 </attribute>
3079 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3080 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3081 by spells of darkness or dark maps. This flag is a "should-have"
3082 for high-level monsters. When a monster is unable to see in
3083 darkness, players can cast darkness and sneak around it safely.
3084 </attribute>
3085 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3086 Monster is able to wield weapon type objects.
3087 </attribute>
3088 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3089 Monster is able to use missile-weapon type objects.
3090 </attribute>
3091 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3092 Monster is able to wear protective equipment like brestplate
3093 armour, shields, helmets etc.
3094 </attribute>
3095 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3096 Monster is able to wear rings.
3097 </attribute>
3098 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3099 Monster is able to use wands and staves.
3100 </attribute>
3101 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3102 Monster is able to use rods.
3103 </attribute>
3104 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3105 Monster is able to read scrolls.
3106 </attribute>
3107 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3108 Monster is able to use skills from it's inventory.
3109 For example, you can put a throwing skill object and some
3110 boulders into the monster's object and set &lt;can use skills&gt;.
3111 </attribute>
3112 </section>
3113
3114 <section name="behave">
3115 <attribute arch="monster" editor="monster behaviour" type="bool">
3116 When &lt;monster behaviour&gt; is enabled, this object will behave
3117 like a monster: It can move and attack enemies (which are
3118 typically players).
3119 This flag should be set for all monsters as-such.
3120 Monsters which don't move, like guards, should also have
3121 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3122 It should *not* be set for things like immobile generators.
3123 </attribute>
3124 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3125 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3126 </attribute>
3127 <attribute arch="friendly" editor="friendly" type="bool">
3128 &lt;friendly&gt; monsters help the player, attacking any
3129 non-friendly monsters in range.
3130 </attribute>
3131 <attribute arch="stand_still" editor="stand still" type="bool">
3132 Monsters which &lt;stand still&gt; won't move to leave their position.
3133 When agressive, they will attack all enemies who get close to
3134 them. This behaviour is commonly known from castle guards.
3135
3136 In older versions of Deliantra it was possible to eventually
3137 push a &lt;stand still&gt;-monster out of position by force.
3138 I believe this is no longer possible. Neverthless, you should
3139 still be cautious when lining up &lt;stand still&gt;-monster in order
3140 to "defend" something: Such monsters are rather easy to kill.
3141 It's good for low level maps, but not much more.
3142 </attribute>
3143 <attribute arch="sleep" editor="asleep" type="bool">
3144 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3145 &lt;sensing range&gt; of the monster. Usually the sensing range is
3146 larger than the players line of sight. Due to that, in most cases
3147 the player won't ever notice weither a monster was asleep or not.
3148 </attribute>
3149 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3150 This entry defines which kinds of environment actions the
3151 creature is able to perform.
3152 </attribute>
3153 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3154 Click on the &lt;pick up&gt; button and select which types of objects
3155 the creature should try to pick up.
3156
3157 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3158 etc are set, then the creature will pick up the matching items even
3159 if this is not set here.
3160 </attribute>
3161 <attribute arch="Wis" editor="sensing range" type="int">
3162 &lt;sensing range&gt; determines how close a player needs to be before
3163 the creature wakes up. This is done as a square, for reasons of speed.
3164 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3165 11x11 square of the monster will wake the monster up. If the player
3166 has stealth, the size of this square is reduced in half plus 1.
3167 </attribute>
3168 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3169 If this is set to default, the standard mode of movement will be used.
3170 </attribute>
3171 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3172 This movement is not in effect when the monster has an enemy and should
3173 only be used for non agressive monsters.
3174 </attribute>
3175 <attribute arch="run_away" editor="run at % health" type="int">
3176 This is a percentage value in the range 0-100.
3177 When the monster's health points drop below this percentage
3178 (relative to max health), it attempts to run away from the
3179 attacker.
3180 </attribute>
3181 </section>
3182 &resistances_basic;
3183 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3184 </attribute>
3185 </type>
3186
3187 <!--####################################################################-->
3188 <type number="28" name="Monster (Grimreaper)">
3189 <import_type name="Monster &amp; NPC" />
3190 <ignore>
3191 <attribute arch="material" />
3192 <attribute arch="name_pl" />
3193 <attribute arch="nrof" />
3194 <attribute arch="value" />
3195 <attribute arch="unpaid" />
3196 </ignore>
3197 <description>
3198 A grimreaper is a monster that vanishes after it did some number of
3199 draining attacks.
3200 </description>
3201 <section name="grimreaper">
3202 <attribute arch="value" editor="attacks" type="int">
3203 The object vanishes after this number of draining attacks.
3204 </attribute>
3205 </section>
3206 </type>
3207
3208 <!--####################################################################-->
3209 <type number="65" name="Mood Floor">
3210 <ignore>
3211 <ignore_list name="system_object" />
3212 </ignore>
3213 <description><![CDATA[
3214 As the name implies, mood floors can change the "mood" of
3215 a monsters/NPC. For example, an unagressive monster could be
3216 turned mad to start attacking. Similar, an agressive monster
3217 could be calmed.]]>
3218 </description>
3219 <use><![CDATA[
3220 Mood floors are absolutely cool for NPC interaction. To make an
3221 unaggressive monster/NPC attack, put a creator with "other_arch
3222 furious_floor" under it. Connect the creator to a magic_ear, so the
3223 player speaks a keyword like "stupid sucker" - and the monster attacks.
3224 <br><br>
3225 To turn an NPC into a pet, put a charm_floor under it and connect
3226 it directly to a magic_ear. Then the player speaks a keyword like
3227 "help me" - and the NPC joins him as pet.
3228 <br><br>
3229 (Of course you must always give clear hints about keywords!
3230 And there is no reason why you couldn't use a button/lever/pedestal
3231 etc. instead of a magic_ear.)]]>
3232 </use>
3233 <attribute arch="no_pick" value="1" type="fixed" />
3234 <attribute arch="last_sp" editor="mood" type="list_mood">
3235 &lt;mood&gt; is used to determine what will happen to the
3236 monster when affected by the mood floor:
3237
3238 &lt;mood&gt; 'furious': Makes all monsters aggressive
3239
3240 &lt;mood&gt; 'angry': As above but pets are unaffected
3241
3242 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3243
3244 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3245
3246 &lt;mood&gt; 'charm': Turns monster into a pet of person
3247 who triggers the square. This setting is not
3248 enabled for continous operation, you need to
3249 insert a &lt;connection&gt; value!
3250 </attribute>
3251 <attribute arch="connected" editor="connection" type="int">
3252 This should only be set in combination with &lt;mood number&gt; 4.
3253 Normally, monsters are affected by the mood floor as soon as they
3254 step on it. But charming (monster -&gt; pet) is too powerful,
3255 so it needs to be activated.
3256
3257 Typically it is connected to an altar, for buying a "hireling".
3258 But a powerful pet could as well be the reward for solving a
3259 quest. Or even better: It could be *part* of a quest!
3260 </attribute>
3261 <attribute arch="no_magic" editor="no spells" type="bool">
3262 If enabled, it is impossible for players to use (wizard-)
3263 spells on that spot.
3264 </attribute>
3265 <attribute arch="damned" editor="no prayers" type="bool">
3266 If enabled, it is impossible for players to use prayers
3267 on that spot. It also prevents players from saving.
3268 </attribute>
3269 </type>
3270
3271 <!--####################################################################-->
3272 <type number="40" name="Mover">
3273 <ignore>
3274 <ignore_list name="non_pickable" />
3275 </ignore>
3276 <description><![CDATA[
3277 Movers move the objects above them. However, only living objects
3278 are affected (monsters/NPCs always, players optional). Movers have
3279 a direction, so players can be made to move in a pattern, and so
3280 can monsters. Motion is involuntary. Additionally, players or
3281 monsters can be "frozen" while ontop of movers so that they MUST
3282 move along a chain of them.
3283 <br><br>
3284 Multisquare monsters can be moved as well, given
3285 enough space. Movers are usually invisible.]]>
3286 </description>
3287 <use><![CDATA[
3288 NEVER EVER consider a mover being unpassable in the backwards
3289 direction. Setting "forced movement" makes it seemingly impossible
3290 but there is still a trick: One player can push a second player
3291 past the mover, in opposite to the mover's direction! The more
3292 movers, the more players needed. Hence, don't make a treasure
3293 room that is surrounded by movers instead of solid walls/gates.
3294 <br><br>
3295 Btw, it does not make a difference putting movers above or
3296 below the floor. Moreover, movers that are set to be invisible
3297 cannot be discovered with the show_invisible spell.
3298 <br><br>
3299 Note that Movers and Directors are seperate objects, even though
3300 they look and act similar. Directors only do spells/missiles,
3301 while movers only do living creatures (depending on how it
3302 is set: monsters and players).]]>
3303 </use>
3304 <attribute arch="attacktype" editor="forced movement" type="bool">
3305 If forced movement is enabled, the mover "freezes" anyone it
3306 moves (so they are forced to move along a chain).
3307 For players there is no way to escape this forced movement,
3308 except being pushed by a second player.
3309 </attribute>
3310 <attribute arch="maxsp" editor="freeze duration" type="int">
3311 The player will be "frozen" for that many moves.
3312 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3313 enabled, then &lt;freeze duration&gt; gets assigned the
3314 "default value" 2 automatically.
3315 </attribute>
3316 <attribute arch="speed" editor="movement speed" type="float">
3317 The movement speed value determines how fast a chain of
3318 these movers will push a player along (default is -0.2).
3319 </attribute>
3320 &speed_left;
3321 <attribute arch="sp" editor="direction" type="list_direction">
3322 The mover will push creatures in the specified &lt;direction&gt;.
3323 A mover with direction set to &lt;none&gt; will spin clockwise,
3324 thus pushing creatures in unpredictable directions.
3325 </attribute>
3326 <attribute arch="lifesave" editor="gets used up" type="bool">
3327 If enabled, the mover gets "used up" after a certain number of moves
3328 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3329 </attribute>
3330 <attribute arch="hp" editor="number of uses" type="int">
3331 This value has only a meaning if &lt;gets used up&gt; is set:
3332 &lt;number of uses&gt; is the number of times minus one, that it
3333 will move a creature before disappearing. (It will move
3334 someone &lt;number of uses&gt;+1 times, then vanish).
3335 </attribute>
3336 <section name="targets">
3337 <attribute arch="level" editor="move players" type="bool">
3338 If &lt;move players&gt; is enabled, both players and monsters will be
3339 moved. In the arches' default it is disabled - thus ONLY monsters
3340 get moved. Remember that "monsters" includes NPCs!
3341
3342 This feature provides you with the possibility to make NPCs
3343 literally "come to life". Example: The player is talking with an
3344 NPC, speaking a certain keyword. This triggers a magic_ear and
3345 activates creators, creating (per default: monster-only) movers
3346 under the NPC's feet. The NPC starts "walking" on a predefined
3347 route! Note that it's useful to set this NPC immune to everything,
3348 preventing the player to push the NPC off his trace.
3349 </attribute>
3350 <attribute arch="move_on" editor="movement type" type="movement_type">
3351 Which movement types activate the mover.
3352 </attribute>
3353 </section>
3354 </type>
3355
3356 <!--####################################################################-->
3357 <type number="17" name="Pedestal">
3358 <ignore>
3359 <ignore_list name="non_pickable" />
3360 </ignore>
3361 <description><![CDATA[
3362 Pedestals are designed to detect certain types of living objects.
3363 When a predefined type of living creature steps on the pedestal, the
3364 connected value is triggered.]]>
3365 </description>
3366 <use><![CDATA[
3367 If you want to create a place where only players of a certain race
3368 can enter, put a teleporter over your pedestal. So the teleporter is
3369 only activated for players of the matching race. Do not use gates,
3370 because many other players could sneak in. If you put powerful
3371 artifacts into such places, generally set "startequip 1", so that
3372 they are preserved for that one race and can't be traded to others.]]>
3373 </use>
3374 <attribute arch="no_pick" value="1" type="fixed" />
3375 <attribute arch="slaying" editor="match race" type="string">
3376 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3377 matches the monster's or the player's race, we have a match.
3378 Yes, pedestals can detect a player's race! E.g. you could create a
3379 place where only fireborns can enter, by setting "slaying unnatural".
3380
3381 If it is set to "player", any player stepping on the pedestal
3382 is a match. Very useful if you want to open a gate for players
3383 but not for monsters.
3384 </attribute>
3385 <attribute arch="connected" editor="connection" type="int">
3386 When the pedestal is triggered, all objects with the same
3387 connection value get activated.
3388 </attribute>
3389 &move_on;
3390 </type>
3391
3392 <!--####################################################################-->
3393 <type number="94" name="Pit">
3394 <ignore>
3395 <ignore_list name="non_pickable" />
3396 </ignore>
3397 <description><![CDATA[
3398 Pits are holes, transporting the player when he walks (and falls) into them.
3399 A speciality about pits is that they don't transport the player to
3400 the exact destination, but within a configurable radius of the destination
3401 (never on blocked squares).<br>
3402 Optionally, pits can get closed and opened, similar to gates.<br><br>
3403 Monsters and items are affected by pits just as well as players.
3404 Even multipart monsters can fall through them, given enough space.]]>
3405 </description>
3406 <use><![CDATA[
3407 Pits can add interesting effects to your map. When using them, make
3408 sure to use them in a "logical way": Pits should always drop the
3409 player to some kind of lower level. They should not be used to
3410 randomly interconnect maps like teleporters do.]]>
3411 </use>
3412 <attribute arch="no_pick" value="1" type="fixed" />
3413 <attribute arch="range" editor="spread radius" type="int">
3414 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3415 </attribute>
3416 <attribute arch="connected" editor="connection" type="int">
3417 When a &lt;connection&gt; value is set, the pit can be opened/closed
3418 by activating the connection.
3419 </attribute>
3420 &activate_on;
3421 <attribute arch="hp" editor="destination X" type="int">
3422 The pit will transport creatures (and items) randomly into a two-square
3423 radius of the destination coordinates.
3424 If the destination square becomes blocked, the pit will act like
3425 being filled up and not work anymore!
3426 </attribute>
3427 <attribute arch="sp" editor="destination Y" type="int">
3428 The pit will transport creatures (and items) randomly into a two-square
3429 radius of the destination coordinates.
3430 If the destination square becomes blocked, the pit will act like
3431 being filled up and not work anymore!
3432 </attribute>
3433 <attribute arch="wc" editor="position state" type="int">
3434 The &lt;position state&gt; defines the position of the gate:
3435 Zero means completely open/down, the "number of animation-steps" (usually
3436 about 6 or 7) means completely closed/up state. I suggest you don't
3437 mess with this value - Leave the default in place.
3438 </attribute>
3439 &move_on;
3440 </type>
3441
3442 <!--####################################################################-->
3443 <type number="7" name="Poison Food">
3444 <description><![CDATA[
3445 When eating, the player's stomache is drained by 1/4 of food.
3446 If his food drops to zero, the player might even die.]]>
3447 </description>
3448 </type>
3449
3450 <!--####################################################################-->
3451 <type number="5" name="Potion">
3452 <description><![CDATA[
3453 The player can drink these and gain various kinds of benefits
3454 (/penalties) by doing so.]]>
3455 </description>
3456 <use><![CDATA[
3457 One potion should never give multiple benefits at once.]]>
3458 </use>
3459 <attribute arch="level" editor="potion level" type="int">
3460 If the potion contains a spell, the spell is cast at this level.
3461 For other potions it should be set at least to 1.
3462 </attribute>
3463 <attribute arch="sp" editor="spell" type="spell">
3464 When a player drinks this potion, the selected spell
3465 will be casted (once). This should work for any given spell.
3466 E.g. heal is "sp 35", magic power is "sp 67".
3467 </attribute>
3468 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3469 There are two types of special effects for potions:
3470 'life restoration' - restore the player's stats lost by death or draining
3471 (this has nothing in common with the restoration spell!)
3472 'improvement' - increase the player's maximum health/mana/grace
3473 by a very small amount.
3474 </attribute>
3475 <attribute arch="cursed" editor="cursed" type="bool">
3476 If a potion is cursed, benefits generally turn into penalties.
3477 Note that potions can be "uncursed" by praying over an altar,
3478 with relative ease. *But* the potion must be identified to notice
3479 that it is cursed &gt;:)
3480 </attribute>
3481 <attribute arch="startequip" editor="godgiven item" type="bool">
3482 A godgiven item vanishes as soon as the player
3483 drops it to the ground.
3484 </attribute>
3485 &player_stat_resist_sections;
3486 </type>
3487
3488 <!--####################################################################-->
3489 <type number="156" name="Power Crystal">
3490 <description><![CDATA[
3491 Power crystals can store a player's mana:
3492 When the player applies the crystal with full mana, half of
3493 it flows into the crystal. When the player applies it with
3494 lacking mana, the crystal replenishes the player's mana.]]>
3495 </description>
3496 <attribute arch="sp" editor="initial mana" type="int">
3497 &lt;initial mana&gt; is the amount of spellpoints that the
3498 crystal holds when the map is loaded.
3499 </attribute>
3500 <attribute arch="maxsp" editor="mana capacity" type="int">
3501 The &lt;mana capacity&gt; defines how much mana can be stored
3502 in the crystal. This is what makes the crystal interesting.
3503 Wizard-players will always seek for crystals with large
3504 capacities.
3505 </attribute>
3506 </type>
3507
3508 <!--####################################################################-->
3509 <type number="13" name="Projectile">
3510 <description><![CDATA[
3511 Projectiles like arrows/crossbow bolts are used as ammunition
3512 for shooting weapons.
3513 <br><br>
3514 It's very easy to add new pairs of weapons &amp; projectiles.
3515 Just set matching &lt;ammunition class&gt; both for shooting
3516 weapon and projectile.]]>
3517 </description>
3518 <use><![CDATA[
3519 If you want to create new kinds of projectiles, you could
3520 add an alchemical receipe to create these.
3521
3522 Don't create new pairs of weapons &amp; projectiles unless
3523 they really fullfill a useful purpose. In fact, even bows
3524 and crossbows are rarely ever used.]]>
3525 </use>
3526 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3527 This number is a bitmask, specifying the projectile's attacktypes.
3528 Attacktypes are: physical, magical, fire, cold.. etc.
3529 This works identical to melee weapons. Note that shooting
3530 weapons cannot have attacktypes.
3531 </attribute>
3532 <attribute arch="race" editor="ammunition class" type="string">
3533 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3534 these projectiles. For arrows set "arrows", for crossbow bolts
3535 set "crossbow bolts" (big surprise).
3536
3537 In certain cases, the ammunition class is displayed in the game.
3538 Hence, when you create a new ammunition class, choose an
3539 intuitive name like "missiles", "spirit bolts" - whatever.
3540
3541 You can also make special containers holding these projectiles
3542 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3543 </attribute>
3544 <attribute arch="slaying" editor="slaying race" type="string">
3545 Slaying means the weapon does tripple (3x) damage to monsters
3546 of the specified race. If &lt;slaying race&gt; matches an arch name,
3547 only monsters of that archtype receive tripple damage.
3548 Tripple damage is very effective.
3549 </attribute>
3550 <attribute arch="dam" editor="damage" type="int">
3551 The projectile &lt;damage&gt; significantly affects the damage
3552 done. Damage can be further increased by the shooting
3553 weapon's attributes.
3554 </attribute>
3555 <attribute arch="wc" editor="weaponclass" type="int">
3556 This value is supposed to be the base &lt;weaponclass&gt;,
3557 but it seems to have rather little effect.
3558 High values are good here, low values bad.
3559 </attribute>
3560 <attribute arch="food" editor="chance to break" type="int">
3561 The &lt;chance to break&gt; defines the breaking probability when this
3562 projectile hits an obstacle, e.g. wall or monster.
3563 The value is the %-chance to break, ranging from 0 (never breaking)
3564 to 100 (breaking at first shot).
3565 </attribute>
3566 <attribute arch="magic" editor="magic bonus" type="int">
3567 Magic bonus increases chance to hit and damage a little bit.
3568 </attribute>
3569 <attribute arch="unique" editor="unique item" type="bool">
3570 Unique items exist only one time on a server. If the item
3571 is taken, lost or destroyed - it's gone for good.
3572 </attribute>
3573 <attribute arch="startequip" editor="godgiven item" type="bool">
3574 A godgiven item vanishes as soon as the player
3575 drops it to the ground.
3576 </attribute>
3577 <attribute arch="no_drop" editor="don't drop" type="bool">
3578 When a monster carries a projectile with &lt;don't drop&gt;,
3579 this item will never drop to the ground but
3580 vanish instead. If this object is shot, it can still drop
3581 after hitting an obstacle. You can prevent this by
3582 setting &lt;chance to break&gt; 100.
3583 </attribute>
3584 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3585 This text may describe the projectile. This
3586 could be nice for very special ones.
3587 </attribute>
3588 </type>
3589
3590 <!--####################################################################-->
3591 <type number="70" name="Ring">
3592 <import_type name="Amulet" />
3593 <description><![CDATA[
3594 Rings are worn on the hands - one ring each.
3595 Wearing rings, the object's stats will directly be inherited to
3596 the player. Usually enhancing his spellcasting potential.]]>
3597 </description>
3598 <use><![CDATA[
3599 When you create an artifact ring, never forget that players can
3600 wear <B>two</B> rings! Due to that it is extremely important to
3601 keep rings in balance with the game.
3602 <br><br>
3603 Also keep in mind that rings are generally the wizard's tools.
3604 They should primarily grant bonuses to spellcasting abilities
3605 and non-physical resistances.]]>
3606 </use>
3607 </type>
3608
3609 <!--####################################################################-->
3610 <type number="3" name="Rod">
3611 <ignore>
3612 <attribute arch="title" />
3613 </ignore>
3614 <description><![CDATA[
3615 A rod contains a spell. The player can use this spell by applying and
3616 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3617 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3618 used endlessly.]]>
3619 </description>
3620 <use><![CDATA[
3621 Rods with healing/curing spells are extremely powerful. Usually, potions have
3622 to be used for that purpose. Though, potions are expensive and only good for
3623 one-time-use.<br>]]>
3624 </use>
3625 <attribute arch="sp" editor="spell" type="spell">
3626 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3627 rods to players, since they can be used endlessly without any mana cost!
3628 Rods with heal/ restoration/ protection spells, IF available, MUST be
3629 very very VERY hard to get!
3630 </attribute>
3631 <attribute arch="level" editor="casting level" type="int">
3632 The casting level of the &lt;spell&gt; determines it's power.
3633 For attack spells, level should be set to something reasonable.
3634 </attribute>
3635 <attribute arch="hp" editor="initial spellpoints" type="int">
3636 This value represents the initial amount of spellpoints in the rod.
3637 Naturally, this is quite unimportant.
3638 </attribute>
3639 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3640 When the rod is fully charged up, it will hold this maximum amount of
3641 spellpoints. Make sure it is enough to cast the contained spell at least
3642 once. But don't set the value too high, as that might make the rod
3643 too effective.
3644 </attribute>
3645 <attribute arch="startequip" editor="godgiven item" type="bool">
3646 A godgiven item vanishes as soon as the player
3647 drops it to the ground.
3648 </attribute>
3649 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3650 This text may contain a description of the rod.
3651 </attribute>
3652 </type>
3653
3654 <!--####################################################################-->
3655 <type number="154" name="Rune">
3656 <ignore>
3657 <attribute arch="no_pick" />
3658 <attribute arch="title" />
3659 <attribute arch="name_pl" />
3660 <attribute arch="weight" />
3661 <attribute arch="value" />
3662 <attribute arch="material" />
3663 <attribute arch="unpaid" />
3664 </ignore>
3665 <description><![CDATA[
3666 A rune is a magical enscription on the dungeon floor.
3667 <br><br>
3668 Runes hit any monster or person who steps on them for 'dam' damage in
3669 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3670 and will cast this spell when it detonates. Yet another kind is the
3671 "summoning rune", summoning predefined monsters of any kind, at detonation.
3672 <br><br>
3673 Many runes are already defined in the archetypes.]]>
3674 </description>
3675 <use><![CDATA[
3676 Avoid monsters stepping on your runes. For example, summoning runes
3677 together with spellcasting- and attack-runes is usually a bad idea.]]>
3678 </use>
3679 <attribute arch="no_pick" value="1" type="fixed" />
3680 &move_on;
3681 <attribute arch="level" editor="rune level" type="int">
3682 This value sets the level the rune will cast the spell it contains at,
3683 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3684 (&lt;rune level&gt; 0 runes won't detonate at all!)
3685
3686 Level Also effects how easily a rune may be found and disarmed, and
3687 how much experience the player gets for doing so. Beware: High level
3688 runes can be quite a cheap source of experience! So either make them
3689 tough, or keep the level low.
3690 </attribute>
3691 <attribute arch="Cha" editor="visibility" type="int">
3692 This value determines what fraction of the time the rune is visible:
3693 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3694 how easily the rune may be found.
3695 </attribute>
3696 <attribute arch="hp" editor="number of charges" type="int">
3697 The rune will detonate &lt;number of charges&gt; times before disappearing.
3698 </attribute>
3699 <attribute arch="dam" editor="direct damage" type="int">
3700 &lt;direct damage&gt; specifies how much damage is done by the rune,
3701 if it doesn't contain a spell. This should be set in reasonable
3702 relation to the rune's level.
3703 </attribute>
3704 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3705 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3706 attribute defines what attacktype to use for direct damage when
3707 the rune detonates.
3708 </attribute>
3709 <section name="spellcraft">
3710 <attribute arch="sp" editor="spell" type="spell">
3711 The selected &lt;spell&gt; defines the spell in the rune, if any.
3712 (Many runes do direct damage).
3713 </attribute>
3714 <attribute arch="slaying" editor="spell name" type="string">
3715 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3716 but if present, overrides the &lt;spell&gt; setting.
3717 </attribute>
3718 <attribute arch="other_arch" editor="spell arch" type="string">
3719 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3720 is optional, but if present, overrides the &lt;spell&gt; setting.
3721 You can choose any of the existing arches.
3722 </attribute>
3723 <attribute arch="maxsp" editor="direction" type="list_direction">
3724 If set, the rune will cast it's containing spell (if any) in
3725 this &lt;direction&gt;.In most cases this appears useless because
3726 the spell directly hits the player.
3727 </attribute>
3728 <attribute arch="race" editor="summon monster" type="string">
3729 If this is set to the arch name of any monster, together with
3730 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3731 of those on detonation. (dam and attacktype will still be ignored
3732 in this case). Runes are even capable of summoning multi-square
3733 monsters, given enough space. You'd better test it though.
3734 </attribute>
3735 <attribute arch="maxhp" editor="summon amount" type="int">
3736 This should only be set to a summoning rune. It will then summon
3737 that many creatures of the kind &lt;summon monster&gt;.
3738 </attribute>
3739 </section>
3740 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3741 When the rune detonates, this text is displayed to the
3742 victim. For especially powerful runes, create an appropriate
3743 thrilling description. ;)
3744 </attribute>
3745 </type>
3746
3747 <!--####################################################################-->
3748 <type number="106" name="Savebed">
3749 <ignore>
3750 <ignore_list name="non_pickable" />
3751 </ignore>
3752 <description><![CDATA[
3753 When the player applies a savebed, he is not only saved. Both his
3754 respawn-after-death and his word-of-recall positions are pointing
3755 to the last-applied savebed.]]>
3756 </description>
3757 <use><![CDATA[
3758 Put savebed locations in towns, do not put them into dungeons.
3759 It is absolutely neccessary that a place with savebeds is 100% secure.
3760 That means:
3761 <UL>
3762 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3763 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3764 <LI> Insert a reliable exit! Make sure there is no possibility that
3765 players get trapped in a savebed location.
3766 <LI> If possible, mark the whole site as no-spell area (Insert this
3767 arch called "dungeon_magic" everywhere). This is not required,
3768 but it makes the place much more safe.
3769 </UL>]]>
3770 </use>
3771 <attribute arch="no_pick" value="1" type="fixed" />
3772 <attribute arch="no_magic" value="1" type="fixed" />
3773 <attribute arch="damned" value="1" type="fixed" />
3774 </type>
3775
3776 <!--####################################################################-->
3777 <type number="111" name="Scroll">
3778 <ignore>
3779 <attribute arch="title" />
3780 </ignore>
3781 <description><![CDATA[
3782 Scrolls contain spells (similar to spell-potions). Unlike potions,
3783 scrolls require a certain literacy skill to read successfully.
3784 Accordingly, for a successful reading, a small amount of
3785 experience is gained. Scrolls allow only one time usage, but
3786 usually they are sold in bulks.]]>
3787 </description>
3788 <use><![CDATA[
3789 For low level quests, scrolls of healing/curing-spells
3790 can be a nice reward. At higher levels, scrolls become less
3791 and less useful.]]>
3792 </use>
3793 <attribute arch="level" editor="casting level" type="int">
3794 The spell of the scroll will be casted at this level.
3795 This value should always be set, at least to 1.
3796 </attribute>
3797 <attribute arch="sp" editor="spell" type="spell">
3798 When a player/monster applies this scroll, the selected &lt;spell&gt;
3799 will be casted (once). This should work for any given spell.
3800 </attribute>
3801 <attribute arch="startequip" editor="godgiven item" type="bool">
3802 A godgiven item vanishes as soon as the player
3803 drops it to the ground.
3804 </attribute>
3805 </type>
3806
3807 <!--####################################################################-->
3808 <type number="33" name="Shield">
3809 <import_type name="Amulet" />
3810 <description><![CDATA[
3811 Wearing a shield, the object's stats will directly be inherited to
3812 the player. Shields usually provide good defense, only surpassed
3813 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3814 </description>
3815 <use><![CDATA[
3816 Feel free to create your own special artifacts. However, it is very
3817 important that you keep your artifact in balance with existing maps.]]>
3818 </use>
3819 <attribute arch="magic" editor="magic bonus" type="int">
3820 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3821 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3822 than direct armour-class bonus on the shield.
3823 </attribute>
3824 </type>
3825
3826 <!--####################################################################-->
3827 <type number="14" name="Shooting Weapon">
3828 <description><![CDATA[
3829 Shooting weapons like bows/crossbows are used to shoot projectiles
3830 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3831 wielded both at the same time. Like with any other equipment,
3832 stats/bonuses from shooting weapons are directly inherited to the player.
3833 <br><br>
3834 It's very easy to add new pairs of weapons &amp; projectiles.
3835 Just set matching &lt;ammunition class&gt; both for shooting
3836 weapon and projectile.]]>
3837 </description>
3838 <use><![CDATA[
3839 Shooting weapons should not add bonuses in general. There's already
3840 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3841 Shooting weapons should especially not add bonuses to the player
3842 that have nothing to do with schooting. A Wisdom bonus on a bow
3843 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3844 - still crap.]]>
3845 </use>
3846 <attribute arch="race" editor="ammunition class" type="string">
3847 Only projectiles with matching &lt;ammunition class&gt; can be fired
3848 with this weapon. For normal bows set "arrows", for normal
3849 crossbows set "crossbow bolts".
3850
3851 In certain cases, the ammunition class is displayed in the game.
3852 Hence, when you create a new ammunition class, choose an
3853 intuitive name like "missiles", "spirit bolts" - whatever.
3854 </attribute>
3855 <attribute arch="sp" editor="shooting speed" type="int">
3856 After shooting a projectile, the player is frozen for a short
3857 period of time (to prevent shooting arrows machine-gun-like).
3858 The greater &lt;shooting speed&gt;, the shorter this period of time.
3859 1 is minimum (=worst) and 100 is maximum (=best) value.
3860
3861 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3862 SET IT TO ZERO! (That would freeze the player for eternety).
3863 </attribute>
3864 <attribute arch="dam" editor="base damage" type="int">
3865 The &lt;base damage&gt; significantly affects the damage done
3866 by using this weapon. This damage is added to the projectile
3867 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3868 according to the player's strength is added.
3869 </attribute>
3870 <attribute arch="wc" editor="weaponclass" type="int">
3871 This value is supposed to be the base &lt;weaponclass&gt;,
3872 but it seems to have rather little effect.
3873 High values are good here, low values bad.
3874 </attribute>
3875 <attribute arch="item_power" editor="item power" type="int">
3876 The &lt;item power&gt; value measures how "powerful" an artifact is.
3877 Players will only be able to wear equipment with a certain total
3878 amount of &lt;item power&gt;, depending on their own level. This is the
3879 only way to prevent low level players to wear "undeserved" equipment
3880 (like gifts from other players or cheated items).
3881
3882 It is very important to adjust the &lt;item power&gt; value carefully
3883 for every artifact you create! If zero/unset, the Deliantra server will
3884 calculate a provisional value at runtime, but this is never
3885 going to be an accurate measurement of &lt;item power&gt;.
3886 </attribute>
3887 <attribute arch="no_strength" editor="ignore strength" type="bool">
3888 Usually the player's strentgh takes effect on the damage
3889 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3890 the player's strength is ignored.
3891 </attribute>
3892 <attribute arch="damned" editor="damnation" type="bool">
3893 A damned shooting weapon cannot be unwielded unless
3894 the curse is removed. Removing damnations is
3895 a tick harder than removing curses.
3896 </attribute>
3897 <attribute arch="cursed" editor="curse" type="bool">
3898 A cursed shooting weapon cannot be unwielded unless
3899 the curse is removed.
3900 </attribute>
3901 <attribute arch="unique" editor="unique item" type="bool">
3902 Unique items exist only one time on a server. If the item
3903 is taken, lost or destroyed - it's gone for good.
3904 </attribute>
3905 <attribute arch="startequip" editor="godgiven item" type="bool">
3906 A godgiven item vanishes as soon as the player
3907 drops it to the ground.
3908 </attribute>
3909 <section name="stats">
3910 <attribute arch="Str" editor="strength" type="int">
3911 The player's strentgh will rise/fall by the given value
3912 while wearing this shooting weapon.
3913 </attribute>
3914 <attribute arch="Dex" editor="dexterity" type="int">
3915 The player's dexterity will rise/fall by the given value
3916 while wearing this shooting weapon.
3917 </attribute>
3918 <attribute arch="Con" editor="constitution" type="int">
3919 The player's constitution will rise/fall by the given value
3920 while wearing this shooting weapon.
3921 </attribute>
3922 <attribute arch="Int" editor="intelligence" type="int">
3923 The player's intelligence will rise/fall by the given value
3924 while wearing this shooting weapon.
3925 </attribute>
3926 <attribute arch="Pow" editor="power" type="int">
3927 The player's power will rise/fall by the given value
3928 while wearing this shooting weapon.
3929 </attribute>
3930 <attribute arch="Wis" editor="wisdom" type="int">
3931 The player's wisdom will rise/fall by the given value while
3932 wearing this shooting weapon.
3933 </attribute>
3934 <attribute arch="Cha" editor="charisma" type="int">
3935 The player's charisma will rise/fall by the given value
3936 while wearing this shooting weapon.
3937 </attribute>
3938 </section>
3939 <section name="bonus">
3940 <attribute arch="luck" editor="luck bonus" type="int">
3941 With positive luck bonus, the player is more likely to
3942 succeed in all sorts of things (spellcasting, praying,...).
3943 Unless the &lt;luck bonus&gt; is very high, the effect will be
3944 barely visible in-game. Luck bonus on one piece of equipment
3945 should never exceed 3, and such bonus should not be too
3946 frequently available.
3947 </attribute>
3948 <attribute arch="magic" editor="magic bonus" type="int">
3949 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3950 I'm not sure what exactly is increased - maybe weaponclass?
3951 However, &lt;magic bonus&gt; seems to have a little bit of positive
3952 influence on your chance to hit.
3953 </attribute>
3954 </section>
3955 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3956 This text describes the weapons's "story". Every decent artifact weapon
3957 should have such a description.
3958 </attribute>
3959 </type>
3960
3961 <!--####################################################################-->
3962 <type number="68" name="Shop Floor">
3963 <ignore>
3964 <ignore_list name="non_pickable" />
3965 </ignore>
3966 <description><![CDATA[
3967 Shop floor is used for shops. It acts like a combination of the
3968 common floor- and the treasure type: When the map is loaded,
3969 randomitems (depending on the setings) are generated on it.
3970 These items are all flagged as unpaid.
3971 When a player drops an item onto shop floor, the item becomes
3972 unpaid and the player receives payment according to the item's
3973 selling-value.
3974 Shopfloor always prevents magic (To hinder players from burning
3975 or freezing the goods).]]>
3976 </description>
3977 <use><![CDATA[
3978 Tile your whole shop-interior space which shop floor.
3979 (That assures players receive payment for dropping items).
3980 Place shop mats to enter/leave the shop, and make sure
3981 there is no other exit than the shop mat.]]>
3982 </use>
3983 <attribute arch="is_floor" value="1" type="fixed" />
3984 <attribute arch="no_pick" value="1" type="fixed" />
3985 <attribute arch="no_magic" value="1" type="fixed" />
3986 <attribute arch="auto_apply" editor="generate goods" type="bool">
3987 If enabled, items will appear on this square when the map is loaded.
3988 You need to specify a &lt;treasurelist&gt; to define what kinds of items
3989 are generated. The items will be unpaid.
3990 </attribute>
3991 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3992 This entry determines what kind of treasure will appear, when
3993 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3994 for details about existing treasurelists.
3995 </attribute>
3996 <attribute arch="exp" editor="quality level" type="int">
3997 The &lt;quality level&gt; will be used for the quality of the generated
3998 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3999 doesn't need to be set, unless you want extraordinarily good/bad
4000 quality. If you want to make a shop with very high quality, meaybe
4001 charge an entrance fee, or make the shop hard-to-come-by.
4002 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4003 and appearance of artifact-items.
4004 </attribute>
4005 <attribute arch="damned" editor="no prayers" type="bool">
4006 If enabled, it is impossible for players to use prayers
4007 on that spot. It also prevents players from saving.
4008 (Remember that &lt;no magic&gt; is always set for shop floors.)
4009 </attribute>
4010 </type>
4011
4012 <!--####################################################################-->
4013 <type number="69" name="Shop Mat">
4014 <ignore>
4015 <ignore_list name="non_pickable" />
4016 </ignore>
4017 <description><![CDATA[
4018 Shop mats are used for entering/leaving shops. You should always
4019 have exactly TWO shop mats on your shop-map: One inside the
4020 "shopping-area" and one outside. Shop mats don't use exit paths/
4021 or -destinations. When stepping onto a shopmat the player gets beamed
4022 to the nearest other mat. If the player has unpaid items in his
4023 inventory, the price gets charged from his coins automatically.
4024 If the player has insufficient coins to buy his unpaid items, he
4025 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4026 </description>
4027 <use><![CDATA[
4028 As stated above, always place TWO shop mats into your shop.
4029 Not more and not less than that.]]>
4030 </use>
4031 <attribute arch="no_pick" value="1" type="fixed" />
4032 &move_on;
4033 </type>
4034
4035 <!--####################################################################-->
4036 <type number="98" name="Sign &amp; MagicMouth">
4037 <ignore>
4038 <ignore_list name="non_pickable" />
4039 </ignore>
4040 <description><![CDATA[
4041 The purpose of a sign or magic_mouth is to display a certain message to
4042 the player. There are three ways to have the player get this message:
4043 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4044 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4045 </description>
4046 <use><![CDATA[
4047 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4048 some true roleplay feeling to your maps, support your storyline or give
4049 hints about hidden secrets/dangers. Place signs to provide the player
4050 with all kinds of useful information for getting along in your maps.]]>
4051 </use>
4052 <attribute arch="connected" editor="connection" type="int">
4053 When a connection value is set, the message will be printed whenever
4054 the connection is triggered. This should be used in combination with
4055 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4056 If activating your magic_mouth this way, the message will not only be
4057 printed to one player, but all players on the current map.
4058 </attribute>
4059 &activate_on;
4060 &move_on;
4061 <attribute arch="food" editor="counter" type="int">
4062 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4063 (printing the message) only that many times. For signs this really shouldn't
4064 be used, while for magic_mouths it is extremely helpful.
4065 Monsters walking over the magic_mouth do not decrease the counter.
4066
4067 Often, you might want to have a message displayed only one time. For example:
4068 The player enters your map and you put a magic_mouth to tell him about the
4069 monsters and how dangerous they look and all. Later, when all the monsters
4070 are killed and the player leaves the map, displaying the same message a
4071 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4072 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4073 </attribute>
4074 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4075 This text will be displayed to the player.
4076 </attribute>
4077 </type>
4078
4079 <type number="150" name="Shop Inventory">
4080 <ignore>
4081 <ignore_list name="non_pickable" />
4082 </ignore>
4083 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4084 </description>
4085 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4086 </use>
4087 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4088 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4089 the map that will be searched for unpaid items.
4090 </attribute>
4091 </type>
4092
4093 <!--####################################################################-->
4094 <type number="43" name="Skill">
4095 <ignore>
4096 <ignore_list name="system_object" />
4097 </ignore>
4098 <description><![CDATA[
4099 Skills are objects which exist in the player/monster inventory.
4100 Both NPC/monsters and players use the same skill archetypes. Not all skills
4101 are enabled for monster use however.]]>
4102 </description>
4103 <use><![CDATA[
4104 For mapmaking, Skill objects serve two purposes:
4105 <p>First, the predefined skill archtypes (in the 'skills' directory)
4106 can be seen as the global skill definitions. A skill which doesn't
4107 exists as an archtype cannot be learned or used by players. When you
4108 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4109 of defined skill archtypes, because those strings are used as a reference in
4110 many skill-related objects.
4111 </p><p>
4112 Secondly, in order to enable monsters to use skills, you will need to
4113 copy default skill archtypes into the monsters' inventories.
4114 You can even customize the skills by changing stats. It is not
4115 recommended however, to use skills in your maps which are totally
4116 unrelated to any predefined skill archtype.</p>]]>
4117 </use>
4118 <attribute arch="invisible" value="1" type="fixed" />
4119 <attribute arch="no_drop" value="1" type="fixed" />
4120 <attribute arch="skill" editor="skill name" type="string">
4121 The &lt;skill name&gt; is used for matchings. When a usable
4122 object has an identical &lt;skill name&gt;, players
4123 (or monsters) will need this skill to apply/use the object.
4124 </attribute>
4125 <attribute arch="expmul" editor="exp multiplier" type="float">
4126 This is the ratio of experience the players total should increase by
4127 when this skill is used. If this is zero, then experience only goes to
4128 to the skill. Values higher than 1 are allowed. Note that experience
4129 rewarded to the players total is in addition to that given to the
4130 skill. Eg, if player should get 500 exp for using a skill, and
4131 expmul is 1, the player will get 500 added to that skill as well as
4132 500 to their total.
4133 </attribute>
4134 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4135 The &lt;skill type&gt; defines the base functionality of the skill.
4136 Skill types are hardcoded in the Deliantra server. It isn't hard to
4137 create new skill types, but it requires a bit of server-coding.
4138 </attribute>
4139 <attribute arch="level" editor="level" type="int">
4140 </attribute>
4141 <attribute arch="exp" editor="experience" type="int">
4142 </attribute>
4143 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4144 The &lt;is native skill&gt; flag has an effect only when this
4145 skill object is placed in the inventory of a monster (or player).
4146 If it is set, the monster or player knows the skill natively, which
4147 means he does not need a skill tool to use it.
4148 </attribute>
4149 </type>
4150
4151 <!--####################################################################-->
4152 <type number="130" name="Skill Scroll">
4153 <description><![CDATA[
4154 By reading a skill scroll, a player has a chance to learn the
4155 contained skill.]]>
4156 </description>
4157 <use><![CDATA[
4158 Skill scrolls are very much sought for by players. Currently,
4159 all skill scrolls are sold in shops randomly, which is in fact not
4160 a good system. It would be nice to have some cool quests with
4161 skill scrolls rewarded at the end.]]>
4162 </use>
4163 <attribute arch="race" value="scrolls" type="fixed" />
4164 <attribute arch="skill" editor="skill name" type="string">
4165 The &lt;skill name&gt; matches the skill object that can
4166 be learned from this scroll.
4167 </attribute>
4168 </type>
4169
4170 <!--####################################################################-->
4171 <type number="21" name="Special Key">
4172 <ignore>
4173 <attribute arch="material" />
4174 </ignore>
4175 <description><![CDATA[
4176 When carrying the appropriate special key, a locked door can
4177 be opened. The key will dissapear.
4178 <br><br>
4179 This object-type can also be used for "passport"-like items:
4180 When walking onto an invetory checker, a gate for example might
4181 get opened. The "passport" will stay in the player's inventory.]]>
4182 </description>
4183 <use><![CDATA[
4184 How to make a "passport": You take the special key arch
4185 (archetype name is "key2"), set the face to something like
4186 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4187 certainly must match with the appropiate inventory checker.
4188 <br><br>
4189 Of course you can be creative with names and faces of
4190 key-objects. A "mysterious crystal" or a "big dragon claw"
4191 (with appropriate faces) appear more interesting than just
4192 a "strange key", or "passport".]]>
4193 </use>
4194 <attribute arch="slaying" editor="key string" type="string">
4195 This string must be identical with the &lt;key string&gt; in the
4196 locked door, then it can be unlocked. It can also be used
4197 to trigger inventory checkers.
4198 </attribute>
4199 <attribute arch="material" editor="material" type="bitmask_material">
4200 For Special Keys, material should always be unset or set
4201 to Adamantite. This prevents the key from getting
4202 burned or otherwise destroyed.
4203 </attribute>
4204 <attribute arch="unique" editor="unique item" type="bool">
4205 Unique items exist only one time on a server. If the item
4206 is taken, lost or destroyed - it's gone for good.
4207
4208 This can be used if you want to sell apartments on your
4209 map: Simply sell a unique passport/key, and place
4210 an inventory checker at the entrance of your apartment.
4211 </attribute>
4212 <attribute arch="startequip" editor="godgiven item" type="bool">
4213 A godgiven item vanishes as soon as the player
4214 drops it to the ground.
4215 </attribute>
4216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4217 This will add a description to the object. The player can read
4218 this text by clicking on the item in his inventory. Use this
4219 message to describe what the key/passport is good for. A player
4220 might have 50 different keys on his key-ring. Don't expect
4221 players to recall their purpose just by their names.
4222 </attribute>
4223 </type>
4224
4225 <!--####################################################################-->
4226 <type number="101" name="Spell">
4227 <ignore>
4228 <ignore_list name="system_object" />
4229 </ignore>
4230 <description><![CDATA[
4231 Spell objects define a spell. When a spell is put in a spellbook,
4232 players can learn it by reading the book. Once learned, players
4233 can use the spell as often as they like. With increasing skill level
4234 of the player, spells may gain power but also increase cost.<br>
4235 Monsters can use spells which are put in their inventory (provided
4236 that certain "enabling" settings are correct). The monster's
4237 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4238 </description>
4239 <use><![CDATA[
4240 A lot of the spells' settings can be tuned and customized.
4241 When creating new spells which are accessible to players, it is
4242 important to think about balance. A single spell which is too
4243 powerful and/or too easy to use can eventually toss the whole skill
4244 and magic school system out of whack. Testing new spells is
4245 quite important therefore.]]>
4246 </use>
4247 <attribute arch="no_drop" value="1" type="fixed" />
4248 <attribute arch="invisible" value="1" type="fixed" />
4249 <attribute arch="skill" editor="skill name" type="string">
4250 The &lt;skill name&gt; matches the skill which is needed
4251 to cast this spell. This should be one out of "sorcery",
4252 "pyromancy", "evocation", "summoning" or "praying".
4253 If you want to fiddle with these, please take care not
4254 to upset the concept and balance of the various skills.
4255 </attribute>
4256 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4257 The &lt;spell type&gt; defines the basic type of spell.
4258 Some of these types are of a more generic nature than others.
4259 </attribute>
4260 <attribute arch="level" editor="spell level" type="int">
4261 </attribute>
4262 <attribute arch="casting_time" editor="casting time" type="int">
4263 </attribute>
4264 <attribute arch="duration" editor="duration" type="int">
4265 </attribute>
4266 <attribute arch="other_arch" editor="create object" type="string">
4267 </attribute>
4268 <attribute arch="sp" editor="cost spellpoints" type="int">
4269 </attribute>
4270 <attribute arch="grace" editor="cost grace" type="int">
4271 </attribute>
4272 <attribute arch="maxsp" editor="double cost per level" type="int">
4273 </attribute>
4274 </type>
4275
4276 <!--####################################################################-->
4277 <type number="85" name="Spellbook">
4278 <description><![CDATA[
4279 By reading a spellbook, the player has a chance of learning the
4280 contained spell. Once learned from a book, the spell is available
4281 forever. Spellbooks with high level spells require some skill-level
4282 to read.<br><br>
4283 You can create widely customized spells only by adjusting the
4284 spell object in the spellbooks inventory. Refer to the description
4285 of spell objects for detailed information how to customize spells.<br>
4286 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4287 with a compilation of spells that the book may contain.]]>
4288 </description>
4289 <use><![CDATA[
4290 Don't put any of the godgiven spells into a spellbook! These are
4291 reserved for the followers of the appropriate cults. Handing them
4292 out in a spellbook would violate the balance between different religions.
4293 <br><br>
4294 Note that there is no fundamental difference between the spellbooks
4295 of varying schools (pyromancy, sorcery, evocation, summoning, and
4296 even praying). The difference lies only in the spells they contain.
4297 It is up to you, the mapmaker, to pick the right type of book
4298 for your spells.]]>
4299 </use>
4300 <attribute arch="skill" value="literacy" type="fixed" />
4301 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4302 There are two ways to put spells into a spellbook:
4303 1. Put a spell object in the books inventory. In this case,
4304 treasurelist must be set to &lt;none&gt;.
4305 2. Choose a treasurelist which contains spells.
4306 In that way, a spell will be chosen randomly from the list.
4307 </attribute>
4308 <attribute arch="startequip" editor="godgiven item" type="bool">
4309 A godgiven item vanishes as soon as the player
4310 drops it to the ground.
4311 </attribute>
4312 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4313 This text may contain a nice description
4314 of the spellbook's cover or something.
4315 </attribute>
4316 </type>
4317
4318 <!--####################################################################-->
4319 <type number="90" name="Spinner">
4320 <ignore>
4321 <ignore_list name="non_pickable" />
4322 </ignore>
4323 <description><![CDATA[
4324 Spinners change the direction of spell objects and other projectiles
4325 that fly past. Unlike directors, it does make a difference from what
4326 angle you shoot into the spinner. The direction of objects flying past
4327 is always changed by a certain degree.]]>
4328 </description>
4329 <use><![CDATA[
4330 Spinners are very rarely used. I believe they are quite
4331 confusing and pointless. The only use I can think of is building
4332 some puzzle about where to shoot into spinners to shoot somewhere you
4333 otherwise couldn't.
4334
4335 When placing spinners on a map with magic walls, make sure the spell-
4336 projectiles from magic walls don't get to fly in loops.]]>
4337 </use>
4338 <attribute arch="sp" editor="direction number" type="int">
4339 The spinner will change the direction of flying objects by
4340 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4341 positive values counter clockwise.
4342
4343 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4344 </attribute>
4345 &move_on;
4346 </type>
4347
4348 <!--####################################################################-->
4349 <type number="138" name="Swamp">
4350 <ignore>
4351 <ignore_list name="non_pickable" />
4352 </ignore>
4353 <description><![CDATA[
4354 Swamp areas show a special behaviour:
4355 When a player stands still on a swamp-square for too long,
4356 he will start to sink in and eventually drown and die.
4357 Items dropped on the swamp sink in and dissapear.
4358 Players with knowledge of the woodsman skill are a lot less likely
4359 to die in the swamp.]]>
4360 </description>
4361 <attribute arch="is_floor" value="1" type="fixed" />
4362 <attribute arch="is_wooded" value="1" type="fixed" />
4363 <attribute arch="speed" editor="drowning speed" type="float">
4364 The higher the &lt;drowning speed&gt;, the faster will players and items
4365 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4366 and unexpected death-trap. Players should get a warning before such areas.
4367 </attribute>
4368 &speed_left;
4369 &move_on;
4370 &movement_types_terrain;
4371 <attribute arch="no_magic" editor="no spells" type="bool">
4372 If enabled, it is impossible for players to use (wizard-)
4373 spells on that spot.
4374 </attribute>
4375 <attribute arch="damned" editor="no prayers" type="bool">
4376 If enabled, it is impossible for players to use prayers
4377 on that spot. It also prevents players from saving.
4378 </attribute>
4379 </type>
4380
4381 <!--####################################################################-->
4382 <type number="41" name="Teleporter">
4383 <ignore>
4384 <ignore_list name="non_pickable" />
4385 </ignore>
4386 <description><![CDATA[
4387 When the player walks into a teleporter, he is transferred to a
4388 different location. The main difference to the object-type exit
4389 is the possibility to have teleporters connected to levers/buttons/etc.
4390 Sometimes teleporters are activated even against the players will.
4391 <br><br>
4392 Unlike exits, teleporters can also transfer items and
4393 monsters to different locations on the same map.]]>
4394 </description>
4395 <use><![CDATA[
4396 When creating maps, I guess sooner or later you'll want to have
4397 an invisible teleporter. If using "invisible 1", the teleporter
4398 can still be discovered with the show_invisible spell. And in
4399 some cases you can't place it under the floor to prevent this.
4400 <br><br>
4401 Fortunately, there is a cool trick to make a perfectly invisible
4402 teleporter: You simply add teleporter functionality to the floor
4403 itself. That means: You take the floor arch (e.g. "flagstone"),
4404 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4405 </use>
4406 <attribute arch="slaying" editor="exit path" type="string">
4407 The exit path specifies the map that the player is transferred to.
4408 &lt;exit path&gt; can be an absolute path, beginning with '/'
4409 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4410 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4411 for example I could use the relative path "Fire1"). Use relative
4412 paths whenever possible! Note that upper/lower case must always be
4413 set correctly. However, please use lower case only.
4414
4415 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4416 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4417 monsters and items. In this case, the destined map is automatically
4418 the same map the teleporter is on.
4419 </attribute>
4420 <attribute arch="hp" editor="destination X" type="int">
4421 The exit destinations define the (x, y)-coordinates where the exit
4422 leads to.
4423
4424 If both are set to zero and &lt;exit path&gt; is empty, the player will
4425 get teleported to another, randomly chosen teleporter on the same
4426 map (Slightly confusing for the player though). Make sure there
4427 actually *is* a second one in that case.
4428
4429 If both are set to zero and &lt;exit path&gt; is set, the player will
4430 be transferred to the "default enter location" of the destined map.
4431 The latter can be set in the map-properties as "Enter X/Y". Though,
4432 please DO NOT use that. It turned out to be a source for numerous
4433 map-bugs.
4434 </attribute>
4435 <attribute arch="sp" editor="destination Y" type="int">
4436 The exit destinations define the (x, y)-coordinates where the exit
4437 leads to.
4438
4439 If both are set to zero and &lt;exit path&gt; is empty, the player will
4440 get teleported to another, randomly chosen teleporter on the same
4441 map (Slightly confusing for the player though). Make sure there
4442 actually *is* a second one in that case.
4443
4444 If both are set to zero and &lt;exit path&gt; is set, the player will
4445 be transferred to the "default enter location" of the destined map.
4446 The latter can be set in the map-properties as "Enter X/Y". Though,
4447 please DO NOT use that. It turned out to be a source for numerous
4448 map-bugs.
4449 </attribute>
4450 <attribute arch="connected" editor="connection" type="int">
4451 If a connection value is set, the teleporter will be activated
4452 whenever the connection is triggered. To use this properly,
4453 &lt;activation speed&gt; must be zero.
4454 </attribute>
4455 &activate_on;
4456 <attribute arch="speed" editor="activation speed" type="float">
4457 If the &lt;activation speed&gt; is nonzero, the teleporter will
4458 automatically be activated in regular time-intervals. Hence, the
4459 player can just step on it and gets teleported sooner or later.
4460 The duration between two activates depends on the given value.
4461 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4462
4463 VERY IMPORTANT: If you want to have your teleporter activated via
4464 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4465 </attribute>
4466 &speed_left;
4467 </type>
4468
4469 <!--####################################################################-->
4470 <type number="26" name="Timed Gate">
4471 <ignore>
4472 <ignore_list name="non_pickable" />
4473 </ignore>
4474 <description><![CDATA[
4475 Gates play an important role in Deliantra. Gates can be opened
4476 by activating a button/trigger, by speaking passwords (-> magic_ear)
4477 or carrying special key-objects (-> inventory checker).
4478 Unlike locked doors, gates can get shut again after a player has
4479 passed, which makes them more practical in many cases. Unlike normal
4480 gates, timed gates open when triggered but automatically close again
4481 after some time.]]>
4482 </description>
4483 <use><![CDATA[
4484 Use gates to divide your maps into separated areas. After solving
4485 area A, the player gains access to area B, and so on. Make your
4486 maps more complex than "one-way".]]>
4487 </use>
4488 <attribute arch="no_pick" value="1" type="fixed" />
4489 <attribute arch="connected" editor="connection" type="int">
4490 Whenever the inventory checker is triggered, all objects with identical
4491 &lt;connection&gt; value get activated. This only makes sense together with
4492 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4493 after some time.
4494 </attribute>
4495 &activate_on;
4496 <attribute arch="wc" editor="position state" type="int">
4497 The &lt;position state&gt; defines the position of the gate:
4498 Zero means completely open/down, the "number of animation-steps" (usually
4499 about 6 or 7) means completely closed/up state. I suggest you don't
4500 mess with this value - Leave the default in place.
4501 </attribute>
4502 &movement_types_terrain;
4503 <attribute arch="no_magic" editor="restrict spells" type="bool">
4504 Restricting the use of spells to pass this gate. This has
4505 an effect only if &lt;block view&gt; is disabled.
4506 </attribute>
4507 <attribute arch="damned" editor="restrict prayers" type="bool">
4508 Restricting the use of prayers to pass this door. This has
4509 an effect only if &lt;block view&gt; is disabled.
4510 </attribute>
4511 <attribute arch="hp" editor="open duration" type="int">
4512 Defines the duration the gate remains closed. This only takes effect
4513 if the gate is not connected.
4514 </attribute>
4515 </type>
4516
4517 <!--####################################################################-->
4518 <type number="155" name="Trap">
4519 <ignore>
4520 <attribute arch="no_pick" />
4521 <attribute arch="title" />
4522 <attribute arch="name_pl" />
4523 <attribute arch="weight" />
4524 <attribute arch="value" />
4525 <attribute arch="material" />
4526 <attribute arch="unpaid" />
4527 </ignore>
4528 <description><![CDATA[
4529 A trap is a object that can either do damage or trigger another connected object
4530 when detonated. Traps are like runes except they are not magical in nature,
4531 and generally have either a physical attack or trigger a reaction.
4532 <br><br>
4533 Traps hit any monster or person who steps on them for 'dam' damage in
4534 'attacktype' attacktype and/or trigger a reaction.
4535 <br><br>
4536 Many traps are already defined in the archetypes.]]>
4537 </description>
4538 <use><![CDATA[
4539 Avoid monsters stepping on your traps. For example, a party of orcs setting
4540 off your lightning wall and pit trap is usually a bad idea.]]>
4541 </use>
4542 <attribute arch="no_pick" value="1" type="fixed" />
4543 &move_on;
4544 <attribute arch="level" editor="trap level" type="int">
4545 Level effects how easily a trap may be found and disarmed, and
4546 how much experience the player gets for doing so. Beware: High level
4547 traps can be quite a cheap source of experience! So either make them
4548 tough, or keep the level low.
4549 </attribute>
4550 <attribute arch="Cha" editor="visibility" type="int">
4551 This value determines what fraction of the time the trap is visible:
4552 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4553 how easily the trap may be found.
4554 </attribute>
4555 <attribute arch="hp" editor="number of charges" type="int">
4556 The trap will detonate &lt;number of charges&gt; times before disappearing.
4557 </attribute>
4558 <attribute arch="dam" editor="direct damage" type="int">
4559 &lt;direct damage&gt; specifies how much damage is done by the trap.
4560 This should be set in reasonable relation to the trap's level.
4561 </attribute>
4562 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4563 This attribute defines what attacktype to use for direct damage when
4564 the trap detonates.
4565 </attribute>
4566 <attribute arch="connected" editor="connection" type="int">
4567 When the trap is detonated, all objects with the same
4568 connection value get activated.
4569 </attribute>
4570 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4571 When the trap detonates, this text is displayed to the
4572 victim. For especially powerful or complex traps, create an appropriate
4573 and thrilling description. ;)
4574 </attribute>
4575 </type>
4576
4577 <!--####################################################################-->
4578 <type number="95" name="Trapdoor">
4579 <ignore>
4580 <ignore_list name="non_pickable" />
4581 </ignore>
4582 <description><![CDATA[
4583 Trapdoors are very similar to pits. The difference is that they
4584 can not be closed. Instead, the weight of the object on the
4585 trapdoor determines weither it slams the trapdoor open and falls through
4586 or not.<br>
4587 Once a trapdoor has been opened (by a creature or items of sufficient
4588 weight,) it remains open, acting like an opened pit.]]>
4589 </description>
4590 <use><![CDATA[
4591 Trapdoors should be used in the same fashion as pits:
4592 They should always drop the victims to some kind of lower level. They
4593 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4594 </use>
4595 <attribute arch="no_pick" value="1" type="fixed" />
4596 &move_on;
4597 <attribute arch="weight" editor="hold weight" type="int">
4598 This value defines how much weight the trapdoor can hold.
4599 Once items or creatures are gathered on the trapdoor, with
4600 a total weight surpassing this value, then the trapdoor will
4601 open and things start falling through.
4602 </attribute>
4603 <attribute arch="hp" editor="destination X" type="int">
4604 The trapdoor will transport creatures (and items) randomly into
4605 a two-square radius of the destination coordinates.
4606 If the destination square becomes blocked, the trapdoor will act like
4607 being filled up and not work anymore!
4608 </attribute>
4609 <attribute arch="sp" editor="destination Y" type="int">
4610 The trapdoor will transport creatures (and items) randomly into
4611 a two-square radius of the destination coordinates.
4612 If the destination square becomes blocked, the trapdoor will act like
4613 being filled up and not work anymore!
4614 </attribute>
4615 </type>
4616
4617 <!--####################################################################-->
4618 <type number="4" name="Treasure">
4619 <ignore>
4620 <attribute arch="nrof" />
4621 <attribute arch="title" />
4622 <attribute arch="name_pl" />
4623 <attribute arch="weight" />
4624 <attribute arch="value" />
4625 <attribute arch="material" />
4626 </ignore>
4627 <description><![CDATA[
4628 A treasure-object turns into certain randomitems when the map is loaded
4629 into the game.]]>
4630 </description>
4631 <use><![CDATA[
4632 About usage of the "random-artifact" treasurelist:
4633 This will generate powerful stuff like girdles, xray helmets, special
4634 swords etc. If you put this as reward to your quest, players might be
4635 motivated to do it more than once. BUT, by doing so they will get a huge
4636 number of different artifacts! Besides, players will always seek the place
4637 with the most easy-to-get random artifact and ignore all others.
4638 My advice: Don't use it! Attract players with good fighting experience
4639 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4640 </use>
4641 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4642 This entry determines what kind of treasure will appear. Look into
4643 /crossfire/share/crossfire/treasures for details about existing
4644 treasurelists.
4645 </attribute>
4646 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4647 "Auto-generate" must be set in order to have the treasure be created
4648 when the map is loaded.
4649 If you want to create a random treasure chest, you unset this flag.
4650 That way, the player has to apply the object (the chest), then the
4651 treasure is generated.
4652 </attribute>
4653 <attribute arch="hp" editor="create number" type="int">
4654 "Create number" specifies how many pieces of the given treasurelist
4655 will appear. Note that for every piece there is a chance that nothing is
4656 generated. Also, sometimes there can be stacks of items generated, like
4657 for gems/money.
4658 </attribute>
4659 <attribute arch="exp" editor="quality level" type="int">
4660 The &lt;quality level&gt; will be used for the quality of the generated
4661 treasure instead of the map difficulty (as was done with shops).
4662 If zero/unset, the map difficulty will instead be used.
4663 (Example for comparison: Shop floors generate treasure of
4664 &lt;quality level&gt; 5 per default).
4665 </attribute>
4666 </type>
4667
4668 <!--####################################################################-->
4669 <type number="52" name="Trigger Marker">
4670 <ignore>
4671 <ignore_list name="system_object" />
4672 </ignore>
4673 <description><![CDATA[
4674 A trigger marker is an object that inserts an invisible force (a mark) into a
4675 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4676 &lt;key string&gt; which can be discovered by detectors or inventory
4677 checkers. It is also possible to use markers for removing marks again.
4678 <br><br>
4679 Note that the player has no possibility to "see" his own marks,
4680 except by the effect that they cause on the maps.]]>
4681 </description>
4682 <use><![CDATA[
4683 Markers hold real cool possibilities for map-making. I encourage
4684 you to use them frequently. However there is one negative point
4685 about markers: Players don't "see" what's going on with them. It is
4686 your task, as map-creator, to make sure the player is always well
4687 informed and never confused.
4688 <br><br>
4689 Please avoid infinite markers when they aren't needed. They're
4690 using a little space in the player file after all, so if there
4691 is no real purpose, set an expire time.]]>
4692 </use>
4693 <attribute arch="no_pick" value="1" type="fixed" />
4694 <attribute arch="slaying" editor="key string" type="string">
4695 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4696 If the player already has a force with that &lt;key string&gt;,
4697 there won't be inserted a second one.
4698 </attribute>
4699 <attribute arch="connected" editor="connection" type="int">
4700 Unlike a regular marker this is the connection that triggers this marker to activate.
4701 </attribute>
4702 <attribute arch="food" editor="mark duration" type="int">
4703 This value defines the duration of the force it inserts.
4704 If nonzero, the duration of the player's mark is finite:
4705 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4706 means the mark will stay on the player forever.
4707 </attribute>
4708 <attribute arch="name" editor="delete mark" type="string">
4709 When the player steps onto the marker, all existing forces in
4710 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4711 will be removed. If you don't want to remove any marks, leave
4712 this textfield empty.
4713
4714 Note that the string &lt;delete mark&gt; is set as the name of
4715 this marker. So don't be confused, and remember changing the
4716 name will take effect on the marker's functionality.
4717 </attribute>
4718 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4719 In the moment when the player gets marked, this text is displayed
4720 to him. You should really set a message in any marker you create,
4721 because it's the only way for the player to notice what's going on.
4722 </attribute>
4723 </type>
4724
4725 <!--####################################################################-->
4726 <type number="0" name="Wall">
4727 <required>
4728 <attribute arch="is_floor" value="0" />
4729 <attribute arch="alive" value="0" />
4730 <attribute arch="no_pass" value="1" />
4731 </required>
4732 <ignore>
4733 <attribute arch="nrof" />
4734 <attribute arch="title" />
4735 <attribute arch="name_pl" />
4736 <attribute arch="value" />
4737 <attribute arch="unpaid" />
4738 </ignore>
4739 <description><![CDATA[
4740 Walls usually block passage and sight.]]>
4741 </description>
4742 &movement_types_terrain;
4743 <attribute arch="can_roll" editor="moveable" type="bool">
4744 If set, the object is able to "roll", so it can be pushed around.
4745 This setting is used for boulders and barrels.
4746 </attribute>
4747 <attribute arch="no_magic" editor="restrict spells" 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 <attribute arch="damned" editor="restrict prayers" type="bool">
4752 This takes effect only with &lt;blocksview&gt; disabled.
4753 Restricting the use of spells to pass this wall.
4754 </attribute>
4755 </type>
4756
4757 <!--####################################################################-->
4758 <type number="109" name="Wand &amp; Staff">
4759 <description><![CDATA[
4760 Wands contain a certain spell. The player can apply (ready) and
4761 fire the wand. After a defined number of casts, the wand is
4762 "used up". It is possible to recharge a wand with scrolls of
4763 charging, but usually that isn't worth the cost.]]>
4764 </description>
4765 <use><![CDATA[
4766 Wands are quite seldomly used. The reason prolly is that they're
4767 generally not cost-efficient. Handing out high-level wands with
4768 powerful special spells isn't a good idea either, because of
4769 the recharge ability.
4770 <br><br>
4771 For low levels, staffs of healing/cure and word of recall are
4772 quite desirable though. Ideal rewards for low level quests.]]>
4773 </use>
4774 <attribute arch="sp" editor="spell" type="spell">
4775 The &lt;spell&gt; specifies the contained spell.
4776 </attribute>
4777 <attribute arch="level" editor="casting level" type="int">
4778 The &lt;casting level&gt; of the wand determines it's power.
4779 An average level for wands in shops is about 10.
4780 </attribute>
4781 <attribute arch="food" editor="number of charges" type="int">
4782 The wand can be used &lt;number of charges&gt; times before it is
4783 used up. It can be recharged with scrolls of charging.
4784 </attribute>
4785 <attribute arch="startequip" editor="godgiven item" type="bool">
4786 A godgiven item vanishes as soon as the player
4787 drops it to the ground.
4788 </attribute>
4789 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4790 This text may contain a description of the wand.
4791 </attribute>
4792 </type>
4793
4794 <!--####################################################################-->
4795 <type number="0" name="Weak Wall">
4796 <required>
4797 <attribute arch="is_floor" value="0" />
4798 <attribute arch="alive" value="1" />
4799 <attribute arch="tear_down" value="1" />
4800 </required>
4801 <ignore>
4802 <ignore_list name="non_pickable" />
4803 </ignore>
4804 <description><![CDATA[
4805 A weak wall is a breakable spot amidsts a solid wall. Typically
4806 these weak walls look similar to their solid "relatives" except
4807 for a small crack or little chunks of wall on the ground.]]>
4808 </description>
4809 <use><![CDATA[
4810 If you want to create hidden rooms, using weak walls is alot
4811 better than completely indiscernible passages in a wall.<br>
4812 Anyways, there can be a lot more to weak walls than just finding
4813 them: Rising their defensive stats, weak walls can become a
4814 serious obstacle. An ice wall might only be torn down by a fire
4815 attack for example. A granite wall for instance might be very
4816 hard to destroy.]]>
4817 </use>
4818 <attribute arch="alive" value="1" type="fixed" />
4819 <attribute arch="no_pick" value="1" type="fixed" />
4820 <attribute arch="tear_down" value="1" type="fixed" />
4821 <attribute arch="race" editor="race" type="string">
4822 For weak walls, &lt;race&gt; should always be set to "wall",
4823 unless you create something fancy like a building which
4824 is in fact meant to be a huge animal.
4825 Note that shovels slay walls, so they do tripple damage
4826 against weak walls.
4827 </attribute>
4828 <attribute arch="level" editor="level" type="int">
4829 The &lt;level&gt; of a weak wall works similar to monster levels.
4830 Due to the fact that weak walls cannot attack, the level
4831 is much less important though.
4832 </attribute>
4833 <attribute arch="hp" editor="health points" type="int">
4834 The &lt;health points&gt; of a weak wall define how long it takes to
4835 tear it down. With every successful hit from an opponent,
4836 &lt;health points&gt; get drained.
4837 </attribute>
4838 <attribute arch="maxhp" editor="max health" type="int">
4839 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4840 weak wall can have. Since walls generally don't heal, I doubt
4841 this has much real effect.
4842 </attribute>
4843 <attribute arch="ac" editor="armour class" type="int">
4844 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4845 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4846 </attribute>
4847 &resistances_basic;
4848 </type>
4849
4850 <!--####################################################################-->
4851 <type number="15" name="Weapon">
4852 <description><![CDATA[
4853 Wielding a weapon, the object's stats will directly be inherited to the
4854 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4855 be improved with scrolls.]]>
4856 </description>
4857 <use><![CDATA[
4858 If you create artifacts (equipment) with stats- or resistance-bonus:
4859 Keep playbalance in mind! Such items mustn't be reachable without hard
4860 fighting AND questing.]]>
4861 </use>
4862 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4863 This number is a bitmask, specifying the weapon's attacktypes.
4864 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4865 have no more than one or two attacktypes. Keep in mind that all weapons
4866 can be blessed by the player's diety, thus adding an additional attacktype.
4867
4868 When a player hits a monster with a weapon that has more than one attacktype,
4869 then he will do as much damage as the "best" of his attacktypes does. So,
4870 the more attacktypes you've got, the better your chance to take advantage
4871 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4872 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4873 </attribute>
4874 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4875 The &lt;weapontype&gt; characterizes the weapon's type of physical
4876 attack. It could best be considered a "subclassification"
4877 of the physical attacktype. For now, this is only used for
4878 attack messages!
4879
4880 You should always set this correctly when creating new
4881 weapons for your maps.
4882 </attribute>
4883 <attribute arch="skill" editor="skill name" type="string">
4884 Matching &lt;skill name&gt; of the skill that is required
4885 to use this weapon.
4886 </attribute>
4887 <attribute arch="dam" editor="damage" type="int">
4888 The damage value is used as base value for how much damage the weapon
4889 does per hit. The actual damage involves more dependencies,
4890 like wielder's level and defender's level. Look at existing weapons
4891 to get a feel for the range of weapon damage values.
4892 </attribute>
4893 <attribute arch="slaying" editor="slaying race" type="string">
4894 Slaying means the weapon does tripple (3x) damage to monsters of the
4895 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4896 only monsters of that archtype are hit with tripple damage.
4897
4898 No god blessings are possible for weapons with a race set in this entry
4899 (That's because god blessings add tripple damage against their own
4900 enemy races). Tripple damage is very effective.
4901 </attribute>
4902 <attribute arch="last_sp" editor="weapon speed" type="int">
4903 The weapon speed determines how often the wielder can swing the weapon
4904 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4905 is best (that is lightning- fast). A typical average value is 8.
4906 Speed and damage should be kept in reasonable relation.
4907 </attribute>
4908 <attribute arch="wc" editor="weapon class" type="int">
4909 The weapon class value adds to the overall weapon class of the wielder's
4910 melee attacks. Weapon class improves the chance of hitting the opponent.
4911 </attribute>
4912 <attribute arch="magic" editor="magic bonus" type="int">
4913 For a weapon, magic bonus works just like weapon class, except that
4914 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4915 less useful than direct weapon class value on a weapon.
4916 </attribute>
4917 <attribute arch="item_power" editor="item power" type="int">
4918 The &lt;item power&gt; value measures how "powerful" an artifact is.
4919 Players will only be able to wear equipment with a certain total
4920 amount of &lt;item power&gt;, depending on their own level. This is the
4921 only way to prevent low level players to wear "undeserved" equipment
4922 (like gifts from other players or cheated items).
4923
4924 It is very important to adjust the &lt;item power&gt; value carefully
4925 for every artifact you create! If zero/unset, the Deliantra server will
4926 calculate a provisional value at runtime, but this is never
4927 going to be an accurate measurement of &lt;item power&gt;.
4928 </attribute>
4929 <attribute arch="damned" editor="damnation" type="bool">
4930 A damned weapon cannot be unwielded unless
4931 the curse is removed. Removing damnations is
4932 a tick harder than removing curses.
4933 </attribute>
4934 <attribute arch="cursed" editor="curse" type="bool">
4935 A cursed weapon cannot be unwielded unless
4936 the curse is removed.
4937 </attribute>
4938 <attribute arch="lifesave" editor="save life" type="bool">
4939 An item with this flag enabled will save the players life
4940 for one time: When the player is wearing this item and his
4941 health points reach zero, the item disappears, replenishing
4942 half of the player's health.
4943
4944 An item with &lt;save life&gt; should not have
4945 any decent additional bonuses!
4946 </attribute>
4947 <attribute arch="unique" editor="unique item" type="bool">
4948 Unique items exist only one time on a server. If the item
4949 is taken, lost or destroyed - it's gone for good.
4950 </attribute>
4951 <attribute arch="startequip" editor="godgiven item" type="bool">
4952 A godgiven item vanishes as soon as the player
4953 drops it to the ground.
4954 </attribute>
4955 &player_stat_resist_sections;
4956 <section name="misc">
4957 <attribute arch="luck" editor="luck bonus" type="int">
4958 With positive luck bonus, the player is more likely to
4959 succeed in all sorts of things (spellcasting, praying,...).
4960 Unless the &lt;luck bonus&gt; is very high, the effect will be
4961 barely visible in-game. Luck bonus on one piece of equipment
4962 should never exceed 3, and such bonus should not be too
4963 frequently available.
4964 </attribute>
4965 <attribute arch="hp" editor="health regen." type="int">
4966 Positive &lt;health regen.&gt; bonus speeds up the
4967 player's healing process. Negative values slow it down.
4968 </attribute>
4969 <attribute arch="sp" editor="mana regen." type="int">
4970 Positive &lt;mana regen.&gt; bonus speeds up the
4971 player's mana regeneration. Negative values slow it down.
4972 </attribute>
4973 <attribute arch="grace" editor="grace regen." type="int">
4974 Positive &lt;grace regen.&gt; bonus speeds up the
4975 player's grace regeneration. Negative values slow it down.
4976 Since grace can be regenerated rather easy with praying,
4977 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4978 </attribute>
4979 <attribute arch="food" editor="food bonus" type="int">
4980 Positive &lt;food bonus&gt; slows down the player's digestion,
4981 thus he consumes less food. Negative values speed it up.
4982
4983 Note that food is consumed not only for "being alive", but
4984 also for healing and mana-regeneration.
4985 &lt;food bonus&gt; only affects the amount of food consumed
4986 for "being alive". Hence, even with high &lt;food bonus&gt;,
4987 during a fight a player can run out of food quickly.
4988 </attribute>
4989 <attribute arch="xrays" editor="xray vision" type="bool">
4990 Xray vision allows the player to see through obstacles
4991 in a two-square-wide radius. This is extremely helpful and
4992 desirable, so don't give it away for cheap on equipment.
4993 </attribute>
4994 <attribute arch="stealth" editor="stealth" type="bool">
4995 Stealth allows the player to move silently.
4996 This comes to effect if a player turns himself
4997 invisible and tries to sneak around monsters.
4998 (At least that was the idea behind it)
4999 </attribute>
5000 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5001 If a player is wearing any piece of equipment with
5002 the ability to &lt;reflect spells&gt;, all kinds of
5003 spell-bullets and -beams will bounce off him.
5004 This works only about 90% of all times, to
5005 avoid players being completely immune to certain
5006 types of attacks.
5007
5008 This is a very powerful ability and it
5009 shouldn't be handed out cheap!
5010 </attribute>
5011 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5012 If a player is wearing any piece of equipment with
5013 the ability to &lt;reflect missiles&gt;, all kinds of
5014 projectiles (e.g. arrows, bolts, boulders) will
5015 bounce off him. This works only about 90% of all
5016 times, to avoid players being completely immune to
5017 certain types of attacks.
5018 </attribute>
5019 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5020 Click on the &lt;attuned paths&gt; button to select spellpaths.
5021 The player will get attuned to the specified spellpaths
5022 while wearing this weapon.
5023 </attribute>
5024 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5025 Click on the &lt;repelled paths&gt; button to select spellpaths.
5026 The player will get repelled to the specified spellpaths
5027 while wearing this weapon.
5028 </attribute>
5029 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5030 Click on the &lt;denied paths&gt; button to select spellpaths.
5031 The specified spellpaths will be denied to the player
5032 while wearing this weapon.
5033 </attribute>
5034 </section>
5035 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5036 This text describes the weapons's "story". Every decent artifact weapon
5037 should have such a description.
5038 </attribute>
5039 </type>
5040
5041 <type number="116" name="Event Connector">
5042 <description><![CDATA[
5043 Event connectors link specific events that happen to objects to
5044 a crossfire plug-in. They are not used at all in Deliantra.]]>
5045 </description>
5046 </type>
5047
5048 </types>