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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.46
Committed: Tue Jan 13 12:49:24 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.45: +38 -1 lines
Log Message:
added torch and lamp type documentation.

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 9, 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
849 <type number="81" name="Torch">
850 <description><![CDATA[
851 Torches are a special kind of Lamp, they are worn out by repeatedly
852 lightening them up (when the is_lightable flag is set) and otherwise
853 they can only be used once.]]>
854 </description>
855 <attribute arch="food" editor="burning duration" type="int">
856 This field specifies the burning duration of the torch.
857 </attribute>
858 <attribute arch="range" editor="enabled glow radius" type="int">
859 This field sets the glow radius of the torch if it is enabled.
860 If you want to make a torch that is already burning set the
861 "glow radius" field.
862 </attribute>
863 </type>
864
865 <type number="82" name="Lamp">
866 <description><![CDATA[
867 Lamps are carryable light sources for players with a fuel tank.]]>
868 </description>
869 <attribute arch="speed" editor="burn speed" type="float">
870 This field is the speed of the lamp. (If the value 0.00208 is given
871 here the fuel field will specify the burning duration in minutes.)
872 </attribute>
873 <attribute arch="food" editor="fuel" type="int">
874 This field sets the burning duration of the lamp, which depends on the speed
875 field of this object.
876 </attribute>
877 <attribute arch="range" editor="enabled glow radius" type="int">
878 This field sets the glow radius of the lamp if it is enabled.
879 If you want to make a lamp that is already burning set the
880 "glow radius" field.
881 </attribute>
882 </type>
883
884 <!--####################################################################-->
885 <type number="18" name="Altar">
886 <ignore>
887 <ignore_list name="non_pickable" />
888 </ignore>
889 <description><![CDATA[
890 When a player puts a defined number of certain items on the altar,
891 then either a spell is casted (on the player) or a connector is
892 triggered. If the latter is the case, the altar works only once.
893 Either way, the sacrificed item disappears.]]>
894 </description>
895 <attribute arch="no_pick" value="1" type="fixed" />
896 &move_on;
897 <attribute arch="slaying" editor="match item name" type="string">
898 This string specifies the item that must be put on the altar to
899 activate it. It can either be the name of an archetype, or directly
900 the name of an object. Yet, titles are not recognized by altars.
901 If you want the player to have to drop a specific amount of money use "money".
902 See also the "drop amount" attribute.
903 </attribute>
904 <attribute arch="food" editor="drop amount" type="int">
905 The drop amount specifies the amount of items (specified
906 in &lt;match item name&gt;) that must be dropped to activate the altar.
907
908 If &lt;match item name&gt; is set to "money", then the value of the
909 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
910 200 silver, 20 gold, or 4 platinum will all work.)
911
912 Note that the maximum possible for &lt;drop amount&gt; is 32767.
913 </attribute>
914 <attribute arch="connected" editor="connection" type="string">
915 If a connection value is set, the altar will trigger all objects
916 with the same value, when activated. This will only work once.
917 </attribute>
918 <attribute arch="sp" editor="spell" type="spell">
919 When activated, the selected &lt;spell&gt; will be casted (once, on the
920 player). This should work for any given spell. The altar will work
921 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
922 one altar.
923 </attribute>
924 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
925 This text will be displayed to the player
926 in the exact moment when the altar is activated.
927 </attribute>
928 </type>
929
930 <!--####################################################################-->
931 <type number="31" name="Altar Trigger">
932 <ignore>
933 <ignore_list name="non_pickable" />
934 </ignore>
935 <description><![CDATA[
936 Altar_triggers work pretty much like normal altars
937 (drop sacrifice -> connection activated), except for the fact that
938 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
939 </description>
940 <use><![CDATA[
941 Altar_triggers are very useful if you want to charge a price for...
942 <UL>
943 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
944 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
945 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
946 </UL>
947 The big advantage over normal altars is the infinite usability
948 of altar_triggers! If there are ten players on one server, they're
949 quite grateful if things work more than once. =)]]>
950 </use>
951 <attribute arch="no_pick" value="1" type="fixed" />
952 <attribute arch="slaying" editor="match item name" type="string">
953 This string specifies the item that must be put on the altar to
954 activate it. It can either be the name of an archetype, or directly
955 the name of an object. Yet, titles are not recognized by altars.
956 If you want the player to have to drop a specific amount of money use "money".
957 See also the "drop amount" attribute.
958 </attribute>
959 <attribute arch="food" editor="drop amount" type="int">
960 The drop amount specifies the amount of items (specified
961 in &lt;match item name&gt;) that must be dropped to activate the altar.
962
963 If &lt;match item name&gt; is set to "money", then the value of the
964 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
965 200 silver, 20 gold, or 4 platinum will all work.)
966
967 Note that the maximum possible for &lt;drop amount&gt; is 32767.
968 </attribute>
969 <attribute arch="connected" editor="connection" type="string">
970 If a connection value is set, the altar will trigger all objects
971 with the same value, when activated. This will only work once.
972 </attribute>
973 <attribute arch="sp" editor="spell" type="spell">
974 When activated, this &lt;spell&gt; will be casted (once, on the player).
975 This should work for any given spell. The altar will work infinitely
976 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
977 </attribute>
978 <attribute arch="exp" editor="reset time" type="int">
979 Being activated, the altar will reset after &lt;reset time&gt; ticks.
980 After reset, the altar is ready to be activated once again.
981 The default &lt;reset time&gt; is 30.
982 </attribute>
983 <attribute arch="last_sp" editor="ignore reset" type="bool">
984 If this attribute is enabled, the altar_trigger won't push the
985 connected value by altar reset. Only ONCE by dropping the sacrifice.
986 This is typically used when the altar is connected to a creator,
987 e.g. for selling tickets.
988
989 If this attribute is disabled (default), the altar_trigger
990 will push the connected value TWICE per sacrifice: First by
991 dropping sacrifice, second by reset. This mode is typically
992 used for altars being connected to gates, resulting in the
993 gate being opened and closed again.
994 </attribute>
995 &move_on;
996 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
997 This text will be displayed to the player
998 in the exact moment when the altar is activated.
999 </attribute>
1000 </type>
1001
1002 <!--####################################################################-->
1003 <type number="74" name="Skill Tool">
1004 <description><![CDATA[
1005 Wearing a skill tool will give the player the ability to use a skill.
1006 ]]>
1007 </description>
1008 <use><![CDATA[
1009 Feel free to assign resistancies and stats to a skill tools or change
1010 the skill that is given.
1011 ]]>
1012 </use>
1013 <attribute arch="skill" editor="skill name" type="string">
1014 This field describes which skill the player will be able to use wearing this item.
1015 </attribute>
1016 &player_stat_resist_sections;
1017 </type>
1018 <!--####################################################################-->
1019 <type number="39" name="Amulet">
1020 <description><![CDATA[
1021 Wearing an amulet, the object's stats will directly be inherited to
1022 the player. Amulets are usually meant for protection and defense.]]>
1023 </description>
1024 <use><![CDATA[
1025 Feel free to create your own special artifacts. However, it is very
1026 important that you keep your artifact in balance with existing maps.]]>
1027 </use>
1028 <attribute arch="ac" editor="armour class" type="int">
1029 This value defines the amount of armour-class bonus for wearing
1030 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1031 values are better. It should usually be set only for armour-like equipment.
1032 </attribute>
1033 <attribute arch="wc" editor="weapon class" type="int">
1034 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1035 melee attacks. Weapon class improves the chance of hitting the opponent.
1036 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1037 be set only for weapon-like items. Lower values are better.
1038 </attribute>
1039 <attribute arch="item_power" editor="item power" type="int">
1040 The &lt;item power&gt; value measures how "powerful" an artifact is.
1041 Players will only be able to wear equipment with a certain total
1042 amount of &lt;item power&gt;, depending on their own level. This is the
1043 only way to prevent low level players to wear "undeserved" equipment
1044 (like gifts from other players or cheated items).
1045
1046 It is very important to adjust the &lt;item power&gt; value carefully
1047 for every artifact you create! If zero/unset, the Deliantra server will
1048 calculate a provisional value at runtime, but this is never
1049 going to be an accurate measurement of &lt;item power&gt;.
1050 </attribute>
1051 <attribute arch="damned" editor="damnation" type="bool">
1052 A damned piece of equipment cannot be unwielded unless the curse
1053 is removed. Removing damnations is a tick harder than removing curses.
1054 </attribute>
1055 <attribute arch="cursed" editor="curse" type="bool">
1056 A cursed piece of equipment cannot be unwielded
1057 unless the curse is removed.
1058 </attribute>
1059 <attribute arch="lifesave" editor="save life" type="bool">
1060 An item with this flag enabled will save the players life
1061 for one time: When the player is wearing this item and his
1062 health points reach zero, the item disappears, replenishing
1063 half of the player's health.
1064
1065 An item with &lt;save life&gt; should not have
1066 any decent additional bonuses!
1067 </attribute>
1068 <attribute arch="unique" editor="unique item" type="bool">
1069 Unique items exist only one time on a server. If the item
1070 is taken, lost or destroyed - it's gone for good.
1071 </attribute>
1072 <attribute arch="startequip" editor="godgiven item" type="bool">
1073 A godgiven item vanishes as soon as the player
1074 drops it to the ground.
1075 </attribute>
1076 <attribute arch="applied" editor="is applied" type="bool">
1077 If you put this item into the inventory of a monster, and
1078 you want the monster to use/wear the item - you must set
1079 &lt;is applied&gt;.
1080 Enabling this flag doesn't make any sense if the item
1081 is NOT in a monster's inventory.
1082 </attribute>
1083 &player_stat_resist_sections;
1084 <section name="misc">
1085 <attribute arch="luck" editor="luck bonus" type="int">
1086 With positive luck bonus, the player is more likely to
1087 succeed in all sorts of things (spellcasting, praying,...).
1088 Unless the &lt;luck bonus&gt; is very high, the effect will be
1089 barely visible in-game. Luck bonus on one piece of equipment
1090 should never exceed 3, and such bonus should not be too
1091 frequently available.
1092 </attribute>
1093 <attribute arch="hp" editor="health regen." type="int">
1094 Positive &lt;health regen.&gt; bonus speeds up the
1095 player's healing process. Negative values slow it down.
1096 </attribute>
1097 <attribute arch="sp" editor="mana regen." type="int">
1098 Positive &lt;mana regen.&gt; bonus speeds up the
1099 player's mana regeneration. Negative values slow it down.
1100 </attribute>
1101 <attribute arch="grace" editor="grace regen." type="int">
1102 Positive &lt;grace regen.&gt; bonus speeds up the
1103 player's grace regeneration. Negative values slow it down.
1104 Since grace can be regenerated rather easy with praying,
1105 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1106 </attribute>
1107 <attribute arch="food" editor="food bonus" type="int">
1108 Positive &lt;food bonus&gt; slows down the player's digestion,
1109 thus he consumes less food. Negative values speed it up.
1110
1111 Note that food is consumed not only for "being alive", but
1112 also for healing and mana-regeneration.
1113 &lt;food bonus&gt; only affects the amount of food consumed
1114 for "being alive". Hence, even with high &lt;food bonus&gt;,
1115 during a fight a player can run out of food quickly.
1116 </attribute>
1117 <attribute arch="xrays" editor="xray vision" type="bool">
1118 Xray vision allows the player to see through obstacles
1119 in a two-square-wide radius. This is extremely helpful and
1120 desirable, so don't give it away for cheap on equipment.
1121 </attribute>
1122 <attribute arch="stealth" editor="stealth" type="bool">
1123 Stealth allows the player to move silently.
1124 This comes to effect if a player turns himself
1125 invisible and tries to sneak around monsters.
1126 (At least that was the idea behind it)
1127 </attribute>
1128 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1129 If a player is wearing any piece of equipment with
1130 the ability to &lt;reflect spells&gt;, all kinds of
1131 spell-bullets and -beams will bounce off him.
1132 This works only about 90% of all times, to
1133 avoid players being completely immune to certain
1134 types of attacks.
1135
1136 This is a very powerful ability and it
1137 shouldn't be handed out cheap!
1138 </attribute>
1139 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1140 If a player is wearing any piece of equipment with
1141 the ability to &lt;reflect missiles&gt;, all kinds of
1142 projectiles (e.g. arrows, bolts, boulders) will
1143 bounce off him. This works only about 90% of all
1144 times, to avoid players being completely immune to
1145 certain types of attacks.
1146 </attribute>
1147 &move_type;
1148 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1149 Click on the &lt;attuned paths&gt; button to select spellpaths.
1150 The player will get attuned to the specified spellpaths
1151 while wearing this item.
1152 </attribute>
1153 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1154 Click on the &lt;repelled paths&gt; button to select spellpaths.
1155 The player will get repelled to the specified spellpaths
1156 while wearing this item.
1157 </attribute>
1158 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1159 Click on the &lt;denied paths&gt; button to select spellpaths.
1160 The specified spellpaths will be denied to the player
1161 while wearing this item.
1162 </attribute>
1163 </section>
1164 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1165 This text describes the item's "story". Every decent artifact
1166 should have such a description.
1167 </attribute>
1168 </type>
1169
1170 <!--####################################################################-->
1171 <type number="58" name="Battleground">
1172 <ignore>
1173 <ignore_list name="non_pickable" />
1174 </ignore>
1175 <description><![CDATA[
1176 Battleground is very special: In short, players can die on battleground
1177 without any death penalties. They don't loose or gain experience
1178 while on battleground. Acid, draining and depletion effects don't
1179 work either.
1180 When a player dies on battleground, he gets teleported to an exit
1181 location which is defined in the battleground object.]]>
1182 </description>
1183 <use><![CDATA[
1184 Battleground is only meant for player vs. player duels. You can
1185 design combat arenas similiar to the one in scorn.<br>
1186 What should NEVER be done is placing battleground tiles in
1187 open dungeons or other free kinds of land.
1188 It must not be possible to gain significant treasure for fighting
1189 on battleground, because it bears no risk.<br><br>
1190 (Battleground will cease to work when the image or name is changed,
1191 or when it is placed beneath another floor tile.
1192 This is not a bug, it is there to prevent any attempts of placing
1193 "hidden" battleground tiles anywhere.)]]>
1194 </use>
1195 <attribute arch="no_pick" value="1" type="fixed" />
1196 <attribute arch="is_floor" value="1" type="fixed" />
1197 <attribute arch="hp" editor="destination X" type="int">
1198 The exit destinations define the (x, y)-coordinates where players
1199 get teleported after they died on this battleground.
1200 </attribute>
1201 <attribute arch="sp" editor="destination Y" type="int">
1202 The exit destinations define the (x, y)-coordinates where players
1203 get teleported after they died on this battleground.
1204 </attribute>
1205 </type>
1206
1207 <!--####################################################################-->
1208 <type number="165" name="Safe ground">
1209 <ignore>
1210 <ignore_list name="non_pickable" />
1211 </ignore>
1212 <description><![CDATA[
1213 Safe ground is a special object that prevents any effects that might
1214 be harmful for the map, other players or items on the map.
1215 It blocks all magic and prayers, usage of alchemy, prevents potions
1216 from being used and blocks bombs from exploding. Note that altars that
1217 do cast spells still work.
1218 ]]>
1219 </description>
1220 <use><![CDATA[
1221 Safe ground can be used to prevents any means of burning
1222 or destroying the items in a shop. Put this object below all floor tiles
1223 in your map and your shop will be safe. It's generally useful for making
1224 areas where really no kind of spell should be invoked by a player.
1225 ]]>
1226 </use>
1227 &movement_types_terrain;
1228 <attribute arch="no_pick" value="1" type="fixed" />
1229 </type>
1230
1231 <!--####################################################################-->
1232 <type number="8" name="Book">
1233 <description><![CDATA[
1234 Applying a book, the containing message is displayed to the player.]]>
1235 </description>
1236 <attribute arch="level" editor="literacy level" type="int">
1237 If this value is set to be greater than zero, the player needs a
1238 certain literacy level to succeed reading the book. The book can be
1239 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1240 book can be a nice idea, personally I like it when a player needs
1241 more than his fighting skills to solve a quest. However, keep the
1242 booklevel at least below 15 because it is quite hard to gain high
1243 mental levels.
1244 </attribute>
1245 <attribute arch="startequip" editor="godgiven item" type="bool">
1246 A godgiven item vanishes as soon as the player
1247 drops it to the ground.
1248 </attribute>
1249 <attribute arch="unique" editor="unique item" type="bool">
1250 Unique items exist only one time on a server. If the item
1251 is taken, lost or destroyed - it's gone for good.
1252 </attribute>
1253 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1254 This is the text that appears "written" in the book.
1255 </attribute>
1256 <attribute arch="slaying" editor="key string" type="string">
1257 This is the key string of the book. The key string is checked by an inventory checker.
1258 (This is used eg. for the gate/port passes in scorn)
1259 </attribute>
1260 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1261 If this flag is true the player won't be able to identify this
1262 item with by using a skill.
1263 </attribute>
1264 </type>
1265
1266 <!--####################################################################-->
1267 <type number="99" name="Boots">
1268 <import_type name="Amulet" />
1269 <description><![CDATA[
1270 Wearing boots, the object's stats will directly be inherited to
1271 the player. Usually enhancing his speed, or granting some minor
1272 protection bonus.]]>
1273 </description>
1274 <use><![CDATA[
1275 Feel free to create your own special artifacts. However, it is very
1276 important that you keep your artifact in balance with existing maps.]]>
1277 </use>
1278 <attribute arch="exp" editor="speed bonus" type="int">
1279 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1280 while worn. This kind of bonus is quite desirable for players of low-
1281 and medium level. High level players usually have fastest possible
1282 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1283 Still, this bonus is good for nice artifacts - not everything has
1284 to be for highest level.
1285 </attribute>
1286 <attribute arch="magic" editor="magic bonus" type="int">
1287 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1288 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1289 than direct armour-class bonus on the boots.
1290
1291 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1292 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1293 </attribute>
1294 </type>
1295
1296 <!--####################################################################-->
1297 <type number="104" name="Bracers">
1298 <import_type name="Amulet" />
1299 <description><![CDATA[
1300 Bracers are armour-plates worn around the wrists.
1301 Wearing bracer, the object's stats will directly be inherited to
1302 the player. Usually enhancing his defense.]]>
1303 </description>
1304 <use><![CDATA[
1305 Feel free to create your own special artifacts. However, it is very
1306 important that you keep your artifact in balance with existing maps.]]>
1307 </use>
1308 <attribute arch="magic" editor="magic bonus" type="int">
1309 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1310 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1311 than direct armour-class bonus on the bracers.
1312 </attribute>
1313 </type>
1314
1315 <!--####################################################################-->
1316 <type number="16" name="Brestplate Armour">
1317 <import_type name="Amulet" />
1318 <description><![CDATA[
1319 Wearing an armour, the object's stats will directly be inherited to
1320 the player. Usually enhancing his defense.]]>
1321 </description>
1322 <use><![CDATA[
1323 Feel free to create your own special artifacts. However, it is very
1324 important that you keep your artifact in balance with existing maps.]]>
1325 </use>
1326 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1327 This poses a penalty to spell regeneration speed, for wearing the armour.
1328 The bigger the spellpoint penalty, the worse.
1329 </attribute>
1330 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1331 Slowdown penalty reduces the player's walking speed when wearing the
1332 armour. Bigger values are worse - zero is best.
1333 </attribute>
1334 <attribute arch="magic" editor="magic bonus" type="int">
1335 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1336 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1337 than direct armour-class bonus on the armour.
1338 </attribute>
1339 </type>
1340
1341 <!--####################################################################-->
1342 <type number="92" name="Button">
1343 <ignore>
1344 <ignore_list name="non_pickable" />
1345 </ignore>
1346 <description><![CDATA[
1347 When a predefined amount of weigh is placed on a button, the
1348 &lt;connection&gt; value is triggered. In most cases this happens when a
1349 player or monster steps on it. When the button is "released", the
1350 &lt;connection&gt; value get's triggered a second time.]]>
1351 </description>
1352 &move_on;
1353 &move_off;
1354 <attribute arch="no_pick" value="1" type="fixed" />
1355 <attribute arch="weight" editor="press weight" type="int">
1356 The button is pressed (triggered), as soon as
1357 &lt;press weigh&gt; gram are placed ontop of it.
1358 </attribute>
1359 <attribute arch="connected" editor="connection" type="string">
1360 Every time the button is pressed or released, all objects
1361 with the same &lt;connection&gt; value are activated.
1362 </attribute>
1363 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1364 This text may describe the item. You can use this
1365 message to explain the button's purpose to the player.
1366 </attribute>
1367 </type>
1368
1369 <!--####################################################################-->
1370 <type number="30" name="Button Trigger">
1371 <import_type name="Button" />
1372 <ignore>
1373 <ignore_list name="non_pickable" />
1374 </ignore>
1375 <description><![CDATA[
1376 Handle buttons are buttons which reset after a short period
1377 of time. Every time it is either applied or reset, the
1378 &lt;connection&gt; value is triggered.]]>
1379 </description>
1380 </type>
1381
1382 <!--####################################################################-->
1383 <type number="37" name="Class Changer">
1384 <ignore>
1385 <ignore_list name="non_pickable" />
1386 </ignore>
1387 <description><![CDATA[
1388 Class changer are used while creating a character.]]>
1389 </description>
1390 <attribute arch="randomitems" editor="class items" type="treasurelist">
1391 This entry determines which initial items the character receives.
1392 </attribute>
1393 <section name="stats">
1394 <attribute arch="Str" editor="strength" type="int">
1395 The player's strength will rise by the given value if he chooses this
1396 class. (Negative values make strength fall)
1397 </attribute>
1398 <attribute arch="Dex" editor="dexterity" type="int">
1399 The player's dexterity will rise by the given value if he chooses this
1400 class. (Negative values make dexterity fall)
1401 </attribute>
1402 <attribute arch="Con" editor="constitution" type="int">
1403 The player's constitution will rise by the given value if he chooses this
1404 class. (Negative values make constitution fall)
1405 </attribute>
1406 <attribute arch="Int" editor="intelligence" type="int">
1407 The player's intelligence will rise by the given value if he chooses this
1408 class. (Negative values make intelligence fall)
1409 </attribute>
1410 <attribute arch="Pow" editor="power" type="int">
1411 The player's power will rise by the given value if he chooses this
1412 class. (Negative values make power fall)
1413 </attribute>
1414 <attribute arch="Wis" editor="wisdom" type="int">
1415 The player's wisdom will rise by the given value if he chooses this
1416 class. (Negative values make wisdom fall)
1417 </attribute>
1418 <attribute arch="Cha" editor="charisma" type="int">
1419 The player's charisma will rise by the given value if he chooses this
1420 class. (Negative values make charisma fall)
1421 </attribute>
1422 </section>
1423 </type>
1424
1425 <!--####################################################################-->
1426 <type number="87" name="Cloak">
1427 <import_type name="Amulet" />
1428 <description><![CDATA[
1429 Wearing a cloak, the object's stats will directly be inherited to
1430 the player. Cloaks usually add minor &lt;armour class&gt; and
1431 sometimes a bit of resistance.]]>
1432 </description>
1433 <use><![CDATA[
1434 Feel free to create your own special artifacts. However, it is very
1435 important that you keep your artifact in balance with existing maps.]]>
1436 </use>
1437 <attribute arch="magic" editor="magic bonus" type="int">
1438 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1439 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1440 than direct armour-class bonus on the cloak.
1441
1442 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1443 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1444 </attribute>
1445 </type>
1446
1447 <!--####################################################################-->
1448 <type number="9" name="Clock">
1449 <description><![CDATA[
1450 Applying a clock, the time is displayed to the player.]]>
1451 </description>
1452 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1453 This text may describe the item
1454 </attribute>
1455 </type>
1456
1457 <!--####################################################################-->
1458 <type number="122" name="Container">
1459 <description><![CDATA[
1460 A player can put (certain kinds of) items in the container.
1461 The overall weight of items is reduced when put inside a
1462 container, depending on the settings.
1463 <br><br>
1464 A special feature of containers is the "cauldron",
1465 capable of mixing alchemical receipes.]]>
1466 </description>
1467 <use><![CDATA[
1468 Note on chests - There are two types of chests:
1469 <UL>
1470 <LI> First the random treasure chests - Those are NOT containers
1471 (but object type Treasure), they create random treasures when
1472 applied. Archetype name is "chest".
1473 <LI> Second there are the permanent chests - Those are containers,
1474 they can be opened and closed again. Archetype name is "chest_2".
1475 </UL>]]>
1476 </use>
1477 <attribute arch="race" editor="container class" type="string">
1478 If set, the container will hold only certain types of objects.
1479 Possible choices for &lt;container class&gt; are: "gold and jewels",
1480 "arrows" and "keys".
1481
1482 Unfortunately it is not easy to create new container
1483 classes, because items need a matching counterpiece-attribute
1484 to the &lt;container class&gt; before they can be put inside a
1485 container. This attribute ("race") is set only for the existing
1486 container classes.
1487 </attribute>
1488 <attribute arch="slaying" editor="key string" type="string">
1489 If &lt;key string&gt; is set, only players with a special key
1490 of matching &lt;key string&gt; are able to open the container.
1491 </attribute>
1492 <attribute arch="container" editor="maximum weight" type="int">
1493 The container can hold a maximum total weight of the given value
1494 in gram. Note that this weight limit is calculated *after* the
1495 weight reduction (&lt;reduce weight&gt;) has been applied.
1496 </attribute>
1497 <attribute arch="Str" editor="reduce weight %" type="int">
1498 This value determines how much the weight of items is reduced in
1499 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1500 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1501 Most default values are in the range of ten.
1502 </attribute>
1503 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1504 If set, the container can be used as alchemy-cauldron.
1505 The player can put ingredients inside, close it, cast alchemy
1506 and if his formulae is true, he'll get what he longed for.
1507 </attribute>
1508 <attribute arch="unique" editor="unique item" type="bool">
1509 Unique items exist only one time on a server. If the item
1510 is taken, lost or destroyed - it's gone for good.
1511 All contents of a unique container are unique as well.
1512 </attribute>
1513 <attribute arch="startequip" editor="godgiven item" type="bool">
1514 A godgiven item vanishes as soon as the player
1515 drops it to the ground.
1516 </attribute>
1517 <attribute arch="other_arch" editor="animation arch" type="string">
1518 This is used for a certain kind of... "animation" when
1519 opening the container. Stick to the default arches here
1520 and you won't get into trouble.
1521 </attribute>
1522 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1523 This text may contain a description of the container.
1524 </attribute>
1525 </type>
1526
1527 <!--####################################################################-->
1528 <type number="103" name="Converter">
1529 <ignore>
1530 <attribute arch="value" />
1531 <attribute arch="nrof" />
1532 <attribute arch="name_pl" />
1533 <attribute arch="no_pick" />
1534 <attribute arch="unpaid" />
1535 <attribute arch="title" />
1536 </ignore>
1537 <description><![CDATA[
1538 Converters are like "exchange tables". When the player drops a
1539 specific type of items, they get converted into other items, at a
1540 predefined exchange-ratio.]]>
1541 </description>
1542 <use><![CDATA[
1543 Converters are better than shopping with doormats, because the
1544 converters never get sold out. For some items like food or jewels
1545 those "exchange tables" are really nice, while for the more important
1546 stuff like potions converters should not exist.
1547 <br><br>
1548 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1549 items on a converter, the stuff you get must be of equal or lesser
1550 value than before! (Except if you are using "rare" items like
1551 dragonscales for payment). The code will not check if your ratio is
1552 sane, so the player could gain infinite wealth by using your converter.]]>
1553 </use>
1554 <attribute arch="no_pick" value="1" type="fixed" />
1555 <attribute arch="slaying" editor="cost arch" type="string">
1556 &lt;cost arch&gt; is the name of the archetype the player has to
1557 put on the converter, as payment.
1558 </attribute>
1559 <attribute arch="food" editor="cost number" type="int">
1560 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1561 on the converter, in order to get &lt;receive number&gt; items
1562 of &lt;receive arch&gt;.
1563 </attribute>
1564 <attribute arch="other_arch" editor="receive arch" type="string">
1565 &lt;receive arch&gt; is the name of the archetype to convert into.
1566 This field is ignored if the converter has items in inventory. In this
1567 case one of the inventory items is duplicated. The duplicated item is
1568 randomly chosen from all items present.
1569 </attribute>
1570 <attribute arch="sp" editor="receive number" type="int">
1571 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1572 on the converter, in order to get &lt;receive number&gt; items
1573 of &lt;receive arch&gt;.
1574 </attribute>
1575 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1576 This text may contain a description of the converter.
1577 </attribute>
1578 <attribute arch="precious" editor="output unpaid" type="bool">
1579 If the converter has this flag set the generated items will
1580 be flagged as unpaid. Useful if you want to make a converter in a shop.
1581 (For instance for 'dragon scale' to 'dragon shield' converters in some
1582 armour shops.)
1583 </attribute>
1584 </type>
1585
1586 <!--####################################################################-->
1587 <type number="42" name="Creator">
1588 <ignore>
1589 <ignore_list name="system_object" />
1590 </ignore>
1591 <description><![CDATA[
1592 A creator is an object which creates another object when it
1593 is triggered. The child object can be anything. Creators are
1594 VERY useful for all kinds of map-mechanisms. They can even
1595 periodically create things.]]>
1596 </description>
1597 <use><![CDATA[
1598 Don't hesitate to hide your creators under the floor.
1599 The created items will still always appear ontop of the floor.]]>
1600 </use>
1601 <attribute arch="no_pick" value="1" type="fixed" />
1602 <attribute arch="other_arch" editor="create arch" type="string">
1603 This string defines the object that will be created.
1604 You can choose any of the existing arches.
1605 This field is ignored if the creator has items in inventory. In this case
1606 one of the inventory items is duplicated. The duplicated item is randomly
1607 chosen from all items present.
1608 </attribute>
1609 <attribute arch="connected" editor="connection" type="string">
1610 Whenever the connection value is activated,
1611 the creator gets triggered.
1612 </attribute>
1613 &activate_on;
1614 <attribute arch="lifesave" editor="infinit uses" type="bool">
1615 If &lt;infinit uses&gt; is set, the creator will work
1616 infinitely, regardless of the value in &lt;number of uses&gt;.
1617 </attribute>
1618 <attribute arch="speed" editor="speed" type="float">
1619 When this field is set the creator will periodically create stuff
1620 (and will still do so when the connection is triggered).
1621 A value of 1 means roughly 8 times a second.
1622 </attribute>
1623 <attribute arch="hp" editor="number of uses" type="int">
1624 The creator can be triggered &lt;number of uses&gt; times, thus
1625 creating that many objects, before it dissappears.
1626 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1627 </attribute>
1628 <attribute arch="slaying" editor="name of creation" type="string">
1629 The created object will bear the name and title specified in &lt;name of
1630 creation&gt;. If nothing is set, the standard name and title of the
1631 archetype is used.
1632 </attribute>
1633 <attribute arch="level" editor="level of creation" type="int">
1634 The created object will be of that level. If zero/unset,
1635 the standard level of the archetype is used.
1636 </attribute>
1637 </type>
1638
1639 <!--####################################################################-->
1640 <type number="51" name="Detector">
1641 <ignore>
1642 <ignore_list name="system_object" />
1643 </ignore>
1644 <description><![CDATA[
1645 Detectors work quite much like inv. checkers/pedestals: If the detector
1646 finds a specific object, it toggles its connected value.
1647 <br><br>
1648 What is "unique" about them, compared to inv. checkers/ pedestals?
1649 - First, detectors check their square for a match periodically, not
1650 instantly. Second, detectors check directly for object names. Third,
1651 detectors do not check the inventory of players/monsters.]]>
1652 </description>
1653 <use><![CDATA[
1654 There is one major speciality about detectors: You can detect spells
1655 blown over a detector! To detect a lighting bolt for example, set
1656 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1657 walls, this can be very useful for map-mechanisms.]]>
1658 </use>
1659 <attribute arch="no_pick" value="1" type="fixed" />
1660 <attribute arch="slaying" editor="match name" type="string">
1661 &lt;match name&gt; specifies the name of the object we are looking for.
1662 Actually it does also check for the &lt;key string&gt; in key-objects,
1663 but for this case inventory checkers are often more powerful to use.
1664 </attribute>
1665 <attribute arch="connected" editor="connection" type="string">
1666 When the detector is triggered, all objects with the same
1667 connection value get activated.
1668 </attribute>
1669 <attribute arch="speed" editor="detection speed" type="float">
1670 This value defines the time between two detector-checks.
1671 If you want the detector to behave almost like pedestals/buttons,
1672 set speed rather high, like &lt;detection speed&gt; 1.0.
1673 </attribute>
1674 &speed_left;
1675 <attribute arch="speed_left" editor="speed left" type="float">
1676 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1677 If it is larger than 0, the detector checks, and the speed is decremented
1678 by 1.
1679 </attribute>
1680 </type>
1681
1682 <!--####################################################################-->
1683 <type number="164" name="Map Script">
1684 <ignore>
1685 <ignore_list name="system_object" />
1686 </ignore>
1687 <description><![CDATA[
1688 The map script object is a very special object that can react to connected
1689 events and executes a perl script.
1690 ]]>
1691 </description>
1692 <use><![CDATA[
1693 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1694 to react to/trigger other objects.
1695 ]]>
1696 </use>
1697 <attribute arch="connected" editor="connection" type="string">
1698 When the map script object is triggered, it will execute
1699 the perl script with the triggering object as $activator.
1700 </attribute>
1701 &activate_on;
1702 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1703 This perl script will be executed each time the objetc is triggered.
1704 </attribute>
1705 </type>
1706
1707 <!--####################################################################-->
1708 <type number="112" name="Director">
1709 <ignore>
1710 <ignore_list name="non_pickable" />
1711 </ignore>
1712 <description><![CDATA[
1713 Directors change the direction of spell objects and other projectiles
1714 that fly past. Unlike spinners, directors always move objects in the
1715 same direction. It does not make a difference from what angle you
1716 shoot into it.<br>
1717 Directors are visible per default.]]>
1718 </description>
1719 <use><![CDATA[
1720 Directors are rarely used in maps. Sometimes they are placed to
1721 change the direction of spells coming out of magic walls,
1722 "channeling" spell-projectiles in some direction. When doing this,
1723 <B>never place directors facing each other with magic walls fireing
1724 into them!</B> The spell-projectiles bouncing between the directors
1725 would accumulate to huge numbers and at some point slow down the
1726 server by eating memory- and CPU-time.
1727 <br><br>
1728 You'd better not place directors in monster vs. player combat
1729 areas too much, because that freaks out wizard-type players.]]>
1730 </use>
1731 <attribute arch="sp" editor="direction" type="list_direction">
1732 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1733 A director with direction &lt;none&gt; simply stops projectiles.
1734 (The latter works out a bit strange for some spells).
1735 </attribute>
1736 &move_on;
1737 </type>
1738
1739 <!--####################################################################-->
1740 <type number="158" name="Disease">
1741 <ignore>
1742 <ignore_list name="system_object" />
1743 </ignore>
1744 <description><![CDATA[
1745 Diseases are an intersting form of spellcraft in Deliantra.
1746 Once casted, they can spread out and infect creatures in a large
1747 area. Being infected can have various effects, from amusing farts
1748 to horrible damage - almost everything is possible.]]>
1749 </description>
1750 <use><![CDATA[
1751 Diseases are extremely flexible and usable in a many ways.
1752 So far they are mostly used for causing bad, unwanted effects.
1753 You could just as well create a disease which helps the player
1754 (recharging mana for example).
1755 Infection with a "positive disease" could even be a quest reward.]]>
1756 </use>
1757 <attribute arch="invisible" value="1" type="fixed" />
1758 <attribute arch="level" editor="plaque level" type="int">
1759 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1760 This mainly reflects in the &lt;damage&gt;. It has no effect on
1761 most other symptoms. Neverthless, it is a very important value for
1762 all damage-inflicting diseases.
1763 </attribute>
1764 <attribute arch="race" editor="infect race" type="string">
1765 The disease will only infect creatures of the specified &lt;race&gt;.
1766 "&lt;race&gt; *" means every creature can be infected.
1767 </attribute>
1768 <attribute arch="ac" editor="progressiveness" type="int">
1769 Every time the disease "moves" the severity of the symptoms are increased
1770 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1771 </attribute>
1772 <section name="spreading">
1773 <attribute arch="wc" editor="infectiosness" type="int">
1774 The &lt;infectiosness&gt; defines the chance of new creatures getting
1775 infected. If you set this too high, the disease is very likely to
1776 be too effective.
1777
1778 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1779 </attribute>
1780 <attribute arch="last_grace" editor="attenuation" type="int">
1781 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1782 everytime it infects someone new. This limits how many generations
1783 a disease can propagate.
1784 </attribute>
1785 <attribute arch="magic" editor="infection range" type="int">
1786 &lt;infection range&gt; sets the range at which infection may occur.
1787 If positive, the &lt;infection range&gt; is level dependant - If negative,
1788 it is not:
1789 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1790 six square range, and &lt;plaque level&gt; doesn't modify that.
1791 </attribute>
1792 <attribute arch="maxhp" editor="persistence" type="int">
1793 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1794 The disease can "move" &lt;persistence&gt; times outside a host before it
1795 vanishes. A negative value means the disease lasts for permanent
1796 (which is only recommended to use in maps without monsters).
1797 </attribute>
1798 <attribute arch="maxgrace" editor="curing duration" type="int">
1799 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1800 (Assuming the host survives and doesn't use a curing spell).
1801 After this period the disease is naturally cured, which provides the
1802 host with immunity from this particular disease of lower or equal level.
1803
1804 A negative value means the disease can never be cured naturally.
1805
1806 Note that this value can be further modulated by spell-parameters,
1807 if the disease is registered as spell in the code. Due to that,
1808 most default diseases take a lot longer to cure than it seems.
1809 </attribute>
1810 <attribute arch="speed" editor="moving speed" type="float">
1811 The &lt;speed&gt; of the disease determines how fast the disease will
1812 "move", thus how fast the symptoms strike the host.
1813 </attribute>
1814 &speed_left;
1815 </section>
1816 <section name="symptoms">
1817 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1818 The disease will attack the host with the given &lt;attacktype&gt;.
1819 Godpower attacktype is commonly used for "unresistable" diseases.
1820 </attribute>
1821 <attribute arch="dam" editor="damage" type="int">
1822 A disease with a positive &lt;damage&gt; value will strike the player for that
1823 amount of damage every time the symptoms occur.
1824 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1825 the player's health is reduced by 10% every time the symptoms strike.
1826
1827 Diseases with %-based damage can be dangerous - but not deadly -
1828 for players of all levels.
1829 </attribute>
1830 <attribute arch="other_arch" editor="create arch" type="string">
1831 If set, the specified arch is created and dropped every time the
1832 symptoms strike.
1833
1834 This can be various things: farts, body pieces, eggs ...
1835 Even monsters can be created that way. You could also make a
1836 disease where some exotic stuff like money/gems is created.
1837 </attribute>
1838 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1839 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1840 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1841 </attribute>
1842 <attribute arch="exp" editor="exp. for curing" type="int">
1843 When the player manages to cure this disease (with a curing spell),
1844 he is awarded with &lt;exp. for curing&gt; experience.
1845 </attribute>
1846 <attribute arch="maxsp" editor="mana depletion" type="int">
1847 Every time the disease "moves", the player's mana is
1848 reduced by the value of &lt;mana depletion&gt;.
1849 For negative values, a %-based amount is taken.
1850 </attribute>
1851 <attribute arch="last_eat" editor="food depletion" type="int">
1852 Every time the disease "moves", the player's food is
1853 reduced by the value of &lt;food depletion&gt;.
1854 For negative values, a %-based amount is taken.
1855 </attribute>
1856 <attribute arch="hp" editor="health regen." type="int">
1857 This value increases the player's healing rate.
1858 Negative values decrease it.
1859 </attribute>
1860 <attribute arch="sp" editor="mana regen." type="int">
1861 This value increases the player's rate of mana regeneration.
1862 Negative values decrease it.
1863 </attribute>
1864 </section>
1865 <section name="disability">
1866 <attribute arch="Str" editor="strength" type="int">
1867 The player's strength will rise by the given value
1868 while being infected. (Negative values make strength fall)
1869 </attribute>
1870 <attribute arch="Dex" editor="dexterity" type="int">
1871 The player's dexterity will rise by the given value
1872 while being infected. (Negative values make dexterity fall)
1873 </attribute>
1874 <attribute arch="Con" editor="constitution" type="int">
1875 The player's constitution will rise by the given value
1876 while being infected. (Negative values make constitution fall)
1877 </attribute>
1878 <attribute arch="Int" editor="intelligence" type="int">
1879 The player's intelligence will rise by the given value
1880 while being infected. (Negative values make intelligence fall)
1881 </attribute>
1882 <attribute arch="Pow" editor="power" type="int">
1883 The player's power will rise by the given value
1884 while being infected. (Negative values make power fall)
1885 </attribute>
1886 <attribute arch="Wis" editor="wisdom" type="int">
1887 The player's wisdom will rise by the given value
1888 while being infected. (Negative values make wisdom fall)
1889 </attribute>
1890 <attribute arch="Cha" editor="charisma" type="int">
1891 The player's charisma will rise by the given value
1892 while being infected. (Negative values make charisma fall)
1893 </attribute>
1894 </section>
1895 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1896 This text is displayed to the player every time the
1897 symptoms strike.
1898 </attribute>
1899 </type>
1900
1901 <!--####################################################################-->
1902 <type number="23" name="Door">
1903 <ignore>
1904 <ignore_list name="non_pickable" />
1905 </ignore>
1906 <description><![CDATA[
1907 A door can be opened with a normal key. It also can be broken by attacking
1908 it, and it can be defeated with the lockpicking skill. If a door is
1909 defeated, horizontally and vertically adjacent doors are automatically
1910 removed.]]>
1911 </description>
1912 <attribute arch="no_pick" value="1" type="fixed" />
1913 <attribute arch="alive" value="1" type="fixed" />
1914 &movement_types_terrain;
1915 <attribute arch="hp" editor="hitpoints" type="int">
1916 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1917 </attribute>
1918 <attribute arch="ac" editor="armour class" type="int">
1919 Doors of high &lt;armour class&gt; are less likely to get hit.
1920 &lt;armour class&gt; can be considered the "counterpiece" to
1921 &lt;weapon class&gt;.
1922 </attribute>
1923 <attribute arch="other_arch" editor="drop arch" type="string">
1924 This string defines the object that will be created when the door was
1925 defeated.
1926 </attribute>
1927 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1928 This entry determines what kind of traps will appear in the door.
1929 </attribute>
1930 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1931 Set this flag to move treasure items created into the environment (map)
1932 instead of putting them into the object.
1933 </attribute>
1934 </type>
1935
1936 <!--####################################################################-->
1937 <type number="83" name="Duplicator">
1938 <ignore>
1939 <ignore_list name="system_object" />
1940 </ignore>
1941 <description><![CDATA[
1942 When activated, a duplicator can duplicate, multiply or destroy a pile of
1943 objects which lies somewhere on top of the duplicator.
1944 The duplicator has one arch name specified as &lt;target arch&gt;,
1945 and only objects of this archetype can be affected.<br>
1946 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1947 If the latter is set to zero, it will destroy objects.]]>
1948 </description>
1949 <use><![CDATA[
1950 I hope it is clear that one must be very cautious when inserting a duplicator
1951 anywhere with &lt;multiply factor&gt; greater than one.
1952 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1953 It is <b>not acceptable</b> to allow duplication of anything other than
1954 coins, gold and jewels. Besides, it is very important that the chance to
1955 loose the input matches the chance to earn winnings.<br>
1956 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1957 loosing rate of 2/3 = 67%.]]>
1958 </use>
1959 <attribute arch="other_arch" editor="target arch" type="string">
1960 Only objects of matching archtype, lying ontop of the duplicator will be
1961 duplicated, multiplied or removed. All other objects will be ignored.
1962 </attribute>
1963 <attribute arch="level" editor="multiply factor" type="int">
1964 The number of items in the target pile will be multiplied by the
1965 &lt;multiply factor&gt;. If it is set to zero, all target objects
1966 will be destroyed.
1967 </attribute>
1968 <attribute arch="connected" editor="connection" type="string">
1969 An activator (lever, altar, button, etc) with matching connection value
1970 is able to trigger this duplicator. Be very careful that players cannot
1971 abuse it to create endless amounts of money or other valuable stuff!
1972 </attribute>
1973 &activate_on;
1974 </type>
1975
1976 <!--####################################################################-->
1977 <type number="66" name="Exit">
1978 <ignore>
1979 <ignore_list name="non_pickable" />
1980 </ignore>
1981 <description><![CDATA[
1982 When the player applies an exit, he is transferred to a different location.
1983 (Monsters cannot use exits.) Depending on how it is set, the player applies
1984 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1985 the exit. ]]>
1986 </description>
1987 <use><![CDATA[
1988 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1989 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1990 detected with the show_invisible spell.
1991 <br><br>
1992 You can be quite creative with the outlook of secret exits (their "face").
1993 Don't forget to give the player relyable hints about them though.]]>
1994 </use>
1995 <attribute arch="slaying" editor="exit path" type="string">
1996 The exit path defines the map that the player is transferred to.
1997 You can enter an absolute path, beginning with '/' (for example
1998 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1999 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2000 relative path "Fire1"). Use relative paths whenever possible! Note that
2001 upper/lower case must always be set correctly. However, please use lower
2002 case only.
2003 It is well possible to have an exit pointing to the same map that the exit
2004 is on. If slaying is not set in an exit, the player will see a message like
2005 "the exit is closed".
2006 </attribute>
2007 <attribute arch="hp" editor="destination X" type="int">
2008 The exit destinations define the (x, y)-coordinates where the exit
2009 leads to.
2010 If both are set to zero, the player will be transferred to the "default
2011 enter location" of the destined map. The latter can be set in the map-
2012 properties as "Enter X/Y". Though, please DO NOT use that.
2013 It turned out to be a source for numerous map-bugs.
2014 </attribute>
2015 <attribute arch="sp" editor="destination Y" type="int">
2016 The exit destinations define the (x, y)-coordinates where the exit
2017 leads to.
2018 If both are set to zero, the player will be transferred to the "default
2019 enter location" of the destined map. The latter can be set in the map-
2020 properties as "Enter X/Y". Though, please DO NOT use that.
2021 It turned out to be a source for numerous map-bugs.
2022 </attribute>
2023 &move_on;
2024 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2025 If set, this message will be displayed to the player when he applies the exit.
2026 This is quite useful to throw in some "role-play feeling": "As you enter the
2027 dark cave you hear the sound of rustling dragonscales...". Well, my english
2028 is poor, but you get the point. =)
2029 </attribute>
2030 <attribute arch="damned" editor="set savebed" type="bool">
2031 If set, then players using this exit will have their savebed position
2032 set to the destination of the exit when passing through.
2033 </attribute>
2034 </type>
2035
2036 <!--####################################################################-->
2037 <type number="72" name="Flesh">
2038 <description><![CDATA[
2039 Just like with food, the player can fill his stomache and gain a
2040 little health by eating flesh-objects. <br>
2041 For dragon players, flesh plays a very special role though: If the
2042 flesh has resistances set, a dragon player has a chance to gain resistance in
2043 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2044 Don't forget that flesh items with resistances have to be balanced
2045 according to map/monster difficulty.]]>
2046 </description>
2047 <use><![CDATA[
2048 For dragon players, flesh items can be highly valuable. Note that many
2049 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2050 These flesh items "inherit" resistances and level from the monster they belong to.
2051 When you add special flesh items to the inventory of a monster, this is
2052 not the case - so you have to set it manually.
2053 <br><br>
2054 Generally adding special flesh-treaties for dragon players is a great thing
2055 to do. Always consider that dragon players might really not be interested
2056 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2057 out on the reward completely.]]>
2058 </use>
2059 <attribute arch="food" editor="foodpoints" type="int">
2060 The player's stomache will get filled with this amount of foodpoints.
2061 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2062 </attribute>
2063 <attribute arch="level" editor="flesh level" type="int">
2064 The &lt;flesh level&gt; is not visible to the players and it affects only
2065 dragon players. Normally this value reflects the level of the monster
2066 from which the flesh item originates.
2067 Dragon players always search for flesh of highest level possible,
2068 because it bears the best chance to gain high resistances.
2069 </attribute>
2070 <attribute arch="startequip" editor="godgiven item" type="bool">
2071 A godgiven item vanishes as soon as the player
2072 drops it to the ground.
2073 </attribute>
2074 &resistances_flesh_section;
2075 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2076 This text may describe the item.
2077 </attribute>
2078 </type>
2079
2080 <!--####################################################################-->
2081 <type number="0" name="Floor">
2082 <required>
2083 <attribute arch="is_floor" value="1" />
2084 <attribute arch="alive" value="0" />
2085 </required>
2086 <ignore>
2087 <ignore_list name="non_pickable" />
2088 </ignore>
2089 <description><![CDATA[
2090 Floor is a very basic thing whithout too much
2091 functionality. It's a floor - you stand on it.]]>
2092 </description>
2093 <attribute arch="is_floor" value="1" type="fixed" />
2094 <attribute arch="no_pick" value="1" type="fixed" />
2095 <section name="terrain">
2096 &movement_types_terrain;
2097 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2098 This flag indicates this spot contains wood or high grass.
2099 Players with activated woodsman skill can move faster here.
2100 </attribute>
2101 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2102 This flag indicates this spot contains hills or large rocks.
2103 Players with activated mountaineer skill can move faster here.
2104 </attribute>
2105 </section>
2106 <attribute arch="no_magic" editor="no spells" type="bool">
2107 If enabled, it is impossible for players to use (wizard-)
2108 spells on that spot.
2109 </attribute>
2110 <attribute arch="damned" editor="no prayers" type="bool">
2111 If enabled, it is impossible for players to use prayers
2112 on that spot. It also prevents players from saving.
2113 </attribute>
2114 <attribute arch="unique" editor="unique map" type="bool">
2115 Unique floor means that any items dropped on that spot
2116 will be saved byond map reset. For permanent apartments,
2117 all floor tiles must be set &lt;unique map&gt;.
2118 </attribute>
2119 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2120 This text may describe the object.
2121 </attribute>
2122 </type>
2123
2124 <!--####################################################################-->
2125 <type number="67" name="Floor (Encounter)">
2126 <ignore>
2127 <ignore_list name="non_pickable" />
2128 </ignore>
2129 <description><![CDATA[
2130 Encounter-Floor is pretty much the same as normal floor.
2131 Most outdoor floor/ground-arches are set to be "encounters".
2132 That is kind of a relict from former code: When walking over
2133 encounter-floor, players sometimes got beamed to little maps
2134 with monsters on them. Nowadays this feature is disabled -
2135 Hence encounter floor is not different from normal floor.]]>
2136 </description>
2137 <attribute arch="is_floor" value="1" type="fixed" />
2138 <attribute arch="no_pick" value="1" type="fixed" />
2139 <section name="terrain">
2140 &movement_types_terrain;
2141 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2142 This flag indicates this spot contains wood or high grass.
2143 Players with activated woodsman skill can move faster here.
2144 </attribute>
2145 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2146 This flag indicates this spot contains hills or large rocks.
2147 Players with activated mountaineer skill can move faster here.
2148 </attribute>
2149 </section>
2150 <attribute arch="no_magic" editor="no spells" type="bool">
2151 If enabled, it is impossible for players to use (wizard-)
2152 spells on that spot.
2153 </attribute>
2154 <attribute arch="damned" editor="no prayers" type="bool">
2155 If enabled, it is impossible for players to use prayers
2156 on that spot. It also prevents players from saving.
2157 </attribute>
2158 <attribute arch="unique" editor="unique map" type="bool">
2159 Unique floor means that any items dropped on that spot
2160 will be saved byond map reset. For permanent apartments,
2161 all floor tiles must be set &lt;unique map&gt;.
2162 </attribute>
2163 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2164 This text may describe the object.
2165 </attribute>
2166 </type>
2167
2168 <!--####################################################################-->
2169 <type number="6" name="Food">
2170 <description><![CDATA[
2171 By eating/drinking food-objects, the player can fill his
2172 stomache and gain a little health.]]>
2173 </description>
2174 <attribute arch="food" editor="foodpoints" type="int">
2175 The player's stomache will get filled with this amount of foodpoints.
2176 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2177 </attribute>
2178 <attribute arch="startequip" editor="godgiven item" type="bool">
2179 A godgiven item vanishes as soon as the player
2180 drops it to the ground.
2181 </attribute>
2182 </type>
2183
2184 <!--####################################################################-->
2185 <type number="91" name="Gate">
2186 <ignore>
2187 <ignore_list name="non_pickable" />
2188 </ignore>
2189 <description><![CDATA[
2190 Gates play an important role in Deliantra. Gates can be opened
2191 by activating a button/trigger, by speaking passwords (-> magic_ear)
2192 or carrying special key-objects (-> inventory checker).
2193 Unlike locked doors, gates can get shut again after a player has
2194 passed, which makes them more practical in many cases.]]>
2195 </description>
2196 <use><![CDATA[
2197 Use gates to divide your maps into seperated areas. After solving
2198 area A, the player gains access to area B, and so on. Make your
2199 maps more complex than "one-way".]]>
2200 </use>
2201 <attribute arch="no_pick" value="1" type="fixed" />
2202 <attribute arch="speed" value="1" type="float">
2203 The speed of the gate affects how fast it is closing/opening.
2204 </attribute>
2205 <attribute arch="connected" editor="connection" type="string">
2206 Whenever the inventory checker is triggered, all objects with identical
2207 &lt;connection&gt; value get activated. This only makes sense together with
2208 &lt;blocking passage&gt; disabled.
2209 </attribute>
2210 <attribute arch="wc" editor="position state" type="int">
2211 The &lt;position state&gt; defines the position of the gate:
2212 Zero means completely open/down, the "number of animation-steps" (usually
2213 about 6 or 7) means completely closed/up state. I suggest you don't
2214 mess with this value - Leave the default in place.
2215 </attribute>
2216 &movement_types_terrain;
2217 <attribute arch="no_magic" editor="restrict spells" type="bool">
2218 Restricting the use of spells to pass this gate. This has
2219 an effect only if &lt;block view&gt; is disabled.
2220 </attribute>
2221 <attribute arch="damned" editor="restrict prayers" type="bool">
2222 Restricting the use of prayers to pass this door. This has
2223 an effect only if &lt;block view&gt; is disabled.
2224 </attribute>
2225 </type>
2226
2227 <!--####################################################################-->
2228 <type number="113" name="Girdle">
2229 <import_type name="Amulet" />
2230 <description><![CDATA[
2231 Wearing a girdle, the object's stats will directly be inherited to
2232 the player. Girdles usually provide stats- or damage bonuses and no
2233 defense.]]>
2234 </description>
2235 <use><![CDATA[
2236 Feel free to create your own special artifacts. However, it is very
2237 important that you keep your artifact in balance with existing maps.]]>
2238 </use>
2239 <attribute arch="magic" editor="magic bonus" type="int">
2240 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2241 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2242 than direct armour-class bonus on the helmet.
2243
2244 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2245 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2246 &lt;magic bonus&gt; is pointless here.
2247 </attribute>
2248 </type>
2249
2250 <!--####################################################################-->
2251 <type number="100" name="Gloves">
2252 <import_type name="Amulet" />
2253 <description><![CDATA[
2254 Wearing gloves, the object's stats will directly be inherited to
2255 the player. Gloves can add defense or damage bonuses.]]>
2256 </description>
2257 <use><![CDATA[
2258 Feel free to create your own special artifacts. However, it is very
2259 important that you keep your artifact in balance with existing maps.]]>
2260 </use>
2261 <attribute arch="magic" editor="magic bonus" type="int">
2262 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2263 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2264 will increase that.
2265 </attribute>
2266 </type>
2267
2268 <!--####################################################################-->
2269 <type number="93" name="Handle">
2270 <ignore>
2271 <ignore_list name="non_pickable" />
2272 </ignore>
2273 <description><![CDATA[
2274 A handle can be applied by players and (certain) monsters.
2275 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2276 </description>
2277 <use><![CDATA[
2278 Handles are commonly used to move gates. When placing your lever,
2279 don't forget that some monsters are able to apply it.
2280 The ability to apply levers is rare among monsters -
2281 but vampires can do it for example.]]>
2282 </use>
2283 <attribute arch="no_pick" value="1" type="fixed" />
2284 <attribute arch="connected" editor="connection" type="string">
2285 Every time the handle is applied, all objects
2286 with the same &lt;connection&gt; value are activated.
2287 </attribute>
2288 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2289 This text may describe the item. You can use this
2290 message to explain the handle's purpose to the player.
2291 </attribute>
2292 </type>
2293
2294 <!--####################################################################-->
2295 <type number="27" name="Handle Trigger">
2296 <import_type name="Handle" />
2297 <ignore>
2298 <ignore_list name="non_pickable" />
2299 </ignore>
2300 <description><![CDATA[
2301 Handle triggers are handles which reset after a short period
2302 of time. Every time it is either applied or reset, the
2303 &lt;connection&gt; value is triggered.]]>
2304 </description>
2305 <use><![CDATA[
2306 When you connect an ordinary handle to a gate, the gate normally remains
2307 opened after the first player passed. If you want to keep the gate shut,
2308 connecting it to a handle trigger is an easy solution. ]]>
2309 </use>
2310 </type>
2311
2312 <!--####################################################################-->
2313 <type number="88" name="Hazard Floor">
2314 <required>
2315 <attribute arch="is_floor" value="1" />
2316 </required>
2317 <ignore>
2318 <ignore_list name="non_pickable" />
2319 </ignore>
2320 <description><![CDATA[
2321 The best example for Hazard Floor is lava. It works like standard
2322 floor, but damages all creatures standing on it.
2323 Damage is taken in regular time intervals.]]>
2324 </description>
2325 <use><![CDATA[
2326 The default lava for example does minor damage. But you can turn
2327 it up so that your hazard floor poses a real threat.<br>
2328 Like magic walls, such floors add a permanent thrill to your map.
2329 You can use that to safely chase off too-weak players, or just
2330 to have something different.]]>
2331 </use>
2332 <attribute arch="is_floor" value="1" type="fixed" />
2333 <attribute arch="lifesave" value="1" type="fixed" />
2334 &move_on;
2335 <attribute arch="no_pick" value="1" type="fixed" />
2336 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2337 This attribute specifys the attacktypes that this floor uses to
2338 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2339 If you want a real tough hazard floor, add more than just one attacktype.
2340 </attribute>
2341 <attribute arch="dam" editor="base damage" type="int">
2342 The &lt;base damage&gt; defines how much damage is inflicted to the
2343 victim per hit. The final damage is influenced by several other
2344 factors like the victim's resistance and level.
2345 </attribute>
2346 <attribute arch="wc" editor="weaponclass" type="int">
2347 &lt;weapon class&gt; improves the chance of hitting the victim.
2348 Lower values are better.
2349 Usually, hazard floors like lava are supposed to hit the
2350 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2351 to something like -30.
2352 </attribute>
2353 <attribute arch="level" editor="attack level" type="int">
2354 I guess this value is supposed to work similar to monster levels.
2355 But in fact, it does not seem to have an effect. Set any non-zero
2356 value to be on the safe side.
2357 </attribute>
2358 <section name="terrain">
2359 &movement_types_terrain;
2360 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2361 This flag indicates this spot contains wood or high grass.
2362 Players with activated woodsman skill can move faster here.
2363 </attribute>
2364 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2365 This flag indicates this spot contains hills or large rocks.
2366 Players with activated mountaineer skill can move faster here.
2367 </attribute>
2368 </section>
2369 <attribute arch="no_magic" editor="no spells" type="bool">
2370 If enabled, it is impossible for players to use (wizard-)
2371 spells on that spot.
2372 </attribute>
2373 <attribute arch="damned" editor="no prayers" type="bool">
2374 If enabled, it is impossible for players to use prayers
2375 on that spot. It also prevents players from saving.
2376 </attribute>
2377 <attribute arch="unique" editor="unique map" type="bool">
2378 Unique floor means that any items dropped on that spot
2379 will be saved byond map reset. For permanent apartments,
2380 all floor tiles must be set &lt;unique map&gt;.
2381 </attribute>
2382 </type>
2383
2384 <!--####################################################################-->
2385 <type number="34" name="Helmet">
2386 <import_type name="Amulet" />
2387 <description><![CDATA[
2388 Wearing a helmet, the object's stats will directly be inherited to
2389 the player. Normal helmets usually increase defense, while crowns
2390 add more special bonuses like stats/resistances paired with
2391 low defense.]]>
2392 </description>
2393 <use><![CDATA[
2394 Feel free to create your own special artifacts. However, it is very
2395 important that you keep your artifact in balance with existing maps.]]>
2396 </use>
2397 <attribute arch="magic" editor="magic bonus" type="int">
2398 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2399 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2400 than direct armour-class bonus on the helmet.
2401
2402 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2403 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2404 Crowns for instance typically provide no &lt;amour class&gt;.
2405 </attribute>
2406 </type>
2407
2408 <!--####################################################################-->
2409 <type number="56" name="Holy Altar">
2410 <ignore>
2411 <ignore_list name="non_pickable" />
2412 </ignore>
2413 <description><![CDATA[
2414 Holy_altars are altars for the various religions. Praying
2415 at a Holy_altar will make you a follower of that god, and
2416 if you already follow that god, you may get some extra bonus.]]>
2417 </description>
2418 <attribute arch="no_pick" value="1" type="fixed" />
2419 <attribute arch="other_arch" editor="god name" type="string">
2420 The altar belongs to the god of the given name. Possible options for
2421 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2422 Gorokh, Valriel and Sorig.
2423
2424 If you want to have an unconsecrated altar, set
2425 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2426 </attribute>
2427 <attribute arch="level" editor="reconsecrate level" type="int">
2428 To re-consecrate an altar, the player's wisdom level must be as
2429 high or higher than this value. In that way, some altars can not
2430 be re-consecrated, while other altars, like those in dungeons, could be.
2431
2432 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2433 Some characters might need those altars, they would be very unhappy to
2434 see them re-consecrated to another cult.
2435 </attribute>
2436 </type>
2437
2438 <!--####################################################################-->
2439 <type number="35" name="Horn">
2440 <ignore>
2441 <attribute arch="title" />
2442 </ignore>
2443 <description><![CDATA[
2444 Horns are very similar to rods. The difference is that horns regenerate
2445 spellpoints faster and thus are more valuable than rods.
2446 <br><br>
2447 A horn contains a spell. The player can use this spell by applying and
2448 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2449 used endlessly.]]>
2450 </description>
2451 <use><![CDATA[
2452 Horns are powerful due to their fast recharge rate. They should
2453 never contain high level attacking spells. Even curing/healing spells
2454 are almost too good on a horn.]]>
2455 </use>
2456 <attribute arch="sp" editor="spell" type="spell">
2457 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2458 horns to players, since they can be used endlessly without any mana cost!
2459 Horns with heal/ restoration/ protection spells, IF available, MUST be
2460 very very VERY hard to get!
2461 </attribute>
2462 <attribute arch="level" editor="casting level" type="int">
2463 The casting level of the &lt;spell&gt; determines it's power.
2464 For attack spells, level should not be set too high.
2465 </attribute>
2466 <attribute arch="hp" editor="initial spellpoints" type="int">
2467 This value represents the initial amount of spellpoints in the horn.
2468 Naturally, this is quite unimportant.
2469 </attribute>
2470 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2471 When the horn is fully charged up, it will hold this maximum amount of
2472 spellpoints. Make sure it is enough to cast the contained spell at least
2473 once. But don't set the value too high, as that might make the horn way
2474 too effective.
2475 </attribute>
2476 <attribute arch="startequip" editor="godgiven item" type="bool">
2477 A godgiven item vanishes as soon as the player
2478 drops it to the ground.
2479 </attribute>
2480 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2481 This text may contain a description of the horn.
2482 </attribute>
2483 </type>
2484
2485 <!--####################################################################-->
2486 <type number="73" name="Inorganic">
2487 <description><![CDATA[
2488 Inorganic materials are generally used as ingredients for
2489 alchemical receipes. By themselves, they have no special
2490 functionalities.]]>
2491 </description>
2492 <attribute arch="is_dust" editor="is dust" type="bool">
2493 </attribute>
2494 &resistances_basic;
2495 </type>
2496
2497 <!--####################################################################-->
2498 <type number="64" name="Inventory Checker">
2499 <ignore>
2500 <ignore_list name="system_object" />
2501 </ignore>
2502 <description><![CDATA[
2503 Inventory checkers passively check the players inventory for a
2504 specific object. You can set a connected value that is triggered
2505 either if that object is present or missing (-&gt; "last_sp") when a
2506 player walks over the inv. checker. A valid option is to remove the
2507 matching object (usually not recommended, see "last_heal").
2508 <br><br>
2509 Alternatively, you can set your inv. checker to block all players
2510 that do/don't carry the matching object.
2511 <br><br>
2512 As you can see, inv. checkers are quite powerful, holding a
2513 great variety of possibilities.]]>
2514 </description>
2515 <use><![CDATA[
2516 Putting a check_inventory space in front of a gate (one below) and
2517 one on the opposite side works reasonably well as a control mechanism.
2518 Unlike the key/door-combo, this one works infinite since it is
2519 independant from map reset. Use it to put a "structure" into your
2520 maps: Player must solve area A to gain access to area B. This concept
2521 can be found in nearly every RPG - simple but effective.]]>
2522 </use>
2523 <attribute arch="no_pick" value="1" type="fixed" />
2524 <attribute arch="slaying" editor="match key string" type="string">
2525 This string specifies the object we are looking for: We have a match
2526 if the player does/don't carry a key object or a mark with identical
2527 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2528 this context. A typical example is the city gate mechanism of scorn.
2529 </attribute>
2530 <attribute arch="race" editor="match arch name" type="string">
2531 This string specifies the object we are looking for: We have a match
2532 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2533 </attribute>
2534 <attribute arch="hp" editor="match type" type="int">
2535 This value specifies the object we are looking for: We have a match
2536 if the player does/don't carry an object that is of type &lt;match type&gt;.
2537
2538 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2539 enabled. Now you have an inv. checker blocking all players that carry any
2540 kind of melee weapon. To pass, a player is forced to leave behind all
2541 his weaponry... bad news for a warrior. ;)
2542 </attribute>
2543 <attribute arch="last_sp" editor="match = having" type="bool">
2544 Enabled means having that object is a match.
2545 Disabled means not having that object is a match.
2546 </attribute>
2547 <attribute arch="connected" editor="connection" type="string">
2548 Whenever the inventory checker is triggered, all objects with identical
2549 &lt;connection&gt; value get activated. This only makes sense together with
2550 &lt;blocking passage&gt; disabled.
2551 </attribute>
2552 &movement_types_terrain;
2553 <attribute arch="last_heal" editor="remove match" type="bool">
2554 &lt;remove match&gt; means remove object if found. Setting this is usually not
2555 recommended because inv. checkers are in general invisible. So, unlike
2556 for altars/ locked doors, the player won't expect to lose an object when
2557 walking over that square. And he doesn't even get a message either.
2558
2559 So, *if* you enable &lt;remove match&gt;, make sure
2560 to inform the player what's going on!
2561 </attribute>
2562 </type>
2563
2564 <!--####################################################################-->
2565 <type number="163" name="Item Transformer">
2566 <description><![CDATA[
2567 An item transformer is simply applied, after having marked a 'victim'
2568 item. If the victim is suitable, it will be transformed into something
2569 else.]]>
2570 </description>
2571 <use><![CDATA[
2572 To make an item transformable, you just have to fill the 'slaying' field.
2573 The syntax is:
2574 <br>
2575 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2576 <br>
2577 with [] denoting optional part, and * any number of preceding [].
2578 'new_item' must be the name of an existing archetype.
2579 <br><br>
2580 Example, for object apple: slaying knife:2 half_apple
2581 <br><br>
2582 This means that, when applying a knife (should be an Item Transformer),
2583 one 'apple' will be transformed into 2 'half_apple'.]]>
2584 </use>
2585 <attribute arch="food" editor="number of uses" type="int">
2586 &lt;number of uses&gt; controls how many times the item transformer can
2587 be used. The value 0 means "unlimited"
2588 </attribute>
2589 <attribute arch="slaying" editor="verb" type="string">
2590 Contains the verb that is used to construct a message to the player
2591 applying the item transformer.
2592 </attribute>
2593 <attribute arch="startequip" editor="godgiven item" type="bool">
2594 A godgiven item vanishes as soon as the player
2595 drops it to the ground.
2596 </attribute>
2597 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2598 This text may contain a description of the item transformer.
2599 </attribute>
2600 </type>
2601
2602 <!--####################################################################-->
2603 <type number="60" name="Jewel">
2604 <description><![CDATA[
2605 Items of the type Gold &amp; Jewels are handled like a currency.
2606 Unlike for any other type of item, in shops, the buy- and selling
2607 prices differ only marginally.]]>
2608 </description>
2609 <attribute arch="race" value="gold and jewels" type="fixed" />
2610 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2611 This text may describe the object.
2612 </attribute>
2613 </type>
2614
2615 <!--####################################################################-->
2616 <type number="24" name="Key">
2617 <description><![CDATA[
2618 When carrying a key, a normal door can be opened. The key will
2619 disappear.]]>
2620 </description>
2621 <attribute arch="startequip" editor="godgiven item" type="bool">
2622 A godgiven item vanishes as soon as the player
2623 drops it to the ground.
2624 </attribute>
2625 </type>
2626
2627 <!--####################################################################-->
2628 <type number="20" name="Locked Door">
2629 <ignore>
2630 <ignore_list name="non_pickable" />
2631 </ignore>
2632 <description><![CDATA[
2633 A locked door can be opened only when carrying
2634 the appropriate special key.]]>
2635 </description>
2636 <use><![CDATA[
2637 If you want to create a locked door that cannot be opened (no key),
2638 set a &lt;key string&gt; like "no_key_available". This will clearify things
2639 and only a fool would create a key matching that string.
2640
2641 Door-objects can not only be used for "doors". In many maps these
2642 are used with all kinds of faces/names, especially often as
2643 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2644 There you have magic forces (door objects) put under certain artifact
2645 items. To get your hands on the artifacts, you need to bring up the
2646 appropriate quest items (key objects).]]>
2647 </use>
2648 <attribute arch="move_type" value="0" type="fixed" />
2649 <attribute arch="no_pick" value="1" type="fixed" />
2650 <attribute arch="slaying" editor="key string" type="string">
2651 The &lt;key string&gt; in the door must be identical with the
2652 &lt;key string&gt; in the special key, then the door is unlocked.
2653 It is VERY important to set the &lt;key string&gt; to something that
2654 is unique among the Deliantra mapset.
2655
2656 DONT EVER USE the default string "set_individual_value".
2657 </attribute>
2658 <attribute arch="no_magic" editor="restrict spells" type="bool">
2659 Restricting the use of spells to pass this door.
2660 This should be set in most cases.
2661 (Don't forget that the spell "dimension door" is easily
2662 available at about wisdom level 10).
2663 </attribute>
2664 <attribute arch="damned" editor="restrict prayers" type="bool">
2665 Restricting the use of prayers to pass this door.
2666 This should be set in most cases.
2667 </attribute>
2668 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2669 When a player is trying to open the door without carrying the
2670 appropriate key, this text is displayed to the player. This is
2671 a good opportunity to place hints about the special key needed
2672 to unlock the door.
2673 </attribute>
2674 </type>
2675
2676 <!--####################################################################-->
2677 <type number="29" name="Magic Ear">
2678 <ignore>
2679 <ignore_list name="system_object" />
2680 </ignore>
2681 <description><![CDATA[
2682 Magic_ears trigger a connected value
2683 when the player speaks a specific keyword.]]>
2684 </description>
2685 <use><![CDATA[
2686 Whenever you put magic_ears on your maps, make sure there are
2687 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2688 something like a gate that is opened by speaking "open" or
2689 "sesame", expecting the player to figure this out all by himself.
2690 <br><br>
2691 Magic_ears are typically used for interaction with NPCs. You
2692 can create the impression that the NPC actually *does* something
2693 according to his conversation with a player. Mostly this means
2694 opening a gate or handing out some item, but you could be quite
2695 creative here.]]>
2696 </use>
2697 <attribute arch="no_pick" value="1" type="fixed" />
2698 <attribute arch="connected" editor="connection" type="string">
2699 The Magic_ear will trigger all objects with the
2700 same connection value, every time it is activated.
2701 </attribute>
2702 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2703 This textfield contains the keyword-matching-syntax. The text should
2704 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2705 Any number of keywords from one to infinite is allowed. Make sure
2706 they are seperated by a '|'.
2707
2708 Examples: "@match yes", "@match gold|treasure". The connected
2709 value will be triggerd when the player speaks any of the given
2710 keywords within a two-square radius. IMPORTANT: Upper/lower case
2711 does not make a difference!
2712 </attribute>
2713 </type>
2714
2715 <!--####################################################################-->
2716 <type number="62" name="Magic Wall">
2717 <ignore>
2718 <ignore_list name="non_pickable" />
2719 </ignore>
2720 <description><![CDATA[
2721 Magic walls fire spells in a given direction, in regular intervals.
2722 Magic walls can contain any spell. However, some spells do not
2723 operate very successfully in them. The only way to know is to test
2724 the spell you want to use with a wall.
2725 <br><br>
2726 Several types of magical walls are predefined for you in the
2727 archetypes, and can be found on the "connected" Pickmap.]]>
2728 </description>
2729 <use><![CDATA[
2730 Spellcasting walls pose an interesting alternative to monsters.
2731 Usually they are set to be undestroyable. Thus, while monsters
2732 in a map can be cleared out, the magic walls remain. Low level
2733 characters for example will not be able to pass through their
2734 spell-area, hence they cannot loot a map that a high level character
2735 might have cleared out.
2736 <br><br>
2737 Another point of magic walls is that if the player dies, he has to face
2738 them all again. Magic walls can add a kind of "permanent thrill" to
2739 your maps.
2740 <br><br>
2741 Be careful that your magic walls don't kill the monsters on a map. If
2742 placing monsters, eventually take ones that are immune to the
2743 walls' spell(s).
2744 <br><br>
2745 It is possible to make walls rotate when triggered. But that is so
2746 confusing (and useless IMHO) that I did not mention it above. You
2747 can find a working example on the map
2748 "/pup_land/castle_eureca/castle_eureca8".]]>
2749 </use>
2750 <attribute arch="dam" editor="spell" type="spell">
2751 The magic wall will cast this &lt;spell&gt;.
2752 </attribute>
2753 <attribute arch="level" editor="spell level" type="int">
2754 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2755 walls cast spells at minimal strength. "level 100" walls cast deadly
2756 spells. Arch default is level 1 - you should always set this value
2757 to meet the overall difficulty of your map.
2758 </attribute>
2759 <attribute arch="connected" editor="connection" type="string">
2760 Every time the &lt;connection&gt; value is triggered, the wall will cast
2761 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2762 have much visible effect.
2763 </attribute>
2764 &activate_on;
2765 <attribute arch="speed" editor="casting speed" type="float">
2766 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2767 You can fine-tune how long the duration between two casts shall
2768 be. If you want to create a wall that can be activated (cast per
2769 trigger) via connected lever/button/etc, you must set "speed 0".
2770 </attribute>
2771 &speed_left;
2772 <attribute arch="sp" editor="direction" type="list_direction">
2773 The magic wall will cast it's spells always in the specified
2774 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2775 always fire in a random direction.
2776 </attribute>
2777 &movement_types_terrain;
2778 <section name="destroyable">
2779 <attribute arch="alive" editor="is destroyable" type="bool">
2780 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2781 destroyed by the player. If disabled, all other attributes on
2782 this tab, as well as resistances, are meaningless.
2783 </attribute>
2784 <attribute arch="hp" editor="hitpoints" type="int">
2785 The more &lt;hitpoints&gt; the wall has, the longer
2786 it takes to be destroyed.
2787 </attribute>
2788 <attribute arch="maxhp" editor="max hitpoints" type="int">
2789 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2790 can have. This only makes sense if the wall can regain health.
2791 </attribute>
2792 <attribute arch="ac" editor="armour class" type="int">
2793 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2794 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2795 to &lt;weapon class&gt;.
2796 </attribute>
2797 </section>
2798 &resistances_basic;
2799 </type>
2800
2801 <!--####################################################################-->
2802 <type number="55" name="Marker">
2803 <ignore>
2804 <ignore_list name="system_object" />
2805 </ignore>
2806 <description><![CDATA[
2807 A marker is an object that inserts an invisible force (a mark) into a
2808 player stepping on it. This force does nothing except containing a
2809 &lt;key string&gt; which can be discovered by detectors or inventory
2810 checkers. It is also possible to use markers for removing marks again.
2811 <br><br>
2812 Note that the player has no possibility to "see" his own marks,
2813 except by the effect that they cause on the maps.]]>
2814 </description>
2815 <use><![CDATA[
2816 Markers hold real cool possibilities for map-making. I encourage
2817 you to use them frequently. However there is one negative point
2818 about markers: Players don't "see" what's going on with them. It is
2819 your task, as map-creator, to make sure the player is always well
2820 informed and never confused.
2821 <br><br>
2822 Please avoid infinite markers when they aren't needed. They're
2823 using a little space in the player file after all, so if there
2824 is no real purpose, set an expire time.]]>
2825 </use>
2826 <attribute arch="no_pick" value="1" type="fixed" />
2827 <attribute arch="slaying" editor="key string" type="string">
2828 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2829 If the player already has a force with that &lt;key string&gt;,
2830 there won't be inserted a second one.
2831 </attribute>
2832 <attribute arch="connected" editor="connection" type="string">
2833 When the detector is triggered, all objects with the same
2834 connection value get activated.
2835 </attribute>
2836 <attribute arch="speed" editor="marking speed" type="float">
2837 The &lt;marking speed&gt; defines how quickly it will mark something
2838 standing on the marker. Set this value rather high to make
2839 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2840 should do fine.
2841 </attribute>
2842 &speed_left;
2843 <attribute arch="food" editor="mark duration" type="int">
2844 This value defines the duration of the force it inserts.
2845 If nonzero, the duration of the player's mark is finite:
2846 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2847 means the mark will stay on the player forever.
2848 </attribute>
2849 <attribute arch="name" editor="delete mark" type="string">
2850 When the player steps onto the marker, all existing forces in
2851 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2852 will be removed. If you don't want to remove any marks, leave
2853 this textfield empty.
2854
2855 Note that the string &lt;delete mark&gt; is set as the name of
2856 this marker. So don't be confused, and remember changing the
2857 name will take effect on the marker's functionality.
2858 </attribute>
2859 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2860 In the moment when the player gets marked, this text is displayed
2861 to him. You should really set a message in any marker you create,
2862 because it's the only way for the player to notice what's going on.
2863 </attribute>
2864 </type>
2865
2866 <!--####################################################################-->
2867 <type number="36" name="Money">
2868 <ignore>
2869 <attribute arch="unpaid" />
2870 </ignore>
2871 <description><![CDATA[
2872 Items of the type Money are handled as currency.
2873 Money cannot be sold/bought in shops. When money is dropped
2874 in a shop, it stays the same.<br>
2875 When a player picks an item from a shop and attempts to
2876 walk over the shop mat, the item's selling-price is automatically
2877 subtracted from the player's money.
2878 <br><br>
2879 For money, always use the default arches.
2880 Don't modify them.]]>
2881 </description>
2882 <attribute arch="race" value="gold and jewels" type="fixed" />
2883 </type>
2884
2885 <!--####################################################################-->
2886 <type number="0" name="Monster &amp; NPC">
2887 <required>
2888 <attribute arch="is_floor" value="0" />
2889 <attribute arch="alive" value="1" />
2890 <attribute arch="tear_down" value="0" />
2891 </required>
2892 <ignore>
2893 <attribute arch="material" />
2894 <attribute arch="name_pl" />
2895 <attribute arch="nrof" />
2896 <attribute arch="value" />
2897 <attribute arch="unpaid" />
2898 </ignore>
2899 <description><![CDATA[
2900 Monsters can behave in various kinds of ways.
2901 They can be aggressive, attacking the player. Or peaceful,
2902 helping the player - maybe joining him as pet.
2903 The unagressive creatures who communicate with players are
2904 usually called "NPCs" (Non Player Character), a well-known
2905 term in role-play environments.]]>
2906 </description>
2907 <use><![CDATA[
2908 Monsters play a central role in most maps. Choosing the right
2909 combination of monsters for your map is vital:
2910 <UL>
2911 <LI> Place only monsters of slightly varying (increasing) strength.
2912 It's no fun to play for two hours just to find out the last
2913 monster is unbeatable. Similar, it's not exciting to fight orcs
2914 after passing a room of dragons.<br>
2915 This rule applies only for linear maps (one room after the other),
2916 with treasure at the end. You can sprinkle the treasure around,
2917 or make non-linear maps - That is often more entertaining.
2918 <LI> Places with high level monsters must not be easy to reach.
2919 Balrogs, Dragonmen and the likes should be at the end of a quest,
2920 not at the beginning.
2921 <LI> Don't stick monsters together that tend to kill each other.
2922 Fire- and cold dragons in one room for example is a bad idea.
2923 By weakening and killing each other they are easy prey for players,
2924 not worth the experience they hold.
2925 <LI> Create your own monsters, especially for "boss"-type monsters.
2926 Having stage-bosses guarding treasure is a lot of fun when done right.
2927 Avoid to create monsters with completely non-intuitive abilities:
2928 Don't give ice-spells to firedragons or vice versa. Don't add
2929 draining attack to trolls, etc. Additionally, you should inform the
2930 player before he bumps right into some very special/unusual monster.
2931 <LI> Last but not least: Always keep an eye on the experience your monsters
2932 hold. Design your maps in a way that high experience
2933 is always well-defended. Don't make large rooms full with only one kind
2934 of monster. Keep in mind the different abilities/techniques players
2935 can use.
2936 </UL>
2937 I know it's impossible to make the perfectly balanced map. There's always
2938 some part which is found too easy or too hard for a certain kind of player.
2939 Just give it your best shot. And listen to feedback from players if you
2940 receive some. :-)]]>
2941 </use>
2942 <attribute arch="alive" value="1" type="fixed" />
2943 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2944 When the monster is killed, items from the treasurelist will
2945 drop to the ground. This is a common way to reward players
2946 for killing (masses of) monsters.
2947
2948 Note that you can always put items into the monster's
2949 inventory. Those will drop-at-kill just like the stuff
2950 from the &lt;treasurelist&gt;.
2951 </attribute>
2952 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2953 Set this flag to move treasure items created into the environment (map)
2954 instead of putting them into the object.
2955 </attribute>
2956 <attribute arch="level" editor="level" type="int">
2957 A monster's &lt;level&gt; is the most important attribute.
2958 &lt;level&gt; affects the power of a monster in various ways.
2959 </attribute>
2960 <attribute arch="race" editor="race" type="string">
2961 Every monster should have a race set to categorize it.
2962 The monster's &lt;race&gt; can have different effects:
2963 Slaying weapons inflict tripple damage against enemy races
2964 and holy word kills only enemy races of the god.
2965 </attribute>
2966 <attribute arch="exp" editor="experience" type="int">
2967 When a player kills this monster, he will get exactly this
2968 amount of &lt;experience&gt;. The experience will flow into
2969 the skill-category the player used for the kill.
2970
2971 If you create special monsters of tweaked strenght/abilities,
2972 always make sure that the &lt;experience&gt; is set to a
2973 reasonable value. Compare with existing arches to get a feeling
2974 what reasonable means. Keep in mind that spellcasting monsters
2975 are a lot harder to kill than non-spellcasters!
2976 </attribute>
2977 <attribute arch="speed" editor="speed" type="float">
2978 The &lt;speed&gt; determines how fast a monster will both move
2979 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2980 </attribute>
2981 &speed_left;
2982 <attribute arch="other_arch" editor="breed monster" type="string">
2983 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2984 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2985 can be set to any valid arch-name of a monster. Multipart monster
2986 should not be used.
2987 </attribute>
2988 <attribute arch="generator" editor="multiply" type="bool">
2989 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2990 every once in a while. Mice are a good example for this effect.
2991 If enabled, you must also set &lt;breed monster&gt; or check
2992 &lt;template generation&gt; and put other monsters in the inventory.
2993 </attribute>
2994 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2995 This only takes effect if &lt;multiply&gt; is enabled. The monster
2996 will create a new monster every once in a while by duplicating it's inventory.
2997 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2998 Each time the monster need to generate an object, it will be
2999 a randomly chosen item from the inventory. When generator is destroyed,
3000 inventory is destroyed.
3001 </attribute>
3002 &move_type;
3003 <attribute arch="undead" editor="undead" type="bool">
3004 Several spells only affect undead monsters:
3005 turn undead, banish undead, holy word, etc.
3006 </attribute>
3007 <attribute arch="carrying" editor="carries weight" type="int">
3008 If a monster has something in the inventory, this
3009 value can be set to reflect the slowdown due to
3010 the carried weight.
3011 </attribute>
3012 <attribute arch="precious" editor="precious" type="bool">
3013 Set this flag to indicate that this monster is precious, i.e.
3014 it should not be lightly destroyed. This is most useful on pets and
3015 keeps the server from destroying them on destroy_pets/monster floors
3016 and will try to save them when the player logs out.
3017 </attribute>
3018
3019 <section name="melee">
3020 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3021 This number is a bitmask, specifying the monster's attacktypes
3022 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3023 Strong monsters often have more than just physical attacktype.
3024
3025 When a monster with multiple attacktypes hits aan oponent, it will do
3026 as much damage as the "best" of it's attacktypes does. So, the more
3027 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3028 somehow exceptions.
3029 </attribute>
3030 <attribute arch="dam" editor="damage" type="int">
3031 Among other parameters, &lt;damage&gt; affects how much melee damage
3032 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3033 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3034 take effect on the melee damage of a monster.
3035 </attribute>
3036 <attribute arch="wc" editor="weapon class" type="int">
3037 Monsters of high &lt;weapon class&gt; are more likely to really hit
3038 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3039 to &lt;armour class&gt;.
3040 </attribute>
3041 <attribute arch="hp" editor="health points" type="int">
3042 The &lt;health points&gt; of a monster define how long it takes to
3043 kill it. With every successful hit from an opponent, &lt;health points&gt;
3044 get drained - The monster dies by zero &lt;health points&gt;.
3045 </attribute>
3046 <attribute arch="maxhp" editor="max health" type="int">
3047 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3048 monster can have.
3049 </attribute>
3050 <attribute arch="ac" editor="armour class" type="int">
3051 Monsters of low &lt;armour class&gt; are less likely to get hit from
3052 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3053 to &lt;weapon class&gt;.
3054 Values typically range between +20 (very bad) to -20 (quite good).
3055 </attribute>
3056 <attribute arch="Con" editor="healing rate" type="int">
3057 Monsters regenerate this many health points each 4 ticks. Hence, the
3058 healing rate is independent of &lt;speed&gt;.
3059 </attribute>
3060 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3061 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3062 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3063 bounce off.
3064 </attribute>
3065 <attribute arch="hitback" editor="hitback" type="bool">
3066 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3067 to the amount of damage the *attacker* inflicted. This damage
3068 is additional to the regular melee damage of the monster.
3069 As far as I know, hitback uses acid attacktype, and it only takes
3070 effect if the monster actually has acid attacktype at it's disposal.
3071 Acid spheres for example use this feature.
3072 </attribute>
3073 <attribute arch="one_hit" editor="one hit only" type="bool">
3074 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3075 to a player.
3076 </attribute>
3077 </section>
3078
3079 <section name="spellcraft">
3080 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3081 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3082 Only wands/rods/etc can be used, given the appropriate abilities.
3083 </attribute>
3084 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3085 A monster with this flag has the ability to &lt;reflect spells&gt;,
3086 all kinds of spell-bullets and -beams will bounce off.
3087
3088 Generally this flag should not be set because it puts
3089 wizard-type players at an unfair disadvantage.
3090 </attribute>
3091 <attribute arch="sp" editor="spellpoints" type="int">
3092 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3093 them for both wizard- and prayer-spells. However, this value defines
3094 only the amount of *initial* spellpoints the monster starts with.
3095 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3096 and &lt;spellpoint regen.&gt; are more important than just initial
3097 &lt;spellpoints&gt;.
3098 </attribute>
3099 <attribute arch="maxsp" editor="max spellpoints" type="int">
3100 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3101 can hold. Setting this to high values has little effect unless
3102 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3103 "regenerate mana" at it's disposal.
3104 </attribute>
3105 <attribute arch="Pow" editor="spellpoint regen." type="int">
3106 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3107 spellpoint regeneration rate is independent of &lt;speed&gt;.
3108
3109 To make a real tough spellcasting monster, the rate of spellpoint
3110 regeneration is most important. If your monster is still not casting
3111 fast enough, give it the spell-ability of "regenerate mana".
3112 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3113 </attribute>
3114 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3115 Click on the &lt;attuned paths&gt; button to select spellpaths.
3116 The creature will get attuned to the specified spellpaths.
3117 </attribute>
3118 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3119 Click on the &lt;repelled paths&gt; button to select spellpaths.
3120 The creature will get repelled to the specified spellpaths.
3121 </attribute>
3122 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3123 Click on the &lt;denied paths&gt; button to select spellpaths.
3124 The creature won't be able to cast spells of the specified paths.
3125 </attribute>
3126 </section>
3127
3128 <section name="ability">
3129 <attribute arch="Int" editor="detect hidden" type="int">
3130 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3131 hidden/invisible creatures. Higher values make for better
3132 detection-skills. Enabling &lt;see invisible&gt; makes this value
3133 obsolete.
3134 </attribute>
3135 <attribute arch="see_invisible" editor="see invisible" type="bool">
3136 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3137 with by invisible or hiding players. This flag is a must-have
3138 for high-level monsters. When a monster is unable to detect
3139 invisible players, it can be killed without fighting back.
3140 </attribute>
3141 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3142 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3143 by spells of darkness or dark maps. This flag is a "should-have"
3144 for high-level monsters. When a monster is unable to see in
3145 darkness, players can cast darkness and sneak around it safely.
3146 </attribute>
3147 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3148 Monster is able to wield weapon type objects.
3149 </attribute>
3150 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3151 Monster is able to use missile-weapon type objects.
3152 </attribute>
3153 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3154 Monster is able to wear protective equipment like brestplate
3155 armour, shields, helmets etc.
3156 </attribute>
3157 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3158 Monster is able to wear rings.
3159 </attribute>
3160 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3161 Monster is able to use wands and staves.
3162 </attribute>
3163 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3164 Monster is able to use rods.
3165 </attribute>
3166 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3167 Monster is able to read scrolls.
3168 </attribute>
3169 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3170 Monster is able to use skills from it's inventory.
3171 For example, you can put a throwing skill object and some
3172 boulders into the monster's object and set &lt;can use skills&gt;.
3173 </attribute>
3174 </section>
3175
3176 <section name="behave">
3177 <attribute arch="monster" editor="monster behaviour" type="bool">
3178 When &lt;monster behaviour&gt; is enabled, this object will behave
3179 like a monster: It can move and attack enemies (which are
3180 typically players).
3181 This flag should be set for all monsters as-such.
3182 Monsters which don't move, like guards, should also have
3183 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3184 It should *not* be set for things like immobile generators.
3185 </attribute>
3186 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3187 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3188 </attribute>
3189 <attribute arch="friendly" editor="friendly" type="bool">
3190 &lt;friendly&gt; monsters help the player, attacking any
3191 non-friendly monsters in range.
3192 </attribute>
3193 <attribute arch="stand_still" editor="stand still" type="bool">
3194 Monsters which &lt;stand still&gt; won't move to leave their position.
3195 When agressive, they will attack all enemies who get close to
3196 them. This behaviour is commonly known from castle guards.
3197
3198 In older versions of Deliantra it was possible to eventually
3199 push a &lt;stand still&gt;-monster out of position by force.
3200 I believe this is no longer possible. Neverthless, you should
3201 still be cautious when lining up &lt;stand still&gt;-monster in order
3202 to "defend" something: Such monsters are rather easy to kill.
3203 It's good for low level maps, but not much more.
3204 </attribute>
3205 <attribute arch="sleep" editor="asleep" type="bool">
3206 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3207 &lt;sensing range&gt; of the monster. Usually the sensing range is
3208 larger than the players line of sight. Due to that, in most cases
3209 the player won't ever notice weither a monster was asleep or not.
3210 </attribute>
3211 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3212 This entry defines which kinds of environment actions the
3213 creature is able to perform.
3214 </attribute>
3215 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3216 Click on the &lt;pick up&gt; button and select which types of objects
3217 the creature should try to pick up.
3218
3219 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3220 etc are set, then the creature will pick up the matching items even
3221 if this is not set here.
3222 </attribute>
3223 <attribute arch="Wis" editor="sensing range" type="int">
3224 &lt;sensing range&gt; determines how close a player needs to be before
3225 the creature wakes up. This is done as a square, for reasons of speed.
3226 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3227 11x11 square of the monster will wake the monster up. If the player
3228 has stealth, the size of this square is reduced in half plus 1.
3229 </attribute>
3230 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3231 If this is set to default, the standard mode of movement will be used.
3232 </attribute>
3233 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3234 This movement is not in effect when the monster has an enemy and should
3235 only be used for non agressive monsters.
3236 </attribute>
3237 <attribute arch="run_away" editor="run at % health" type="int">
3238 This is a percentage value in the range 0-100.
3239 When the monster's health points drop below this percentage
3240 (relative to max health), it attempts to run away from the
3241 attacker.
3242 </attribute>
3243 </section>
3244 &resistances_basic;
3245 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3246 </attribute>
3247 </type>
3248
3249 <!--####################################################################-->
3250 <type number="28" name="Monster (Grimreaper)">
3251 <import_type name="Monster &amp; NPC" />
3252 <ignore>
3253 <attribute arch="material" />
3254 <attribute arch="name_pl" />
3255 <attribute arch="nrof" />
3256 <attribute arch="value" />
3257 <attribute arch="unpaid" />
3258 </ignore>
3259 <description>
3260 A grimreaper is a monster that vanishes after it did some number of
3261 draining attacks.
3262 </description>
3263 <section name="grimreaper">
3264 <attribute arch="value" editor="attacks" type="int">
3265 The object vanishes after this number of draining attacks.
3266 </attribute>
3267 </section>
3268 </type>
3269
3270 <!--####################################################################-->
3271 <type number="65" name="Mood Floor">
3272 <ignore>
3273 <ignore_list name="system_object" />
3274 </ignore>
3275 <description><![CDATA[
3276 As the name implies, mood floors can change the "mood" of
3277 a monsters/NPC. For example, an unagressive monster could be
3278 turned mad to start attacking. Similar, an agressive monster
3279 could be calmed.]]>
3280 </description>
3281 <use><![CDATA[
3282 Mood floors are absolutely cool for NPC interaction. To make an
3283 unaggressive monster/NPC attack, put a creator with "other_arch
3284 furious_floor" under it. Connect the creator to a magic_ear, so the
3285 player speaks a keyword like "stupid sucker" - and the monster attacks.
3286 <br><br>
3287 To turn an NPC into a pet, put a charm_floor under it and connect
3288 it directly to a magic_ear. Then the player speaks a keyword like
3289 "help me" - and the NPC joins him as pet.
3290 <br><br>
3291 (Of course you must always give clear hints about keywords!
3292 And there is no reason why you couldn't use a button/lever/pedestal
3293 etc. instead of a magic_ear.)]]>
3294 </use>
3295 <attribute arch="no_pick" value="1" type="fixed" />
3296 <attribute arch="last_sp" editor="mood" type="list_mood">
3297 &lt;mood&gt; is used to determine what will happen to the
3298 monster when affected by the mood floor:
3299
3300 &lt;mood&gt; 'furious': Makes all monsters aggressive
3301
3302 &lt;mood&gt; 'angry': As above but pets are unaffected
3303
3304 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3305
3306 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3307
3308 &lt;mood&gt; 'charm': Turns monster into a pet of person
3309 who triggers the square. This setting is not
3310 enabled for continous operation, you need to
3311 insert a &lt;connection&gt; value!
3312 </attribute>
3313 <attribute arch="connected" editor="connection" type="string">
3314 This should only be set in combination with &lt;mood number&gt; 4.
3315 Normally, monsters are affected by the mood floor as soon as they
3316 step on it. But charming (monster -&gt; pet) is too powerful,
3317 so it needs to be activated.
3318
3319 Typically it is connected to an altar, for buying a "hireling".
3320 But a powerful pet could as well be the reward for solving a
3321 quest. Or even better: It could be *part* of a quest!
3322 </attribute>
3323 <attribute arch="no_magic" editor="no spells" type="bool">
3324 If enabled, it is impossible for players to use (wizard-)
3325 spells on that spot.
3326 </attribute>
3327 <attribute arch="damned" editor="no prayers" type="bool">
3328 If enabled, it is impossible for players to use prayers
3329 on that spot. It also prevents players from saving.
3330 </attribute>
3331 </type>
3332
3333 <!--####################################################################-->
3334 <type number="40" name="Mover">
3335 <ignore>
3336 <ignore_list name="non_pickable" />
3337 </ignore>
3338 <description><![CDATA[
3339 Movers move the objects above them. However, only living objects
3340 are affected (monsters/NPCs always, players optional). Movers have
3341 a direction, so players can be made to move in a pattern, and so
3342 can monsters. Motion is involuntary. Additionally, players or
3343 monsters can be "frozen" while ontop of movers so that they MUST
3344 move along a chain of them.
3345 <br><br>
3346 Multisquare monsters can be moved as well, given
3347 enough space. Movers are usually invisible.]]>
3348 </description>
3349 <use><![CDATA[
3350 NEVER EVER consider a mover being unpassable in the backwards
3351 direction. Setting "forced movement" makes it seemingly impossible
3352 but there is still a trick: One player can push a second player
3353 past the mover, in opposite to the mover's direction! The more
3354 movers, the more players needed. Hence, don't make a treasure
3355 room that is surrounded by movers instead of solid walls/gates.
3356 <br><br>
3357 Btw, it does not make a difference putting movers above or
3358 below the floor. Moreover, movers that are set to be invisible
3359 cannot be discovered with the show_invisible spell.
3360 <br><br>
3361 Note that Movers and Directors are seperate objects, even though
3362 they look and act similar. Directors only do spells/missiles,
3363 while movers only do living creatures (depending on how it
3364 is set: monsters and players).]]>
3365 </use>
3366 <attribute arch="attacktype" editor="forced movement" type="bool">
3367 If forced movement is enabled, the mover "freezes" anyone it
3368 moves (so they are forced to move along a chain).
3369 For players there is no way to escape this forced movement,
3370 except being pushed by a second player.
3371 </attribute>
3372 <attribute arch="maxsp" editor="freeze duration" type="int">
3373 The player will be "frozen" for that many moves.
3374 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3375 enabled, then &lt;freeze duration&gt; gets assigned the
3376 "default value" 2 automatically.
3377 </attribute>
3378 <attribute arch="speed" editor="movement speed" type="float">
3379 The movement speed value determines how fast a chain of
3380 these movers will push a player along (default is -0.2).
3381 </attribute>
3382 &speed_left;
3383 <attribute arch="sp" editor="direction" type="list_direction">
3384 The mover will push creatures in the specified &lt;direction&gt;.
3385 A mover with direction set to &lt;none&gt; will spin clockwise,
3386 thus pushing creatures in unpredictable directions.
3387 </attribute>
3388 <attribute arch="lifesave" editor="gets used up" type="bool">
3389 If enabled, the mover gets "used up" after a certain number of moves
3390 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3391 </attribute>
3392 <attribute arch="hp" editor="number of uses" type="int">
3393 This value has only a meaning if &lt;gets used up&gt; is set:
3394 &lt;number of uses&gt; is the number of times minus one, that it
3395 will move a creature before disappearing. (It will move
3396 someone &lt;number of uses&gt;+1 times, then vanish).
3397 </attribute>
3398 <section name="targets">
3399 <attribute arch="level" editor="move players" type="bool">
3400 If &lt;move players&gt; is enabled, both players and monsters will be
3401 moved. In the arches' default it is disabled - thus ONLY monsters
3402 get moved. Remember that "monsters" includes NPCs!
3403
3404 This feature provides you with the possibility to make NPCs
3405 literally "come to life". Example: The player is talking with an
3406 NPC, speaking a certain keyword. This triggers a magic_ear and
3407 activates creators, creating (per default: monster-only) movers
3408 under the NPC's feet. The NPC starts "walking" on a predefined
3409 route! Note that it's useful to set this NPC immune to everything,
3410 preventing the player to push the NPC off his trace.
3411 </attribute>
3412 <attribute arch="move_on" editor="movement type" type="movement_type">
3413 Which movement types activate the mover.
3414 </attribute>
3415 </section>
3416 </type>
3417
3418 <!--####################################################################-->
3419 <type number="17" name="Pedestal">
3420 <ignore>
3421 <ignore_list name="non_pickable" />
3422 </ignore>
3423 <description><![CDATA[
3424 Pedestals are designed to detect certain types of living objects.
3425 When a predefined type of living creature steps on the pedestal, the
3426 connected value is triggered.]]>
3427 </description>
3428 <use><![CDATA[
3429 If you want to create a place where only players of a certain race
3430 can enter, put a teleporter over your pedestal. So the teleporter is
3431 only activated for players of the matching race. Do not use gates,
3432 because many other players could sneak in. If you put powerful
3433 artifacts into such places, generally set "startequip 1", so that
3434 they are preserved for that one race and can't be traded to others.]]>
3435 </use>
3436 <attribute arch="no_pick" value="1" type="fixed" />
3437 <attribute arch="slaying" editor="match race" type="string">
3438 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3439 matches the monster's or the player's race, we have a match.
3440 Yes, pedestals can detect a player's race! E.g. you could create a
3441 place where only fireborns can enter, by setting "slaying unnatural".
3442
3443 If it is set to "player", any player stepping on the pedestal
3444 is a match. Very useful if you want to open a gate for players
3445 but not for monsters.
3446 </attribute>
3447 <attribute arch="connected" editor="connection" type="string">
3448 When the pedestal is triggered, all objects with the same
3449 connection value get activated.
3450 </attribute>
3451 &move_on;
3452 </type>
3453
3454 <!--####################################################################-->
3455 <type number="94" name="Pit">
3456 <ignore>
3457 <ignore_list name="non_pickable" />
3458 </ignore>
3459 <description><![CDATA[
3460 Pits are holes, transporting the player when he walks (and falls) into them.
3461 A speciality about pits is that they don't transport the player to
3462 the exact destination, but within a configurable radius of the destination
3463 (never on blocked squares).<br>
3464 Optionally, pits can get closed and opened, similar to gates.<br><br>
3465 Monsters and items are affected by pits just as well as players.
3466 Even multipart monsters can fall through them, given enough space.]]>
3467 </description>
3468 <use><![CDATA[
3469 Pits can add interesting effects to your map. When using them, make
3470 sure to use them in a "logical way": Pits should always drop the
3471 player to some kind of lower level. They should not be used to
3472 randomly interconnect maps like teleporters do.]]>
3473 </use>
3474 <attribute arch="no_pick" value="1" type="fixed" />
3475 <attribute arch="range" editor="spread radius" type="int">
3476 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3477 </attribute>
3478 <attribute arch="connected" editor="connection" type="string">
3479 When a &lt;connection&gt; value is set, the pit can be opened/closed
3480 by activating the connection.
3481 </attribute>
3482 &activate_on;
3483 <attribute arch="hp" editor="destination X" type="int">
3484 The pit will transport creatures (and items) randomly into a two-square
3485 radius of the destination coordinates.
3486 If the destination square becomes blocked, the pit will act like
3487 being filled up and not work anymore!
3488 </attribute>
3489 <attribute arch="sp" editor="destination Y" type="int">
3490 The pit will transport creatures (and items) randomly into a two-square
3491 radius of the destination coordinates.
3492 If the destination square becomes blocked, the pit will act like
3493 being filled up and not work anymore!
3494 </attribute>
3495 <attribute arch="wc" editor="position state" type="int">
3496 The &lt;position state&gt; defines the position of the gate:
3497 Zero means completely open/down, the "number of animation-steps" (usually
3498 about 6 or 7) means completely closed/up state. I suggest you don't
3499 mess with this value - Leave the default in place.
3500 </attribute>
3501 &move_on;
3502 </type>
3503
3504 <!--####################################################################-->
3505 <type number="7" name="Poison Food">
3506 <description><![CDATA[
3507 When eating, the player's stomache is drained by 1/4 of food.
3508 If his food drops to zero, the player might even die.]]>
3509 </description>
3510 </type>
3511
3512 <!--####################################################################-->
3513 <type number="5" name="Potion">
3514 <description><![CDATA[
3515 The player can drink these and gain various kinds of benefits
3516 (/penalties) by doing so.]]>
3517 </description>
3518 <use><![CDATA[
3519 One potion should never give multiple benefits at once.]]>
3520 </use>
3521 <attribute arch="level" editor="potion level" type="int">
3522 If the potion contains a spell, the spell is cast at this level.
3523 For other potions it should be set at least to 1.
3524 </attribute>
3525 <attribute arch="sp" editor="spell" type="spell">
3526 When a player drinks this potion, the selected spell
3527 will be casted (once). This should work for any given spell.
3528 E.g. heal is "sp 35", magic power is "sp 67".
3529 </attribute>
3530 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3531 There are two types of special effects for potions:
3532 'life restoration' - restore the player's stats lost by death or draining
3533 (this has nothing in common with the restoration spell!)
3534 'improvement' - increase the player's maximum health/mana/grace
3535 by a very small amount.
3536 </attribute>
3537 <attribute arch="cursed" editor="cursed" type="bool">
3538 If a potion is cursed, benefits generally turn into penalties.
3539 Note that potions can be "uncursed" by praying over an altar,
3540 with relative ease. *But* the potion must be identified to notice
3541 that it is cursed &gt;:)
3542 </attribute>
3543 <attribute arch="startequip" editor="godgiven item" type="bool">
3544 A godgiven item vanishes as soon as the player
3545 drops it to the ground.
3546 </attribute>
3547 &player_stat_resist_sections;
3548 </type>
3549
3550 <!--####################################################################-->
3551 <type number="156" name="Power Crystal">
3552 <description><![CDATA[
3553 Power crystals can store a player's mana:
3554 When the player applies the crystal with full mana, half of
3555 it flows into the crystal. When the player applies it with
3556 lacking mana, the crystal replenishes the player's mana.]]>
3557 </description>
3558 <attribute arch="sp" editor="initial mana" type="int">
3559 &lt;initial mana&gt; is the amount of spellpoints that the
3560 crystal holds when the map is loaded.
3561 </attribute>
3562 <attribute arch="maxsp" editor="mana capacity" type="int">
3563 The &lt;mana capacity&gt; defines how much mana can be stored
3564 in the crystal. This is what makes the crystal interesting.
3565 Wizard-players will always seek for crystals with large
3566 capacities.
3567 </attribute>
3568 </type>
3569
3570 <!--####################################################################-->
3571 <type number="13" name="Projectile">
3572 <description><![CDATA[
3573 Projectiles like arrows/crossbow bolts are used as ammunition
3574 for shooting weapons.
3575 <br><br>
3576 It's very easy to add new pairs of weapons &amp; projectiles.
3577 Just set matching &lt;ammunition class&gt; both for shooting
3578 weapon and projectile.]]>
3579 </description>
3580 <use><![CDATA[
3581 If you want to create new kinds of projectiles, you could
3582 add an alchemical receipe to create these.
3583
3584 Don't create new pairs of weapons &amp; projectiles unless
3585 they really fullfill a useful purpose. In fact, even bows
3586 and crossbows are rarely ever used.]]>
3587 </use>
3588 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3589 This number is a bitmask, specifying the projectile's attacktypes.
3590 Attacktypes are: physical, magical, fire, cold.. etc.
3591 This works identical to melee weapons. Note that shooting
3592 weapons cannot have attacktypes.
3593 </attribute>
3594 <attribute arch="race" editor="ammunition class" type="string">
3595 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3596 these projectiles. For arrows set "arrows", for crossbow bolts
3597 set "crossbow bolts" (big surprise).
3598
3599 In certain cases, the ammunition class is displayed in the game.
3600 Hence, when you create a new ammunition class, choose an
3601 intuitive name like "missiles", "spirit bolts" - whatever.
3602
3603 You can also make special containers holding these projectiles
3604 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3605 </attribute>
3606 <attribute arch="slaying" editor="slaying race" type="string">
3607 Slaying means the weapon does tripple (3x) damage to monsters
3608 of the specified race. If &lt;slaying race&gt; matches an arch name,
3609 only monsters of that archtype receive tripple damage.
3610 Tripple damage is very effective.
3611 </attribute>
3612 <attribute arch="dam" editor="damage" type="int">
3613 The projectile &lt;damage&gt; significantly affects the damage
3614 done. Damage can be further increased by the shooting
3615 weapon's attributes.
3616 </attribute>
3617 <attribute arch="wc" editor="weaponclass" type="int">
3618 This value is supposed to be the base &lt;weaponclass&gt;,
3619 but it seems to have rather little effect.
3620 High values are good here, low values bad.
3621 </attribute>
3622 <attribute arch="food" editor="chance to break" type="int">
3623 The &lt;chance to break&gt; defines the breaking probability when this
3624 projectile hits an obstacle, e.g. wall or monster.
3625 The value is the %-chance to break, ranging from 0 (never breaking)
3626 to 100 (breaking at first shot).
3627 </attribute>
3628 <attribute arch="magic" editor="magic bonus" type="int">
3629 Magic bonus increases chance to hit and damage a little bit.
3630 </attribute>
3631 <attribute arch="unique" editor="unique item" type="bool">
3632 Unique items exist only one time on a server. If the item
3633 is taken, lost or destroyed - it's gone for good.
3634 </attribute>
3635 <attribute arch="startequip" editor="godgiven item" type="bool">
3636 A godgiven item vanishes as soon as the player
3637 drops it to the ground.
3638 </attribute>
3639 <attribute arch="no_drop" editor="don't drop" type="bool">
3640 When a monster carries a projectile with &lt;don't drop&gt;,
3641 this item will never drop to the ground but
3642 vanish instead. If this object is shot, it can still drop
3643 after hitting an obstacle. You can prevent this by
3644 setting &lt;chance to break&gt; 100.
3645 </attribute>
3646 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3647 This text may describe the projectile. This
3648 could be nice for very special ones.
3649 </attribute>
3650 </type>
3651
3652 <!--####################################################################-->
3653 <type number="70" name="Ring">
3654 <import_type name="Amulet" />
3655 <description><![CDATA[
3656 Rings are worn on the hands - one ring each.
3657 Wearing rings, the object's stats will directly be inherited to
3658 the player. Usually enhancing his spellcasting potential.]]>
3659 </description>
3660 <use><![CDATA[
3661 When you create an artifact ring, never forget that players can
3662 wear <B>two</B> rings! Due to that it is extremely important to
3663 keep rings in balance with the game.
3664 <br><br>
3665 Also keep in mind that rings are generally the wizard's tools.
3666 They should primarily grant bonuses to spellcasting abilities
3667 and non-physical resistances.]]>
3668 </use>
3669 </type>
3670
3671 <!--####################################################################-->
3672 <type number="3" name="Rod">
3673 <ignore>
3674 <attribute arch="title" />
3675 </ignore>
3676 <description><![CDATA[
3677 A rod contains a spell. The player can use this spell by applying and
3678 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3679 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3680 used endlessly.]]>
3681 </description>
3682 <use><![CDATA[
3683 Rods with healing/curing spells are extremely powerful. Usually, potions have
3684 to be used for that purpose. Though, potions are expensive and only good for
3685 one-time-use.<br>]]>
3686 </use>
3687 <attribute arch="sp" editor="spell" type="spell">
3688 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3689 rods to players, since they can be used endlessly without any mana cost!
3690 Rods with heal/ restoration/ protection spells, IF available, MUST be
3691 very very VERY hard to get!
3692 </attribute>
3693 <attribute arch="level" editor="casting level" type="int">
3694 The casting level of the &lt;spell&gt; determines it's power.
3695 For attack spells, level should be set to something reasonable.
3696 </attribute>
3697 <attribute arch="hp" editor="initial spellpoints" type="int">
3698 This value represents the initial amount of spellpoints in the rod.
3699 Naturally, this is quite unimportant.
3700 </attribute>
3701 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3702 When the rod is fully charged up, it will hold this maximum amount of
3703 spellpoints. Make sure it is enough to cast the contained spell at least
3704 once. But don't set the value too high, as that might make the rod
3705 too effective.
3706 </attribute>
3707 <attribute arch="startequip" editor="godgiven item" type="bool">
3708 A godgiven item vanishes as soon as the player
3709 drops it to the ground.
3710 </attribute>
3711 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3712 This text may contain a description of the rod.
3713 </attribute>
3714 </type>
3715
3716 <!--####################################################################-->
3717 <type number="154" name="Rune">
3718 <ignore>
3719 <attribute arch="no_pick" />
3720 <attribute arch="title" />
3721 <attribute arch="name_pl" />
3722 <attribute arch="weight" />
3723 <attribute arch="value" />
3724 <attribute arch="material" />
3725 <attribute arch="unpaid" />
3726 </ignore>
3727 <description><![CDATA[
3728 A rune is a magical enscription on the dungeon floor.
3729 <br><br>
3730 Runes hit any monster or person who steps on them for 'dam' damage in
3731 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3732 and will cast this spell when it detonates. Yet another kind is the
3733 "summoning rune", summoning predefined monsters of any kind, at detonation.
3734 <br><br>
3735 Many runes are already defined in the archetypes.]]>
3736 </description>
3737 <use><![CDATA[
3738 Avoid monsters stepping on your runes. For example, summoning runes
3739 together with spellcasting- and attack-runes is usually a bad idea.]]>
3740 </use>
3741 <attribute arch="no_pick" value="1" type="fixed" />
3742 &move_on;
3743 <attribute arch="level" editor="rune level" type="int">
3744 This value sets the level the rune will cast the spell it contains at,
3745 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3746 (&lt;rune level&gt; 0 runes won't detonate at all!)
3747
3748 Level Also effects how easily a rune may be found and disarmed, and
3749 how much experience the player gets for doing so. Beware: High level
3750 runes can be quite a cheap source of experience! So either make them
3751 tough, or keep the level low.
3752 </attribute>
3753 <attribute arch="Cha" editor="visibility" type="int">
3754 This value determines what fraction of the time the rune is visible:
3755 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3756 how easily the rune may be found.
3757 </attribute>
3758 <attribute arch="hp" editor="number of charges" type="int">
3759 The rune will detonate &lt;number of charges&gt; times before disappearing.
3760 </attribute>
3761 <attribute arch="dam" editor="direct damage" type="int">
3762 &lt;direct damage&gt; specifies how much damage is done by the rune,
3763 if it doesn't contain a spell. This should be set in reasonable
3764 relation to the rune's level.
3765 </attribute>
3766 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3767 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3768 attribute defines what attacktype to use for direct damage when
3769 the rune detonates.
3770 </attribute>
3771 <section name="spellcraft">
3772 <attribute arch="sp" editor="spell" type="spell">
3773 The selected &lt;spell&gt; defines the spell in the rune, if any.
3774 (Many runes do direct damage).
3775 </attribute>
3776 <attribute arch="slaying" editor="spell name" type="string">
3777 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3778 but if present, overrides the &lt;spell&gt; setting.
3779 </attribute>
3780 <attribute arch="other_arch" editor="spell arch" type="string">
3781 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3782 is optional, but if present, overrides the &lt;spell&gt; setting.
3783 You can choose any of the existing arches.
3784 </attribute>
3785 <attribute arch="maxsp" editor="direction" type="list_direction">
3786 If set, the rune will cast it's containing spell (if any) in
3787 this &lt;direction&gt;.In most cases this appears useless because
3788 the spell directly hits the player.
3789 </attribute>
3790 <attribute arch="race" editor="summon monster" type="string">
3791 If this is set to the arch name of any monster, together with
3792 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3793 of those on detonation. (dam and attacktype will still be ignored
3794 in this case). Runes are even capable of summoning multi-square
3795 monsters, given enough space. You'd better test it though.
3796 </attribute>
3797 <attribute arch="maxhp" editor="summon amount" type="int">
3798 This should only be set to a summoning rune. It will then summon
3799 that many creatures of the kind &lt;summon monster&gt;.
3800 </attribute>
3801 </section>
3802 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3803 When the rune detonates, this text is displayed to the
3804 victim. For especially powerful runes, create an appropriate
3805 thrilling description. ;)
3806 </attribute>
3807 </type>
3808
3809 <!--####################################################################-->
3810 <type number="106" name="Savebed">
3811 <ignore>
3812 <ignore_list name="non_pickable" />
3813 </ignore>
3814 <description><![CDATA[
3815 When the player applies a savebed, he is not only saved. Both his
3816 respawn-after-death and his word-of-recall positions are pointing
3817 to the last-applied savebed.]]>
3818 </description>
3819 <use><![CDATA[
3820 Put savebed locations in towns, do not put them into dungeons.
3821 It is absolutely neccessary that a place with savebeds is 100% secure.
3822 That means:
3823 <UL>
3824 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3825 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3826 <LI> Insert a reliable exit! Make sure there is no possibility that
3827 players get trapped in a savebed location.
3828 <LI> If possible, mark the whole site as no-spell area (Insert this
3829 arch called "dungeon_magic" everywhere). This is not required,
3830 but it makes the place much more safe.
3831 </UL>]]>
3832 </use>
3833 <attribute arch="no_pick" value="1" type="fixed" />
3834 <attribute arch="no_magic" value="1" type="fixed" />
3835 <attribute arch="damned" value="1" type="fixed" />
3836 </type>
3837
3838 <!--####################################################################-->
3839 <type number="111" name="Scroll">
3840 <ignore>
3841 <attribute arch="title" />
3842 </ignore>
3843 <description><![CDATA[
3844 Scrolls contain spells (similar to spell-potions). Unlike potions,
3845 scrolls require a certain literacy skill to read successfully.
3846 Accordingly, for a successful reading, a small amount of
3847 experience is gained. Scrolls allow only one time usage, but
3848 usually they are sold in bulks.]]>
3849 </description>
3850 <use><![CDATA[
3851 For low level quests, scrolls of healing/curing-spells
3852 can be a nice reward. At higher levels, scrolls become less
3853 and less useful.]]>
3854 </use>
3855 <attribute arch="level" editor="casting level" type="int">
3856 The spell of the scroll will be casted at this level.
3857 This value should always be set, at least to 1.
3858 </attribute>
3859 <attribute arch="sp" editor="spell" type="spell">
3860 When a player/monster applies this scroll, the selected &lt;spell&gt;
3861 will be casted (once). This should work for any given spell.
3862 </attribute>
3863 <attribute arch="startequip" editor="godgiven item" type="bool">
3864 A godgiven item vanishes as soon as the player
3865 drops it to the ground.
3866 </attribute>
3867 </type>
3868
3869 <!--####################################################################-->
3870 <type number="33" name="Shield">
3871 <import_type name="Amulet" />
3872 <description><![CDATA[
3873 Wearing a shield, the object's stats will directly be inherited to
3874 the player. Shields usually provide good defense, only surpassed
3875 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3876 </description>
3877 <use><![CDATA[
3878 Feel free to create your own special artifacts. However, it is very
3879 important that you keep your artifact in balance with existing maps.]]>
3880 </use>
3881 <attribute arch="magic" editor="magic bonus" type="int">
3882 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3883 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3884 than direct armour-class bonus on the shield.
3885 </attribute>
3886 </type>
3887
3888 <!--####################################################################-->
3889 <type number="14" name="Shooting Weapon">
3890 <description><![CDATA[
3891 Shooting weapons like bows/crossbows are used to shoot projectiles
3892 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3893 wielded both at the same time. Like with any other equipment,
3894 stats/bonuses from shooting weapons are directly inherited to the player.
3895 <br><br>
3896 It's very easy to add new pairs of weapons &amp; projectiles.
3897 Just set matching &lt;ammunition class&gt; both for shooting
3898 weapon and projectile.]]>
3899 </description>
3900 <use><![CDATA[
3901 Shooting weapons should not add bonuses in general. There's already
3902 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3903 Shooting weapons should especially not add bonuses to the player
3904 that have nothing to do with schooting. A Wisdom bonus on a bow
3905 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3906 - still crap.]]>
3907 </use>
3908 <attribute arch="race" editor="ammunition class" type="string">
3909 Only projectiles with matching &lt;ammunition class&gt; can be fired
3910 with this weapon. For normal bows set "arrows", for normal
3911 crossbows set "crossbow bolts".
3912
3913 In certain cases, the ammunition class is displayed in the game.
3914 Hence, when you create a new ammunition class, choose an
3915 intuitive name like "missiles", "spirit bolts" - whatever.
3916 </attribute>
3917 <attribute arch="sp" editor="shooting speed" type="int">
3918 After shooting a projectile, the player is frozen for a short
3919 period of time (to prevent shooting arrows machine-gun-like).
3920 The greater &lt;shooting speed&gt;, the shorter this period of time.
3921 1 is minimum (=worst) and 100 is maximum (=best) value.
3922
3923 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3924 SET IT TO ZERO! (That would freeze the player for eternety).
3925 </attribute>
3926 <attribute arch="dam" editor="base damage" type="int">
3927 The &lt;base damage&gt; significantly affects the damage done
3928 by using this weapon. This damage is added to the projectile
3929 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3930 according to the player's strength is added.
3931 </attribute>
3932 <attribute arch="wc" editor="weaponclass" type="int">
3933 This value is supposed to be the base &lt;weaponclass&gt;,
3934 but it seems to have rather little effect.
3935 High values are good here, low values bad.
3936 </attribute>
3937 <attribute arch="item_power" editor="item power" type="int">
3938 The &lt;item power&gt; value measures how "powerful" an artifact is.
3939 Players will only be able to wear equipment with a certain total
3940 amount of &lt;item power&gt;, depending on their own level. This is the
3941 only way to prevent low level players to wear "undeserved" equipment
3942 (like gifts from other players or cheated items).
3943
3944 It is very important to adjust the &lt;item power&gt; value carefully
3945 for every artifact you create! If zero/unset, the Deliantra server will
3946 calculate a provisional value at runtime, but this is never
3947 going to be an accurate measurement of &lt;item power&gt;.
3948 </attribute>
3949 <attribute arch="no_strength" editor="ignore strength" type="bool">
3950 Usually the player's strentgh takes effect on the damage
3951 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3952 the player's strength is ignored.
3953 </attribute>
3954 <attribute arch="damned" editor="damnation" type="bool">
3955 A damned shooting weapon cannot be unwielded unless
3956 the curse is removed. Removing damnations is
3957 a tick harder than removing curses.
3958 </attribute>
3959 <attribute arch="cursed" editor="curse" type="bool">
3960 A cursed shooting weapon cannot be unwielded unless
3961 the curse is removed.
3962 </attribute>
3963 <attribute arch="unique" editor="unique item" type="bool">
3964 Unique items exist only one time on a server. If the item
3965 is taken, lost or destroyed - it's gone for good.
3966 </attribute>
3967 <attribute arch="startequip" editor="godgiven item" type="bool">
3968 A godgiven item vanishes as soon as the player
3969 drops it to the ground.
3970 </attribute>
3971 <section name="stats">
3972 <attribute arch="Str" editor="strength" type="int">
3973 The player's strentgh will rise/fall by the given value
3974 while wearing this shooting weapon.
3975 </attribute>
3976 <attribute arch="Dex" editor="dexterity" type="int">
3977 The player's dexterity will rise/fall by the given value
3978 while wearing this shooting weapon.
3979 </attribute>
3980 <attribute arch="Con" editor="constitution" type="int">
3981 The player's constitution will rise/fall by the given value
3982 while wearing this shooting weapon.
3983 </attribute>
3984 <attribute arch="Int" editor="intelligence" type="int">
3985 The player's intelligence will rise/fall by the given value
3986 while wearing this shooting weapon.
3987 </attribute>
3988 <attribute arch="Pow" editor="power" type="int">
3989 The player's power will rise/fall by the given value
3990 while wearing this shooting weapon.
3991 </attribute>
3992 <attribute arch="Wis" editor="wisdom" type="int">
3993 The player's wisdom will rise/fall by the given value while
3994 wearing this shooting weapon.
3995 </attribute>
3996 <attribute arch="Cha" editor="charisma" type="int">
3997 The player's charisma will rise/fall by the given value
3998 while wearing this shooting weapon.
3999 </attribute>
4000 </section>
4001 <section name="bonus">
4002 <attribute arch="luck" editor="luck bonus" type="int">
4003 With positive luck bonus, the player is more likely to
4004 succeed in all sorts of things (spellcasting, praying,...).
4005 Unless the &lt;luck bonus&gt; is very high, the effect will be
4006 barely visible in-game. Luck bonus on one piece of equipment
4007 should never exceed 3, and such bonus should not be too
4008 frequently available.
4009 </attribute>
4010 <attribute arch="magic" editor="magic bonus" type="int">
4011 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4012 I'm not sure what exactly is increased - maybe weaponclass?
4013 However, &lt;magic bonus&gt; seems to have a little bit of positive
4014 influence on your chance to hit.
4015 </attribute>
4016 </section>
4017 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4018 This text describes the weapons's "story". Every decent artifact weapon
4019 should have such a description.
4020 </attribute>
4021 </type>
4022
4023 <!--####################################################################-->
4024 <type number="68" name="Shop Floor">
4025 <ignore>
4026 <ignore_list name="non_pickable" />
4027 </ignore>
4028 <description><![CDATA[
4029 Shop floor is used for shops. It acts like a combination of the
4030 common floor- and the treasure type: When the map is loaded,
4031 randomitems (depending on the setings) are generated on it.
4032 These items are all flagged as unpaid.
4033 When a player drops an item onto shop floor, the item becomes
4034 unpaid and the player receives payment according to the item's
4035 selling-value.
4036 Shopfloor always prevents magic (To hinder players from burning
4037 or freezing the goods).]]>
4038 </description>
4039 <use><![CDATA[
4040 Tile your whole shop-interior space which shop floor.
4041 (That assures players receive payment for dropping items).
4042 Place shop mats to enter/leave the shop, and make sure
4043 there is no other exit than the shop mat.]]>
4044 </use>
4045 <attribute arch="is_floor" value="1" type="fixed" />
4046 <attribute arch="no_pick" value="1" type="fixed" />
4047 <attribute arch="no_magic" value="1" type="fixed" />
4048 <attribute arch="auto_apply" editor="generate goods" type="bool">
4049 If enabled, items will appear on this square when the map is loaded.
4050 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4051 are generated. The items will be unpaid.
4052 </attribute>
4053 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4054 This entry determines what kind of treasure will appear, when
4055 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4056 for details about existing treasurelists.
4057 </attribute>
4058 <attribute arch="exp" editor="quality level" type="int">
4059 The &lt;quality level&gt; will be used for the quality of the generated
4060 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4061 doesn't need to be set, unless you want extraordinarily good/bad
4062 quality. If you want to make a shop with very high quality, meaybe
4063 charge an entrance fee, or make the shop hard-to-come-by.
4064 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4065 and appearance of artifact-items.
4066 </attribute>
4067 <attribute arch="damned" editor="no prayers" type="bool">
4068 If enabled, it is impossible for players to use prayers
4069 on that spot. It also prevents players from saving.
4070 (Remember that &lt;no magic&gt; is always set for shop floors.)
4071 </attribute>
4072 </type>
4073
4074 <!--####################################################################-->
4075 <type number="69" name="Shop Mat">
4076 <ignore>
4077 <ignore_list name="non_pickable" />
4078 </ignore>
4079 <description><![CDATA[
4080 Shop mats are used for entering/leaving shops. You should always
4081 have exactly TWO shop mats on your shop-map: One inside the
4082 "shopping-area" and one outside. Shop mats don't use exit paths/
4083 or -destinations. When stepping onto a shopmat the player gets beamed
4084 to the nearest other mat. If the player has unpaid items in his
4085 inventory, the price gets charged from his coins automatically.
4086 If the player has insufficient coins to buy his unpaid items, he
4087 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4088 </description>
4089 <use><![CDATA[
4090 As stated above, always place TWO shop mats into your shop.
4091 Not more and not less than that.]]>
4092 </use>
4093 <attribute arch="no_pick" value="1" type="fixed" />
4094 &move_on;
4095 </type>
4096
4097 <!--####################################################################-->
4098 <type number="98" name="Sign &amp; MagicMouth">
4099 <ignore>
4100 <ignore_list name="non_pickable" />
4101 </ignore>
4102 <description><![CDATA[
4103 The purpose of a sign or magic_mouth is to display a certain message to
4104 the player. There are three ways to have the player get this message:
4105 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4106 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4107 </description>
4108 <use><![CDATA[
4109 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4110 some true roleplay feeling to your maps, support your storyline or give
4111 hints about hidden secrets/dangers. Place signs to provide the player
4112 with all kinds of useful information for getting along in your maps.]]>
4113 </use>
4114 <attribute arch="connected" editor="connection" type="string">
4115 When a connection value is set, the message will be printed whenever
4116 the connection is triggered. This should be used in combination with
4117 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4118 If activating your magic_mouth this way, the message will not only be
4119 printed to one player, but all players on the current map.
4120 </attribute>
4121 &activate_on;
4122 &move_on;
4123 <attribute arch="food" editor="counter" type="int">
4124 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4125 (printing the message) only that many times. For signs this really shouldn't
4126 be used, while for magic_mouths it is extremely helpful.
4127 Monsters walking over the magic_mouth do not decrease the counter.
4128
4129 Often, you might want to have a message displayed only one time. For example:
4130 The player enters your map and you put a magic_mouth to tell him about the
4131 monsters and how dangerous they look and all. Later, when all the monsters
4132 are killed and the player leaves the map, displaying the same message a
4133 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4134 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4135 </attribute>
4136 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4137 This text will be displayed to the player.
4138 </attribute>
4139 </type>
4140
4141 <type number="150" name="Shop Inventory">
4142 <ignore>
4143 <ignore_list name="non_pickable" />
4144 </ignore>
4145 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4146 </description>
4147 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4148 </use>
4149 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4150 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4151 the map that will be searched for unpaid items.
4152 </attribute>
4153 </type>
4154
4155 <!--####################################################################-->
4156 <type number="43" name="Skill">
4157 <ignore>
4158 <ignore_list name="system_object" />
4159 </ignore>
4160 <description><![CDATA[
4161 Skills are objects which exist in the player/monster inventory.
4162 Both NPC/monsters and players use the same skill archetypes. Not all skills
4163 are enabled for monster use however.]]>
4164 </description>
4165 <use><![CDATA[
4166 For mapmaking, Skill objects serve two purposes:
4167 <p>First, the predefined skill archtypes (in the 'skills' directory)
4168 can be seen as the global skill definitions. A skill which doesn't
4169 exists as an archtype cannot be learned or used by players. When you
4170 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4171 of defined skill archtypes, because those strings are used as a reference in
4172 many skill-related objects.
4173 </p><p>
4174 Secondly, in order to enable monsters to use skills, you will need to
4175 copy default skill archtypes into the monsters' inventories.
4176 You can even customize the skills by changing stats. It is not
4177 recommended however, to use skills in your maps which are totally
4178 unrelated to any predefined skill archtype.</p>]]>
4179 </use>
4180 <attribute arch="invisible" value="1" type="fixed" />
4181 <attribute arch="no_drop" value="1" type="fixed" />
4182 <attribute arch="skill" editor="skill name" type="string">
4183 The &lt;skill name&gt; is used for matchings. When a usable
4184 object has an identical &lt;skill name&gt;, players
4185 (or monsters) will need this skill to apply/use the object.
4186 </attribute>
4187 <attribute arch="expmul" editor="exp multiplier" type="float">
4188 This is the ratio of experience the players total should increase by
4189 when this skill is used. If this is zero, then experience only goes to
4190 to the skill. Values higher than 1 are allowed. Note that experience
4191 rewarded to the players total is in addition to that given to the
4192 skill. Eg, if player should get 500 exp for using a skill, and
4193 expmul is 1, the player will get 500 added to that skill as well as
4194 500 to their total.
4195 </attribute>
4196 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4197 The &lt;skill type&gt; defines the base functionality of the skill.
4198 Skill types are hardcoded in the Deliantra server. It isn't hard to
4199 create new skill types, but it requires a bit of server-coding.
4200 </attribute>
4201 <attribute arch="level" editor="level" type="int">
4202 </attribute>
4203 <attribute arch="exp" editor="experience" type="int">
4204 </attribute>
4205 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4206 The &lt;is native skill&gt; flag has an effect only when this
4207 skill object is placed in the inventory of a monster (or player).
4208 If it is set, the monster or player knows the skill natively, which
4209 means he does not need a skill tool to use it.
4210 </attribute>
4211 </type>
4212
4213 <!--####################################################################-->
4214 <type number="130" name="Skill Scroll">
4215 <description><![CDATA[
4216 By reading a skill scroll, a player has a chance to learn the
4217 contained skill.]]>
4218 </description>
4219 <use><![CDATA[
4220 Skill scrolls are very much sought for by players. Currently,
4221 all skill scrolls are sold in shops randomly, which is in fact not
4222 a good system. It would be nice to have some cool quests with
4223 skill scrolls rewarded at the end.]]>
4224 </use>
4225 <attribute arch="race" value="scrolls" type="fixed" />
4226 <attribute arch="skill" editor="skill name" type="string">
4227 The &lt;skill name&gt; matches the skill object that can
4228 be learned from this scroll.
4229 </attribute>
4230 </type>
4231
4232 <!--####################################################################-->
4233 <type number="21" name="Special Key">
4234 <ignore>
4235 <attribute arch="material" />
4236 </ignore>
4237 <description><![CDATA[
4238 When carrying the appropriate special key, a locked door can
4239 be opened. The key will dissapear.
4240 <br><br>
4241 This object-type can also be used for "passport"-like items:
4242 When walking onto an invetory checker, a gate for example might
4243 get opened. The "passport" will stay in the player's inventory.]]>
4244 </description>
4245 <use><![CDATA[
4246 How to make a "passport": You take the special key arch
4247 (archetype name is "key2"), set the face to something like
4248 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4249 certainly must match with the appropiate inventory checker.
4250 <br><br>
4251 Of course you can be creative with names and faces of
4252 key-objects. A "mysterious crystal" or a "big dragon claw"
4253 (with appropriate faces) appear more interesting than just
4254 a "strange key", or "passport".]]>
4255 </use>
4256 <attribute arch="slaying" editor="key string" type="string">
4257 This string must be identical with the &lt;key string&gt; in the
4258 locked door, then it can be unlocked. It can also be used
4259 to trigger inventory checkers.
4260 </attribute>
4261 <attribute arch="material" editor="material" type="bitmask_material">
4262 For Special Keys, material should always be unset or set
4263 to Adamantite. This prevents the key from getting
4264 burned or otherwise destroyed.
4265 </attribute>
4266 <attribute arch="unique" editor="unique item" type="bool">
4267 Unique items exist only one time on a server. If the item
4268 is taken, lost or destroyed - it's gone for good.
4269
4270 This can be used if you want to sell apartments on your
4271 map: Simply sell a unique passport/key, and place
4272 an inventory checker at the entrance of your apartment.
4273 </attribute>
4274 <attribute arch="startequip" editor="godgiven item" type="bool">
4275 A godgiven item vanishes as soon as the player
4276 drops it to the ground.
4277 </attribute>
4278 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4279 This will add a description to the object. The player can read
4280 this text by clicking on the item in his inventory. Use this
4281 message to describe what the key/passport is good for. A player
4282 might have 50 different keys on his key-ring. Don't expect
4283 players to recall their purpose just by their names.
4284 </attribute>
4285 </type>
4286
4287 <!--####################################################################-->
4288 <type number="101" name="Spell">
4289 <ignore>
4290 <ignore_list name="system_object" />
4291 </ignore>
4292 <description><![CDATA[
4293 Spell objects define a spell. When a spell is put in a spellbook,
4294 players can learn it by reading the book. Once learned, players
4295 can use the spell as often as they like. With increasing skill level
4296 of the player, spells may gain power but also increase cost.<br>
4297 Monsters can use spells which are put in their inventory (provided
4298 that certain "enabling" settings are correct). The monster's
4299 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4300 </description>
4301 <use><![CDATA[
4302 A lot of the spells' settings can be tuned and customized.
4303 When creating new spells which are accessible to players, it is
4304 important to think about balance. A single spell which is too
4305 powerful and/or too easy to use can eventually toss the whole skill
4306 and magic school system out of whack. Testing new spells is
4307 quite important therefore.]]>
4308 </use>
4309 <attribute arch="no_drop" value="1" type="fixed" />
4310 <attribute arch="invisible" value="1" type="fixed" />
4311 <attribute arch="skill" editor="skill name" type="string">
4312 The &lt;skill name&gt; matches the skill which is needed
4313 to cast this spell. This should be one out of "sorcery",
4314 "pyromancy", "evocation", "summoning" or "praying".
4315 If you want to fiddle with these, please take care not
4316 to upset the concept and balance of the various skills.
4317 </attribute>
4318 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4319 The &lt;spell type&gt; defines the basic type of spell.
4320 Some of these types are of a more generic nature than others.
4321 </attribute>
4322 <attribute arch="level" editor="spell level" type="int">
4323 </attribute>
4324 <attribute arch="casting_time" editor="casting time" type="int">
4325 </attribute>
4326 <attribute arch="duration" editor="duration" type="int">
4327 </attribute>
4328 <attribute arch="other_arch" editor="create object" type="string">
4329 </attribute>
4330 <attribute arch="sp" editor="cost spellpoints" type="int">
4331 </attribute>
4332 <attribute arch="grace" editor="cost grace" type="int">
4333 </attribute>
4334 <attribute arch="maxsp" editor="double cost per level" type="int">
4335 </attribute>
4336 </type>
4337
4338 <!--####################################################################-->
4339 <type number="85" name="Spellbook">
4340 <description><![CDATA[
4341 By reading a spellbook, the player has a chance of learning the
4342 contained spell. Once learned from a book, the spell is available
4343 forever. Spellbooks with high level spells require some skill-level
4344 to read.<br><br>
4345 You can create widely customized spells only by adjusting the
4346 spell object in the spellbooks inventory. Refer to the description
4347 of spell objects for detailed information how to customize spells.<br>
4348 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4349 with a compilation of spells that the book may contain.]]>
4350 </description>
4351 <use><![CDATA[
4352 Don't put any of the godgiven spells into a spellbook! These are
4353 reserved for the followers of the appropriate cults. Handing them
4354 out in a spellbook would violate the balance between different religions.
4355 <br><br>
4356 Note that there is no fundamental difference between the spellbooks
4357 of varying schools (pyromancy, sorcery, evocation, summoning, and
4358 even praying). The difference lies only in the spells they contain.
4359 It is up to you, the mapmaker, to pick the right type of book
4360 for your spells.]]>
4361 </use>
4362 <attribute arch="skill" value="literacy" type="fixed" />
4363 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4364 There are two ways to put spells into a spellbook:
4365 1. Put a spell object in the books inventory. In this case,
4366 treasurelist must be set to &lt;none&gt;.
4367 2. Choose a treasurelist which contains spells.
4368 In that way, a spell will be chosen randomly from the list.
4369 </attribute>
4370 <attribute arch="startequip" editor="godgiven item" type="bool">
4371 A godgiven item vanishes as soon as the player
4372 drops it to the ground.
4373 </attribute>
4374 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4375 This text may contain a nice description
4376 of the spellbook's cover or something.
4377 </attribute>
4378 </type>
4379
4380 <!--####################################################################-->
4381 <type number="90" name="Spinner">
4382 <ignore>
4383 <ignore_list name="non_pickable" />
4384 </ignore>
4385 <description><![CDATA[
4386 Spinners change the direction of spell objects and other projectiles
4387 that fly past. Unlike directors, it does make a difference from what
4388 angle you shoot into the spinner. The direction of objects flying past
4389 is always changed by a certain degree.]]>
4390 </description>
4391 <use><![CDATA[
4392 Spinners are very rarely used. I believe they are quite
4393 confusing and pointless. The only use I can think of is building
4394 some puzzle about where to shoot into spinners to shoot somewhere you
4395 otherwise couldn't.
4396
4397 When placing spinners on a map with magic walls, make sure the spell-
4398 projectiles from magic walls don't get to fly in loops.]]>
4399 </use>
4400 <attribute arch="sp" editor="direction number" type="int">
4401 The spinner will change the direction of flying objects by
4402 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4403 positive values counter clockwise.
4404
4405 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4406 </attribute>
4407 &move_on;
4408 </type>
4409
4410 <!--####################################################################-->
4411 <type number="138" name="Swamp">
4412 <ignore>
4413 <ignore_list name="non_pickable" />
4414 </ignore>
4415 <description><![CDATA[
4416 Swamp areas show a special behaviour:
4417 When a player stands still on a swamp-square for too long,
4418 he will start to sink in and eventually drown and die.
4419 Items dropped on the swamp sink in and dissapear.
4420 Players with knowledge of the woodsman skill are a lot less likely
4421 to die in the swamp.]]>
4422 </description>
4423 <attribute arch="is_floor" value="1" type="fixed" />
4424 <attribute arch="is_wooded" value="1" type="fixed" />
4425 <attribute arch="speed" editor="drowning speed" type="float">
4426 The higher the &lt;drowning speed&gt;, the faster will players and items
4427 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4428 and unexpected death-trap. Players should get a warning before such areas.
4429 </attribute>
4430 &speed_left;
4431 &move_on;
4432 &movement_types_terrain;
4433 <attribute arch="no_magic" editor="no spells" type="bool">
4434 If enabled, it is impossible for players to use (wizard-)
4435 spells on that spot.
4436 </attribute>
4437 <attribute arch="damned" editor="no prayers" type="bool">
4438 If enabled, it is impossible for players to use prayers
4439 on that spot. It also prevents players from saving.
4440 </attribute>
4441 </type>
4442
4443 <!--####################################################################-->
4444 <type number="41" name="Teleporter">
4445 <ignore>
4446 <ignore_list name="non_pickable" />
4447 </ignore>
4448 <description><![CDATA[
4449 When the player walks into a teleporter, he is transferred to a
4450 different location. The main difference to the object-type exit
4451 is the possibility to have teleporters connected to levers/buttons/etc.
4452 Sometimes teleporters are activated even against the players will.
4453 <br><br>
4454 Unlike exits, teleporters can also transfer items and
4455 monsters to different locations on the same map.]]>
4456 </description>
4457 <use><![CDATA[
4458 When creating maps, I guess sooner or later you'll want to have
4459 an invisible teleporter. If using "invisible 1", the teleporter
4460 can still be discovered with the show_invisible spell. And in
4461 some cases you can't place it under the floor to prevent this.
4462 <br><br>
4463 Fortunately, there is a cool trick to make a perfectly invisible
4464 teleporter: You simply add teleporter functionality to the floor
4465 itself. That means: You take the floor arch (e.g. "flagstone"),
4466 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4467 </use>
4468 <attribute arch="slaying" editor="exit path" type="string">
4469 The exit path specifies the map that the player is transferred to.
4470 &lt;exit path&gt; can be an absolute path, beginning with '/'
4471 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4472 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4473 for example I could use the relative path "Fire1"). Use relative
4474 paths whenever possible! Note that upper/lower case must always be
4475 set correctly. However, please use lower case only.
4476
4477 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4478 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4479 monsters and items. In this case, the destined map is automatically
4480 the same map the teleporter is on.
4481 </attribute>
4482 <attribute arch="hp" editor="destination X" type="int">
4483 The exit destinations define the (x, y)-coordinates where the exit
4484 leads to.
4485
4486 If both are set to zero and &lt;exit path&gt; is empty, the player will
4487 get teleported to another, randomly chosen teleporter on the same
4488 map (Slightly confusing for the player though). Make sure there
4489 actually *is* a second one in that case.
4490
4491 If both are set to zero and &lt;exit path&gt; is set, the player will
4492 be transferred to the "default enter location" of the destined map.
4493 The latter can be set in the map-properties as "Enter X/Y". Though,
4494 please DO NOT use that. It turned out to be a source for numerous
4495 map-bugs.
4496 </attribute>
4497 <attribute arch="sp" editor="destination Y" type="int">
4498 The exit destinations define the (x, y)-coordinates where the exit
4499 leads to.
4500
4501 If both are set to zero and &lt;exit path&gt; is empty, the player will
4502 get teleported to another, randomly chosen teleporter on the same
4503 map (Slightly confusing for the player though). Make sure there
4504 actually *is* a second one in that case.
4505
4506 If both are set to zero and &lt;exit path&gt; is set, the player will
4507 be transferred to the "default enter location" of the destined map.
4508 The latter can be set in the map-properties as "Enter X/Y". Though,
4509 please DO NOT use that. It turned out to be a source for numerous
4510 map-bugs.
4511 </attribute>
4512 <attribute arch="connected" editor="connection" type="string">
4513 If a connection value is set, the teleporter will be activated
4514 whenever the connection is triggered. To use this properly,
4515 &lt;activation speed&gt; must be zero.
4516 </attribute>
4517 &activate_on;
4518 <attribute arch="speed" editor="activation speed" type="float">
4519 If the &lt;activation speed&gt; is nonzero, the teleporter will
4520 automatically be activated in regular time-intervals. Hence, the
4521 player can just step on it and gets teleported sooner or later.
4522 The duration between two activates depends on the given value.
4523 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4524
4525 VERY IMPORTANT: If you want to have your teleporter activated via
4526 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4527 </attribute>
4528 &speed_left;
4529 </type>
4530
4531 <!--####################################################################-->
4532 <type number="26" name="Timed Gate">
4533 <ignore>
4534 <ignore_list name="non_pickable" />
4535 </ignore>
4536 <description><![CDATA[
4537 Gates play an important role in Deliantra. Gates can be opened
4538 by activating a button/trigger, by speaking passwords (-> magic_ear)
4539 or carrying special key-objects (-> inventory checker).
4540 Unlike locked doors, gates can get shut again after a player has
4541 passed, which makes them more practical in many cases. Unlike normal
4542 gates, timed gates open when triggered but automatically close again
4543 after some time.]]>
4544 </description>
4545 <use><![CDATA[
4546 Use gates to divide your maps into separated areas. After solving
4547 area A, the player gains access to area B, and so on. Make your
4548 maps more complex than "one-way".]]>
4549 </use>
4550 <attribute arch="no_pick" value="1" type="fixed" />
4551 <attribute arch="connected" editor="connection" type="string">
4552 Whenever the inventory checker is triggered, all objects with identical
4553 &lt;connection&gt; value get activated. This only makes sense together with
4554 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4555 after some time.
4556 </attribute>
4557 &activate_on;
4558 <attribute arch="wc" editor="position state" type="int">
4559 The &lt;position state&gt; defines the position of the gate:
4560 Zero means completely open/down, the "number of animation-steps" (usually
4561 about 6 or 7) means completely closed/up state. I suggest you don't
4562 mess with this value - Leave the default in place.
4563 </attribute>
4564 &movement_types_terrain;
4565 <attribute arch="no_magic" editor="restrict spells" type="bool">
4566 Restricting the use of spells to pass this gate. This has
4567 an effect only if &lt;block view&gt; is disabled.
4568 </attribute>
4569 <attribute arch="damned" editor="restrict prayers" type="bool">
4570 Restricting the use of prayers to pass this door. This has
4571 an effect only if &lt;block view&gt; is disabled.
4572 </attribute>
4573 <attribute arch="hp" editor="open duration" type="int">
4574 Defines the duration the gate remains closed. This only takes effect
4575 if the gate is not connected.
4576 </attribute>
4577 </type>
4578
4579 <!--####################################################################-->
4580 <type number="155" name="Trap">
4581 <ignore>
4582 <attribute arch="no_pick" />
4583 <attribute arch="title" />
4584 <attribute arch="name_pl" />
4585 <attribute arch="weight" />
4586 <attribute arch="value" />
4587 <attribute arch="material" />
4588 <attribute arch="unpaid" />
4589 </ignore>
4590 <description><![CDATA[
4591 A trap is a object that can either do damage or trigger another connected object
4592 when detonated. Traps are like runes except they are not magical in nature,
4593 and generally have either a physical attack or trigger a reaction.
4594 <br><br>
4595 Traps hit any monster or person who steps on them for 'dam' damage in
4596 'attacktype' attacktype and/or trigger a reaction.
4597 <br><br>
4598 Many traps are already defined in the archetypes.]]>
4599 </description>
4600 <use><![CDATA[
4601 Avoid monsters stepping on your traps. For example, a party of orcs setting
4602 off your lightning wall and pit trap is usually a bad idea.]]>
4603 </use>
4604 <attribute arch="no_pick" value="1" type="fixed" />
4605 &move_on;
4606 <attribute arch="level" editor="trap level" type="int">
4607 Level effects how easily a trap may be found and disarmed, and
4608 how much experience the player gets for doing so. Beware: High level
4609 traps can be quite a cheap source of experience! So either make them
4610 tough, or keep the level low.
4611 </attribute>
4612 <attribute arch="Cha" editor="visibility" type="int">
4613 This value determines what fraction of the time the trap is visible:
4614 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4615 how easily the trap may be found.
4616 </attribute>
4617 <attribute arch="hp" editor="number of charges" type="int">
4618 The trap will detonate &lt;number of charges&gt; times before disappearing.
4619 </attribute>
4620 <attribute arch="dam" editor="direct damage" type="int">
4621 &lt;direct damage&gt; specifies how much damage is done by the trap.
4622 This should be set in reasonable relation to the trap's level.
4623 </attribute>
4624 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4625 This attribute defines what attacktype to use for direct damage when
4626 the trap detonates.
4627 </attribute>
4628 <attribute arch="connected" editor="connection" type="string">
4629 When the trap is detonated, all objects with the same
4630 connection value get activated.
4631 </attribute>
4632 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4633 When the trap detonates, this text is displayed to the
4634 victim. For especially powerful or complex traps, create an appropriate
4635 and thrilling description. ;)
4636 </attribute>
4637 </type>
4638
4639 <!--####################################################################-->
4640 <type number="95" name="Trapdoor">
4641 <ignore>
4642 <ignore_list name="non_pickable" />
4643 </ignore>
4644 <description><![CDATA[
4645 Trapdoors are very similar to pits. The difference is that they
4646 can not be closed. Instead, the weight of the object on the
4647 trapdoor determines weither it slams the trapdoor open and falls through
4648 or not.<br>
4649 Once a trapdoor has been opened (by a creature or items of sufficient
4650 weight,) it remains open, acting like an opened pit.]]>
4651 </description>
4652 <use><![CDATA[
4653 Trapdoors should be used in the same fashion as pits:
4654 They should always drop the victims to some kind of lower level. They
4655 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4656 </use>
4657 <attribute arch="no_pick" value="1" type="fixed" />
4658 &move_on;
4659 <attribute arch="weight" editor="hold weight" type="int">
4660 This value defines how much weight the trapdoor can hold.
4661 Once items or creatures are gathered on the trapdoor, with
4662 a total weight surpassing this value, then the trapdoor will
4663 open and things start falling through.
4664 </attribute>
4665 <attribute arch="hp" editor="destination X" type="int">
4666 The trapdoor will transport creatures (and items) randomly into
4667 a two-square radius of the destination coordinates.
4668 If the destination square becomes blocked, the trapdoor will act like
4669 being filled up and not work anymore!
4670 </attribute>
4671 <attribute arch="sp" editor="destination Y" type="int">
4672 The trapdoor will transport creatures (and items) randomly into
4673 a two-square radius of the destination coordinates.
4674 If the destination square becomes blocked, the trapdoor will act like
4675 being filled up and not work anymore!
4676 </attribute>
4677 </type>
4678
4679 <!--####################################################################-->
4680 <type number="4" name="Treasure">
4681 <ignore>
4682 <attribute arch="nrof" />
4683 <attribute arch="title" />
4684 <attribute arch="name_pl" />
4685 <attribute arch="weight" />
4686 <attribute arch="value" />
4687 <attribute arch="material" />
4688 </ignore>
4689 <description><![CDATA[
4690 A treasure-object turns into certain randomitems when the map is loaded
4691 into the game.]]>
4692 </description>
4693 <use><![CDATA[
4694 About usage of the "random-artifact" treasurelist:
4695 This will generate powerful stuff like girdles, xray helmets, special
4696 swords etc. If you put this as reward to your quest, players might be
4697 motivated to do it more than once. BUT, by doing so they will get a huge
4698 number of different artifacts! Besides, players will always seek the place
4699 with the most easy-to-get random artifact and ignore all others.
4700 My advice: Don't use it! Attract players with good fighting experience
4701 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4702 </use>
4703 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4704 This entry determines what kind of treasure will appear. Look into
4705 /crossfire/share/crossfire/treasures for details about existing
4706 treasurelists.
4707 </attribute>
4708 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4709 "Auto-generate" must be set in order to have the treasure be created
4710 when the map is loaded.
4711 If you want to create a random treasure chest, you unset this flag.
4712 That way, the player has to apply the object (the chest), then the
4713 treasure is generated.
4714 </attribute>
4715 <attribute arch="hp" editor="create number" type="int">
4716 "Create number" specifies how many pieces of the given treasurelist
4717 will appear. Note that for every piece there is a chance that nothing is
4718 generated. Also, sometimes there can be stacks of items generated, like
4719 for gems/money.
4720 </attribute>
4721 <attribute arch="exp" editor="quality level" type="int">
4722 The &lt;quality level&gt; will be used for the quality of the generated
4723 treasure instead of the map difficulty (as was done with shops).
4724 If zero/unset, the map difficulty will instead be used.
4725 (Example for comparison: Shop floors generate treasure of
4726 &lt;quality level&gt; 5 per default).
4727 </attribute>
4728 </type>
4729
4730 <!--####################################################################-->
4731 <type number="52" name="Trigger Marker">
4732 <ignore>
4733 <ignore_list name="system_object" />
4734 </ignore>
4735 <description><![CDATA[
4736 A trigger marker is an object that inserts an invisible force (a mark) into a
4737 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4738 &lt;key string&gt; which can be discovered by detectors or inventory
4739 checkers. It is also possible to use markers for removing marks again.
4740 <br><br>
4741 Note that the player has no possibility to "see" his own marks,
4742 except by the effect that they cause on the maps.]]>
4743 </description>
4744 <use><![CDATA[
4745 Markers hold real cool possibilities for map-making. I encourage
4746 you to use them frequently. However there is one negative point
4747 about markers: Players don't "see" what's going on with them. It is
4748 your task, as map-creator, to make sure the player is always well
4749 informed and never confused.
4750 <br><br>
4751 Please avoid infinite markers when they aren't needed. They're
4752 using a little space in the player file after all, so if there
4753 is no real purpose, set an expire time.]]>
4754 </use>
4755 <attribute arch="no_pick" value="1" type="fixed" />
4756 <attribute arch="slaying" editor="key string" type="string">
4757 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4758 If the player already has a force with that &lt;key string&gt;,
4759 there won't be inserted a second one.
4760 </attribute>
4761 <attribute arch="connected" editor="connection" type="string">
4762 Unlike a regular marker this is the connection that triggers this marker to activate.
4763 </attribute>
4764 <attribute arch="food" editor="mark duration" type="int">
4765 This value defines the duration of the force it inserts.
4766 If nonzero, the duration of the player's mark is finite:
4767 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4768 means the mark will stay on the player forever.
4769 </attribute>
4770 <attribute arch="name" editor="delete mark" type="string">
4771 When the player steps onto the marker, all existing forces in
4772 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4773 will be removed. If you don't want to remove any marks, leave
4774 this textfield empty.
4775
4776 Note that the string &lt;delete mark&gt; is set as the name of
4777 this marker. So don't be confused, and remember changing the
4778 name will take effect on the marker's functionality.
4779 </attribute>
4780 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4781 In the moment when the player gets marked, this text is displayed
4782 to him. You should really set a message in any marker you create,
4783 because it's the only way for the player to notice what's going on.
4784 </attribute>
4785 </type>
4786
4787 <!--####################################################################-->
4788 <type number="0" name="Wall">
4789 <required>
4790 <attribute arch="is_floor" value="0" />
4791 <attribute arch="alive" value="0" />
4792 <attribute arch="no_pass" value="1" />
4793 </required>
4794 <ignore>
4795 <attribute arch="nrof" />
4796 <attribute arch="title" />
4797 <attribute arch="name_pl" />
4798 <attribute arch="value" />
4799 <attribute arch="unpaid" />
4800 </ignore>
4801 <description><![CDATA[
4802 Walls usually block passage and sight.]]>
4803 </description>
4804 &movement_types_terrain;
4805 <attribute arch="can_roll" editor="moveable" type="bool">
4806 If set, the object is able to "roll", so it can be pushed around.
4807 This setting is used for boulders and barrels.
4808 </attribute>
4809 <attribute arch="no_magic" editor="restrict spells" type="bool">
4810 This takes effect only with &lt;blocksview&gt; disabled.
4811 Restricting the use of spells to pass this wall.
4812 </attribute>
4813 <attribute arch="damned" editor="restrict prayers" type="bool">
4814 This takes effect only with &lt;blocksview&gt; disabled.
4815 Restricting the use of spells to pass this wall.
4816 </attribute>
4817 </type>
4818
4819 <!--####################################################################-->
4820 <type number="109" name="Wand &amp; Staff">
4821 <description><![CDATA[
4822 Wands contain a certain spell. The player can apply (ready) and
4823 fire the wand. After a defined number of casts, the wand is
4824 "used up". It is possible to recharge a wand with scrolls of
4825 charging, but usually that isn't worth the cost.]]>
4826 </description>
4827 <use><![CDATA[
4828 Wands are quite seldomly used. The reason prolly is that they're
4829 generally not cost-efficient. Handing out high-level wands with
4830 powerful special spells isn't a good idea either, because of
4831 the recharge ability.
4832 <br><br>
4833 For low levels, staffs of healing/cure and word of recall are
4834 quite desirable though. Ideal rewards for low level quests.]]>
4835 </use>
4836 <attribute arch="sp" editor="spell" type="spell">
4837 The &lt;spell&gt; specifies the contained spell.
4838 </attribute>
4839 <attribute arch="level" editor="casting level" type="int">
4840 The &lt;casting level&gt; of the wand determines it's power.
4841 An average level for wands in shops is about 10.
4842 </attribute>
4843 <attribute arch="food" editor="number of charges" type="int">
4844 The wand can be used &lt;number of charges&gt; times before it is
4845 used up. It can be recharged with scrolls of charging.
4846 </attribute>
4847 <attribute arch="startequip" editor="godgiven item" type="bool">
4848 A godgiven item vanishes as soon as the player
4849 drops it to the ground.
4850 </attribute>
4851 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4852 This text may contain a description of the wand.
4853 </attribute>
4854 </type>
4855
4856 <!--####################################################################-->
4857 <type number="0" name="Weak Wall">
4858 <required>
4859 <attribute arch="is_floor" value="0" />
4860 <attribute arch="alive" value="1" />
4861 <attribute arch="tear_down" value="1" />
4862 </required>
4863 <ignore>
4864 <ignore_list name="non_pickable" />
4865 </ignore>
4866 <description><![CDATA[
4867 A weak wall is a breakable spot amidsts a solid wall. Typically
4868 these weak walls look similar to their solid "relatives" except
4869 for a small crack or little chunks of wall on the ground.]]>
4870 </description>
4871 <use><![CDATA[
4872 If you want to create hidden rooms, using weak walls is alot
4873 better than completely indiscernible passages in a wall.<br>
4874 Anyways, there can be a lot more to weak walls than just finding
4875 them: Rising their defensive stats, weak walls can become a
4876 serious obstacle. An ice wall might only be torn down by a fire
4877 attack for example. A granite wall for instance might be very
4878 hard to destroy.]]>
4879 </use>
4880 <attribute arch="alive" value="1" type="fixed" />
4881 <attribute arch="no_pick" value="1" type="fixed" />
4882 <attribute arch="tear_down" value="1" type="fixed" />
4883 <attribute arch="race" editor="race" type="string">
4884 For weak walls, &lt;race&gt; should always be set to "wall",
4885 unless you create something fancy like a building which
4886 is in fact meant to be a huge animal.
4887 Note that shovels slay walls, so they do tripple damage
4888 against weak walls.
4889 </attribute>
4890 <attribute arch="level" editor="level" type="int">
4891 The &lt;level&gt; of a weak wall works similar to monster levels.
4892 Due to the fact that weak walls cannot attack, the level
4893 is much less important though.
4894 </attribute>
4895 <attribute arch="hp" editor="health points" type="int">
4896 The &lt;health points&gt; of a weak wall define how long it takes to
4897 tear it down. With every successful hit from an opponent,
4898 &lt;health points&gt; get drained.
4899 </attribute>
4900 <attribute arch="maxhp" editor="max health" type="int">
4901 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4902 weak wall can have. Since walls generally don't heal, I doubt
4903 this has much real effect.
4904 </attribute>
4905 <attribute arch="ac" editor="armour class" type="int">
4906 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4907 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4908 </attribute>
4909 &resistances_basic;
4910 </type>
4911
4912 <!--####################################################################-->
4913 <type number="15" name="Weapon">
4914 <description><![CDATA[
4915 Wielding a weapon, the object's stats will directly be inherited to the
4916 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4917 be improved with scrolls.]]>
4918 </description>
4919 <use><![CDATA[
4920 If you create artifacts (equipment) with stats- or resistance-bonus:
4921 Keep playbalance in mind! Such items mustn't be reachable without hard
4922 fighting AND questing.]]>
4923 </use>
4924 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4925 This number is a bitmask, specifying the weapon's attacktypes.
4926 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4927 have no more than one or two attacktypes. Keep in mind that all weapons
4928 can be blessed by the player's diety, thus adding an additional attacktype.
4929
4930 When a player hits a monster with a weapon that has more than one attacktype,
4931 then he will do as much damage as the "best" of his attacktypes does. So,
4932 the more attacktypes you've got, the better your chance to take advantage
4933 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4934 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4935 </attribute>
4936 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4937 The &lt;weapontype&gt; characterizes the weapon's type of physical
4938 attack. It could best be considered a "subclassification"
4939 of the physical attacktype. For now, this is only used for
4940 attack messages!
4941
4942 You should always set this correctly when creating new
4943 weapons for your maps.
4944 </attribute>
4945 <attribute arch="skill" editor="skill name" type="string">
4946 Matching &lt;skill name&gt; of the skill that is required
4947 to use this weapon.
4948 </attribute>
4949 <attribute arch="dam" editor="damage" type="int">
4950 The damage value is used as base value for how much damage the weapon
4951 does per hit. The actual damage involves more dependencies,
4952 like wielder's level and defender's level. Look at existing weapons
4953 to get a feel for the range of weapon damage values.
4954 </attribute>
4955 <attribute arch="slaying" editor="slaying race" type="string">
4956 Slaying means the weapon does tripple (3x) damage to monsters of the
4957 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4958 only monsters of that archtype are hit with tripple damage.
4959
4960 No god blessings are possible for weapons with a race set in this entry
4961 (That's because god blessings add tripple damage against their own
4962 enemy races). Tripple damage is very effective.
4963 </attribute>
4964 <attribute arch="last_sp" editor="weapon speed" type="int">
4965 The weapon speed determines how often the wielder can swing the weapon
4966 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4967 is best (that is lightning- fast). A typical average value is 8.
4968 Speed and damage should be kept in reasonable relation.
4969 </attribute>
4970 <attribute arch="wc" editor="weapon class" type="int">
4971 The weapon class value adds to the overall weapon class of the wielder's
4972 melee attacks. Weapon class improves the chance of hitting the opponent.
4973 </attribute>
4974 <attribute arch="magic" editor="magic bonus" type="int">
4975 For a weapon, magic bonus works just like weapon class, except that
4976 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4977 less useful than direct weapon class value on a weapon.
4978 </attribute>
4979 <attribute arch="item_power" editor="item power" type="int">
4980 The &lt;item power&gt; value measures how "powerful" an artifact is.
4981 Players will only be able to wear equipment with a certain total
4982 amount of &lt;item power&gt;, depending on their own level. This is the
4983 only way to prevent low level players to wear "undeserved" equipment
4984 (like gifts from other players or cheated items).
4985
4986 It is very important to adjust the &lt;item power&gt; value carefully
4987 for every artifact you create! If zero/unset, the Deliantra server will
4988 calculate a provisional value at runtime, but this is never
4989 going to be an accurate measurement of &lt;item power&gt;.
4990 </attribute>
4991 <attribute arch="damned" editor="damnation" type="bool">
4992 A damned weapon cannot be unwielded unless
4993 the curse is removed. Removing damnations is
4994 a tick harder than removing curses.
4995 </attribute>
4996 <attribute arch="cursed" editor="curse" type="bool">
4997 A cursed weapon cannot be unwielded unless
4998 the curse is removed.
4999 </attribute>
5000 <attribute arch="lifesave" editor="save life" type="bool">
5001 An item with this flag enabled will save the players life
5002 for one time: When the player is wearing this item and his
5003 health points reach zero, the item disappears, replenishing
5004 half of the player's health.
5005
5006 An item with &lt;save life&gt; should not have
5007 any decent additional bonuses!
5008 </attribute>
5009 <attribute arch="unique" editor="unique item" type="bool">
5010 Unique items exist only one time on a server. If the item
5011 is taken, lost or destroyed - it's gone for good.
5012 </attribute>
5013 <attribute arch="startequip" editor="godgiven item" type="bool">
5014 A godgiven item vanishes as soon as the player
5015 drops it to the ground.
5016 </attribute>
5017 &player_stat_resist_sections;
5018 <section name="misc">
5019 <attribute arch="luck" editor="luck bonus" type="int">
5020 With positive luck bonus, the player is more likely to
5021 succeed in all sorts of things (spellcasting, praying,...).
5022 Unless the &lt;luck bonus&gt; is very high, the effect will be
5023 barely visible in-game. Luck bonus on one piece of equipment
5024 should never exceed 3, and such bonus should not be too
5025 frequently available.
5026 </attribute>
5027 <attribute arch="hp" editor="health regen." type="int">
5028 Positive &lt;health regen.&gt; bonus speeds up the
5029 player's healing process. Negative values slow it down.
5030 </attribute>
5031 <attribute arch="sp" editor="mana regen." type="int">
5032 Positive &lt;mana regen.&gt; bonus speeds up the
5033 player's mana regeneration. Negative values slow it down.
5034 </attribute>
5035 <attribute arch="grace" editor="grace regen." type="int">
5036 Positive &lt;grace regen.&gt; bonus speeds up the
5037 player's grace regeneration. Negative values slow it down.
5038 Since grace can be regenerated rather easy with praying,
5039 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5040 </attribute>
5041 <attribute arch="food" editor="food bonus" type="int">
5042 Positive &lt;food bonus&gt; slows down the player's digestion,
5043 thus he consumes less food. Negative values speed it up.
5044
5045 Note that food is consumed not only for "being alive", but
5046 also for healing and mana-regeneration.
5047 &lt;food bonus&gt; only affects the amount of food consumed
5048 for "being alive". Hence, even with high &lt;food bonus&gt;,
5049 during a fight a player can run out of food quickly.
5050 </attribute>
5051 <attribute arch="xrays" editor="xray vision" type="bool">
5052 Xray vision allows the player to see through obstacles
5053 in a two-square-wide radius. This is extremely helpful and
5054 desirable, so don't give it away for cheap on equipment.
5055 </attribute>
5056 <attribute arch="stealth" editor="stealth" type="bool">
5057 Stealth allows the player to move silently.
5058 This comes to effect if a player turns himself
5059 invisible and tries to sneak around monsters.
5060 (At least that was the idea behind it)
5061 </attribute>
5062 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5063 If a player is wearing any piece of equipment with
5064 the ability to &lt;reflect spells&gt;, all kinds of
5065 spell-bullets and -beams will bounce off him.
5066 This works only about 90% of all times, to
5067 avoid players being completely immune to certain
5068 types of attacks.
5069
5070 This is a very powerful ability and it
5071 shouldn't be handed out cheap!
5072 </attribute>
5073 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5074 If a player is wearing any piece of equipment with
5075 the ability to &lt;reflect missiles&gt;, all kinds of
5076 projectiles (e.g. arrows, bolts, boulders) will
5077 bounce off him. This works only about 90% of all
5078 times, to avoid players being completely immune to
5079 certain types of attacks.
5080 </attribute>
5081 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5082 Click on the &lt;attuned paths&gt; button to select spellpaths.
5083 The player will get attuned to the specified spellpaths
5084 while wearing this weapon.
5085 </attribute>
5086 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5087 Click on the &lt;repelled paths&gt; button to select spellpaths.
5088 The player will get repelled to the specified spellpaths
5089 while wearing this weapon.
5090 </attribute>
5091 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5092 Click on the &lt;denied paths&gt; button to select spellpaths.
5093 The specified spellpaths will be denied to the player
5094 while wearing this weapon.
5095 </attribute>
5096 </section>
5097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5098 This text describes the weapons's "story". Every decent artifact weapon
5099 should have such a description.
5100 </attribute>
5101 </type>
5102
5103 <type number="116" name="Event Connector">
5104 <description><![CDATA[
5105 Event connectors link specific events that happen to objects to
5106 a crossfire plug-in. They are not used at all in Deliantra.]]>
5107 </description>
5108 </type>
5109
5110 </types>