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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.47
Committed: Tue Jan 20 11:07:21 2009 UTC (15 years, 4 months ago) by elmex
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_24, rel-1_25
Changes since 1.46: +16 -0 lines
Log Message:
lamp and torch archetypes.

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 <attribute arch="level" editor="level" type="int">
864 If this field specyfies the cursed effect's level. If it is
865 0 no cursed effect will be generate. See also the "cursed" flag.
866 </attribute>
867 <attribute arch="cursed" editor="cursed" type="bool">
868 Cursed torches, which have a level above 0, explode if the
869 player applies them.
870 </attribute>
871 </type>
872
873 <type number="82" name="Lamp">
874 <description><![CDATA[
875 Lamps are carryable light sources for players with a fuel tank.]]>
876 </description>
877 <attribute arch="speed" editor="burn speed" type="float">
878 This field is the speed of the lamp. (If the value 0.00208 is given
879 here the fuel field will specify the burning duration in minutes.)
880 </attribute>
881 <attribute arch="food" editor="fuel" type="int">
882 This field sets the burning duration of the lamp, which depends on the speed
883 field of this object.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the lamp if it is enabled.
887 If you want to make a lamp that is already burning set the
888 "glow radius" field.
889 </attribute>
890 <attribute arch="level" editor="level" type="int">
891 If this field specyfies the cursed effect's level. If it is
892 0 no cursed effect will be generate. See also the "cursed" flag.
893 </attribute>
894 <attribute arch="cursed" editor="cursed" type="bool">
895 Cursed lamps, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898 </type>
899
900 <!--####################################################################-->
901 <type number="18" name="Altar">
902 <ignore>
903 <ignore_list name="non_pickable" />
904 </ignore>
905 <description><![CDATA[
906 When a player puts a defined number of certain items on the altar,
907 then either a spell is casted (on the player) or a connector is
908 triggered. If the latter is the case, the altar works only once.
909 Either way, the sacrificed item disappears.]]>
910 </description>
911 <attribute arch="no_pick" value="1" type="fixed" />
912 &move_on;
913 <attribute arch="slaying" editor="match item name" type="string">
914 This string specifies the item that must be put on the altar to
915 activate it. It can either be the name of an archetype, or directly
916 the name of an object. Yet, titles are not recognized by altars.
917 If you want the player to have to drop a specific amount of money use "money".
918 See also the "drop amount" attribute.
919 </attribute>
920 <attribute arch="food" editor="drop amount" type="int">
921 The drop amount specifies the amount of items (specified
922 in &lt;match item name&gt;) that must be dropped to activate the altar.
923
924 If &lt;match item name&gt; is set to "money", then the value of the
925 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
926 200 silver, 20 gold, or 4 platinum will all work.)
927
928 Note that the maximum possible for &lt;drop amount&gt; is 32767.
929 </attribute>
930 <attribute arch="connected" editor="connection" type="string">
931 If a connection value is set, the altar will trigger all objects
932 with the same value, when activated. This will only work once.
933 </attribute>
934 <attribute arch="sp" editor="spell" type="spell">
935 When activated, the selected &lt;spell&gt; will be casted (once, on the
936 player). This should work for any given spell. The altar will work
937 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
938 one altar.
939 </attribute>
940 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
941 This text will be displayed to the player
942 in the exact moment when the altar is activated.
943 </attribute>
944 </type>
945
946 <!--####################################################################-->
947 <type number="31" name="Altar Trigger">
948 <ignore>
949 <ignore_list name="non_pickable" />
950 </ignore>
951 <description><![CDATA[
952 Altar_triggers work pretty much like normal altars
953 (drop sacrifice -> connection activated), except for the fact that
954 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
955 </description>
956 <use><![CDATA[
957 Altar_triggers are very useful if you want to charge a price for...
958 <UL>
959 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
960 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
961 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
962 </UL>
963 The big advantage over normal altars is the infinite usability
964 of altar_triggers! If there are ten players on one server, they're
965 quite grateful if things work more than once. =)]]>
966 </use>
967 <attribute arch="no_pick" value="1" type="fixed" />
968 <attribute arch="slaying" editor="match item name" type="string">
969 This string specifies the item that must be put on the altar to
970 activate it. It can either be the name of an archetype, or directly
971 the name of an object. Yet, titles are not recognized by altars.
972 If you want the player to have to drop a specific amount of money use "money".
973 See also the "drop amount" attribute.
974 </attribute>
975 <attribute arch="food" editor="drop amount" type="int">
976 The drop amount specifies the amount of items (specified
977 in &lt;match item name&gt;) that must be dropped to activate the altar.
978
979 If &lt;match item name&gt; is set to "money", then the value of the
980 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
981 200 silver, 20 gold, or 4 platinum will all work.)
982
983 Note that the maximum possible for &lt;drop amount&gt; is 32767.
984 </attribute>
985 <attribute arch="connected" editor="connection" type="string">
986 If a connection value is set, the altar will trigger all objects
987 with the same value, when activated. This will only work once.
988 </attribute>
989 <attribute arch="sp" editor="spell" type="spell">
990 When activated, this &lt;spell&gt; will be casted (once, on the player).
991 This should work for any given spell. The altar will work infinitely
992 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
993 </attribute>
994 <attribute arch="exp" editor="reset time" type="int">
995 Being activated, the altar will reset after &lt;reset time&gt; ticks.
996 After reset, the altar is ready to be activated once again.
997 The default &lt;reset time&gt; is 30.
998 </attribute>
999 <attribute arch="last_sp" editor="ignore reset" type="bool">
1000 If this attribute is enabled, the altar_trigger won't push the
1001 connected value by altar reset. Only ONCE by dropping the sacrifice.
1002 This is typically used when the altar is connected to a creator,
1003 e.g. for selling tickets.
1004
1005 If this attribute is disabled (default), the altar_trigger
1006 will push the connected value TWICE per sacrifice: First by
1007 dropping sacrifice, second by reset. This mode is typically
1008 used for altars being connected to gates, resulting in the
1009 gate being opened and closed again.
1010 </attribute>
1011 &move_on;
1012 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1013 This text will be displayed to the player
1014 in the exact moment when the altar is activated.
1015 </attribute>
1016 </type>
1017
1018 <!--####################################################################-->
1019 <type number="74" name="Skill Tool">
1020 <description><![CDATA[
1021 Wearing a skill tool will give the player the ability to use a skill.
1022 ]]>
1023 </description>
1024 <use><![CDATA[
1025 Feel free to assign resistancies and stats to a skill tools or change
1026 the skill that is given.
1027 ]]>
1028 </use>
1029 <attribute arch="skill" editor="skill name" type="string">
1030 This field describes which skill the player will be able to use wearing this item.
1031 </attribute>
1032 &player_stat_resist_sections;
1033 </type>
1034 <!--####################################################################-->
1035 <type number="39" name="Amulet">
1036 <description><![CDATA[
1037 Wearing an amulet, the object's stats will directly be inherited to
1038 the player. Amulets are usually meant for protection and defense.]]>
1039 </description>
1040 <use><![CDATA[
1041 Feel free to create your own special artifacts. However, it is very
1042 important that you keep your artifact in balance with existing maps.]]>
1043 </use>
1044 <attribute arch="ac" editor="armour class" type="int">
1045 This value defines the amount of armour-class bonus for wearing
1046 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1047 values are better. It should usually be set only for armour-like equipment.
1048 </attribute>
1049 <attribute arch="wc" editor="weapon class" type="int">
1050 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1051 melee attacks. Weapon class improves the chance of hitting the opponent.
1052 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1053 be set only for weapon-like items. Lower values are better.
1054 </attribute>
1055 <attribute arch="item_power" editor="item power" type="int">
1056 The &lt;item power&gt; value measures how "powerful" an artifact is.
1057 Players will only be able to wear equipment with a certain total
1058 amount of &lt;item power&gt;, depending on their own level. This is the
1059 only way to prevent low level players to wear "undeserved" equipment
1060 (like gifts from other players or cheated items).
1061
1062 It is very important to adjust the &lt;item power&gt; value carefully
1063 for every artifact you create! If zero/unset, the Deliantra server will
1064 calculate a provisional value at runtime, but this is never
1065 going to be an accurate measurement of &lt;item power&gt;.
1066 </attribute>
1067 <attribute arch="damned" editor="damnation" type="bool">
1068 A damned piece of equipment cannot be unwielded unless the curse
1069 is removed. Removing damnations is a tick harder than removing curses.
1070 </attribute>
1071 <attribute arch="cursed" editor="curse" type="bool">
1072 A cursed piece of equipment cannot be unwielded
1073 unless the curse is removed.
1074 </attribute>
1075 <attribute arch="lifesave" editor="save life" type="bool">
1076 An item with this flag enabled will save the players life
1077 for one time: When the player is wearing this item and his
1078 health points reach zero, the item disappears, replenishing
1079 half of the player's health.
1080
1081 An item with &lt;save life&gt; should not have
1082 any decent additional bonuses!
1083 </attribute>
1084 <attribute arch="unique" editor="unique item" type="bool">
1085 Unique items exist only one time on a server. If the item
1086 is taken, lost or destroyed - it's gone for good.
1087 </attribute>
1088 <attribute arch="startequip" editor="godgiven item" type="bool">
1089 A godgiven item vanishes as soon as the player
1090 drops it to the ground.
1091 </attribute>
1092 <attribute arch="applied" editor="is applied" type="bool">
1093 If you put this item into the inventory of a monster, and
1094 you want the monster to use/wear the item - you must set
1095 &lt;is applied&gt;.
1096 Enabling this flag doesn't make any sense if the item
1097 is NOT in a monster's inventory.
1098 </attribute>
1099 &player_stat_resist_sections;
1100 <section name="misc">
1101 <attribute arch="luck" editor="luck bonus" type="int">
1102 With positive luck bonus, the player is more likely to
1103 succeed in all sorts of things (spellcasting, praying,...).
1104 Unless the &lt;luck bonus&gt; is very high, the effect will be
1105 barely visible in-game. Luck bonus on one piece of equipment
1106 should never exceed 3, and such bonus should not be too
1107 frequently available.
1108 </attribute>
1109 <attribute arch="hp" editor="health regen." type="int">
1110 Positive &lt;health regen.&gt; bonus speeds up the
1111 player's healing process. Negative values slow it down.
1112 </attribute>
1113 <attribute arch="sp" editor="mana regen." type="int">
1114 Positive &lt;mana regen.&gt; bonus speeds up the
1115 player's mana regeneration. Negative values slow it down.
1116 </attribute>
1117 <attribute arch="grace" editor="grace regen." type="int">
1118 Positive &lt;grace regen.&gt; bonus speeds up the
1119 player's grace regeneration. Negative values slow it down.
1120 Since grace can be regenerated rather easy with praying,
1121 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1122 </attribute>
1123 <attribute arch="food" editor="food bonus" type="int">
1124 Positive &lt;food bonus&gt; slows down the player's digestion,
1125 thus he consumes less food. Negative values speed it up.
1126
1127 Note that food is consumed not only for "being alive", but
1128 also for healing and mana-regeneration.
1129 &lt;food bonus&gt; only affects the amount of food consumed
1130 for "being alive". Hence, even with high &lt;food bonus&gt;,
1131 during a fight a player can run out of food quickly.
1132 </attribute>
1133 <attribute arch="xrays" editor="xray vision" type="bool">
1134 Xray vision allows the player to see through obstacles
1135 in a two-square-wide radius. This is extremely helpful and
1136 desirable, so don't give it away for cheap on equipment.
1137 </attribute>
1138 <attribute arch="stealth" editor="stealth" type="bool">
1139 Stealth allows the player to move silently.
1140 This comes to effect if a player turns himself
1141 invisible and tries to sneak around monsters.
1142 (At least that was the idea behind it)
1143 </attribute>
1144 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1145 If a player is wearing any piece of equipment with
1146 the ability to &lt;reflect spells&gt;, all kinds of
1147 spell-bullets and -beams will bounce off him.
1148 This works only about 90% of all times, to
1149 avoid players being completely immune to certain
1150 types of attacks.
1151
1152 This is a very powerful ability and it
1153 shouldn't be handed out cheap!
1154 </attribute>
1155 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1156 If a player is wearing any piece of equipment with
1157 the ability to &lt;reflect missiles&gt;, all kinds of
1158 projectiles (e.g. arrows, bolts, boulders) will
1159 bounce off him. This works only about 90% of all
1160 times, to avoid players being completely immune to
1161 certain types of attacks.
1162 </attribute>
1163 &move_type;
1164 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1165 Click on the &lt;attuned paths&gt; button to select spellpaths.
1166 The player will get attuned to the specified spellpaths
1167 while wearing this item.
1168 </attribute>
1169 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1170 Click on the &lt;repelled paths&gt; button to select spellpaths.
1171 The player will get repelled to the specified spellpaths
1172 while wearing this item.
1173 </attribute>
1174 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1175 Click on the &lt;denied paths&gt; button to select spellpaths.
1176 The specified spellpaths will be denied to the player
1177 while wearing this item.
1178 </attribute>
1179 </section>
1180 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1181 This text describes the item's "story". Every decent artifact
1182 should have such a description.
1183 </attribute>
1184 </type>
1185
1186 <!--####################################################################-->
1187 <type number="58" name="Battleground">
1188 <ignore>
1189 <ignore_list name="non_pickable" />
1190 </ignore>
1191 <description><![CDATA[
1192 Battleground is very special: In short, players can die on battleground
1193 without any death penalties. They don't loose or gain experience
1194 while on battleground. Acid, draining and depletion effects don't
1195 work either.
1196 When a player dies on battleground, he gets teleported to an exit
1197 location which is defined in the battleground object.]]>
1198 </description>
1199 <use><![CDATA[
1200 Battleground is only meant for player vs. player duels. You can
1201 design combat arenas similiar to the one in scorn.<br>
1202 What should NEVER be done is placing battleground tiles in
1203 open dungeons or other free kinds of land.
1204 It must not be possible to gain significant treasure for fighting
1205 on battleground, because it bears no risk.<br><br>
1206 (Battleground will cease to work when the image or name is changed,
1207 or when it is placed beneath another floor tile.
1208 This is not a bug, it is there to prevent any attempts of placing
1209 "hidden" battleground tiles anywhere.)]]>
1210 </use>
1211 <attribute arch="no_pick" value="1" type="fixed" />
1212 <attribute arch="is_floor" value="1" type="fixed" />
1213 <attribute arch="hp" editor="destination X" type="int">
1214 The exit destinations define the (x, y)-coordinates where players
1215 get teleported after they died on this battleground.
1216 </attribute>
1217 <attribute arch="sp" editor="destination Y" type="int">
1218 The exit destinations define the (x, y)-coordinates where players
1219 get teleported after they died on this battleground.
1220 </attribute>
1221 </type>
1222
1223 <!--####################################################################-->
1224 <type number="165" name="Safe ground">
1225 <ignore>
1226 <ignore_list name="non_pickable" />
1227 </ignore>
1228 <description><![CDATA[
1229 Safe ground is a special object that prevents any effects that might
1230 be harmful for the map, other players or items on the map.
1231 It blocks all magic and prayers, usage of alchemy, prevents potions
1232 from being used and blocks bombs from exploding. Note that altars that
1233 do cast spells still work.
1234 ]]>
1235 </description>
1236 <use><![CDATA[
1237 Safe ground can be used to prevents any means of burning
1238 or destroying the items in a shop. Put this object below all floor tiles
1239 in your map and your shop will be safe. It's generally useful for making
1240 areas where really no kind of spell should be invoked by a player.
1241 ]]>
1242 </use>
1243 &movement_types_terrain;
1244 <attribute arch="no_pick" value="1" type="fixed" />
1245 </type>
1246
1247 <!--####################################################################-->
1248 <type number="8" name="Book">
1249 <description><![CDATA[
1250 Applying a book, the containing message is displayed to the player.]]>
1251 </description>
1252 <attribute arch="level" editor="literacy level" type="int">
1253 If this value is set to be greater than zero, the player needs a
1254 certain literacy level to succeed reading the book. The book can be
1255 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1256 book can be a nice idea, personally I like it when a player needs
1257 more than his fighting skills to solve a quest. However, keep the
1258 booklevel at least below 15 because it is quite hard to gain high
1259 mental levels.
1260 </attribute>
1261 <attribute arch="startequip" editor="godgiven item" type="bool">
1262 A godgiven item vanishes as soon as the player
1263 drops it to the ground.
1264 </attribute>
1265 <attribute arch="unique" editor="unique item" type="bool">
1266 Unique items exist only one time on a server. If the item
1267 is taken, lost or destroyed - it's gone for good.
1268 </attribute>
1269 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1270 This is the text that appears "written" in the book.
1271 </attribute>
1272 <attribute arch="slaying" editor="key string" type="string">
1273 This is the key string of the book. The key string is checked by an inventory checker.
1274 (This is used eg. for the gate/port passes in scorn)
1275 </attribute>
1276 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1277 If this flag is true the player won't be able to identify this
1278 item with by using a skill.
1279 </attribute>
1280 </type>
1281
1282 <!--####################################################################-->
1283 <type number="99" name="Boots">
1284 <import_type name="Amulet" />
1285 <description><![CDATA[
1286 Wearing boots, the object's stats will directly be inherited to
1287 the player. Usually enhancing his speed, or granting some minor
1288 protection bonus.]]>
1289 </description>
1290 <use><![CDATA[
1291 Feel free to create your own special artifacts. However, it is very
1292 important that you keep your artifact in balance with existing maps.]]>
1293 </use>
1294 <attribute arch="exp" editor="speed bonus" type="int">
1295 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1296 while worn. This kind of bonus is quite desirable for players of low-
1297 and medium level. High level players usually have fastest possible
1298 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1299 Still, this bonus is good for nice artifacts - not everything has
1300 to be for highest level.
1301 </attribute>
1302 <attribute arch="magic" editor="magic bonus" type="int">
1303 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1304 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1305 than direct armour-class bonus on the boots.
1306
1307 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1308 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1309 </attribute>
1310 </type>
1311
1312 <!--####################################################################-->
1313 <type number="104" name="Bracers">
1314 <import_type name="Amulet" />
1315 <description><![CDATA[
1316 Bracers are armour-plates worn around the wrists.
1317 Wearing bracer, the object's stats will directly be inherited to
1318 the player. Usually enhancing his defense.]]>
1319 </description>
1320 <use><![CDATA[
1321 Feel free to create your own special artifacts. However, it is very
1322 important that you keep your artifact in balance with existing maps.]]>
1323 </use>
1324 <attribute arch="magic" editor="magic bonus" type="int">
1325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1327 than direct armour-class bonus on the bracers.
1328 </attribute>
1329 </type>
1330
1331 <!--####################################################################-->
1332 <type number="16" name="Brestplate Armour">
1333 <import_type name="Amulet" />
1334 <description><![CDATA[
1335 Wearing an armour, the object's stats will directly be inherited to
1336 the player. Usually enhancing his defense.]]>
1337 </description>
1338 <use><![CDATA[
1339 Feel free to create your own special artifacts. However, it is very
1340 important that you keep your artifact in balance with existing maps.]]>
1341 </use>
1342 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1343 This poses a penalty to spell regeneration speed, for wearing the armour.
1344 The bigger the spellpoint penalty, the worse.
1345 </attribute>
1346 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1347 Slowdown penalty reduces the player's walking speed when wearing the
1348 armour. Bigger values are worse - zero is best.
1349 </attribute>
1350 <attribute arch="magic" editor="magic bonus" type="int">
1351 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1352 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1353 than direct armour-class bonus on the armour.
1354 </attribute>
1355 </type>
1356
1357 <!--####################################################################-->
1358 <type number="92" name="Button">
1359 <ignore>
1360 <ignore_list name="non_pickable" />
1361 </ignore>
1362 <description><![CDATA[
1363 When a predefined amount of weigh is placed on a button, the
1364 &lt;connection&gt; value is triggered. In most cases this happens when a
1365 player or monster steps on it. When the button is "released", the
1366 &lt;connection&gt; value get's triggered a second time.]]>
1367 </description>
1368 &move_on;
1369 &move_off;
1370 <attribute arch="no_pick" value="1" type="fixed" />
1371 <attribute arch="weight" editor="press weight" type="int">
1372 The button is pressed (triggered), as soon as
1373 &lt;press weigh&gt; gram are placed ontop of it.
1374 </attribute>
1375 <attribute arch="connected" editor="connection" type="string">
1376 Every time the button is pressed or released, all objects
1377 with the same &lt;connection&gt; value are activated.
1378 </attribute>
1379 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1380 This text may describe the item. You can use this
1381 message to explain the button's purpose to the player.
1382 </attribute>
1383 </type>
1384
1385 <!--####################################################################-->
1386 <type number="30" name="Button Trigger">
1387 <import_type name="Button" />
1388 <ignore>
1389 <ignore_list name="non_pickable" />
1390 </ignore>
1391 <description><![CDATA[
1392 Handle buttons are buttons which reset after a short period
1393 of time. Every time it is either applied or reset, the
1394 &lt;connection&gt; value is triggered.]]>
1395 </description>
1396 </type>
1397
1398 <!--####################################################################-->
1399 <type number="37" name="Class Changer">
1400 <ignore>
1401 <ignore_list name="non_pickable" />
1402 </ignore>
1403 <description><![CDATA[
1404 Class changer are used while creating a character.]]>
1405 </description>
1406 <attribute arch="randomitems" editor="class items" type="treasurelist">
1407 This entry determines which initial items the character receives.
1408 </attribute>
1409 <section name="stats">
1410 <attribute arch="Str" editor="strength" type="int">
1411 The player's strength will rise by the given value if he chooses this
1412 class. (Negative values make strength fall)
1413 </attribute>
1414 <attribute arch="Dex" editor="dexterity" type="int">
1415 The player's dexterity will rise by the given value if he chooses this
1416 class. (Negative values make dexterity fall)
1417 </attribute>
1418 <attribute arch="Con" editor="constitution" type="int">
1419 The player's constitution will rise by the given value if he chooses this
1420 class. (Negative values make constitution fall)
1421 </attribute>
1422 <attribute arch="Int" editor="intelligence" type="int">
1423 The player's intelligence will rise by the given value if he chooses this
1424 class. (Negative values make intelligence fall)
1425 </attribute>
1426 <attribute arch="Pow" editor="power" type="int">
1427 The player's power will rise by the given value if he chooses this
1428 class. (Negative values make power fall)
1429 </attribute>
1430 <attribute arch="Wis" editor="wisdom" type="int">
1431 The player's wisdom will rise by the given value if he chooses this
1432 class. (Negative values make wisdom fall)
1433 </attribute>
1434 <attribute arch="Cha" editor="charisma" type="int">
1435 The player's charisma will rise by the given value if he chooses this
1436 class. (Negative values make charisma fall)
1437 </attribute>
1438 </section>
1439 </type>
1440
1441 <!--####################################################################-->
1442 <type number="87" name="Cloak">
1443 <import_type name="Amulet" />
1444 <description><![CDATA[
1445 Wearing a cloak, the object's stats will directly be inherited to
1446 the player. Cloaks usually add minor &lt;armour class&gt; and
1447 sometimes a bit of resistance.]]>
1448 </description>
1449 <use><![CDATA[
1450 Feel free to create your own special artifacts. However, it is very
1451 important that you keep your artifact in balance with existing maps.]]>
1452 </use>
1453 <attribute arch="magic" editor="magic bonus" type="int">
1454 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1455 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1456 than direct armour-class bonus on the cloak.
1457
1458 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1459 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1460 </attribute>
1461 </type>
1462
1463 <!--####################################################################-->
1464 <type number="9" name="Clock">
1465 <description><![CDATA[
1466 Applying a clock, the time is displayed to the player.]]>
1467 </description>
1468 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1469 This text may describe the item
1470 </attribute>
1471 </type>
1472
1473 <!--####################################################################-->
1474 <type number="122" name="Container">
1475 <description><![CDATA[
1476 A player can put (certain kinds of) items in the container.
1477 The overall weight of items is reduced when put inside a
1478 container, depending on the settings.
1479 <br><br>
1480 A special feature of containers is the "cauldron",
1481 capable of mixing alchemical receipes.]]>
1482 </description>
1483 <use><![CDATA[
1484 Note on chests - There are two types of chests:
1485 <UL>
1486 <LI> First the random treasure chests - Those are NOT containers
1487 (but object type Treasure), they create random treasures when
1488 applied. Archetype name is "chest".
1489 <LI> Second there are the permanent chests - Those are containers,
1490 they can be opened and closed again. Archetype name is "chest_2".
1491 </UL>]]>
1492 </use>
1493 <attribute arch="race" editor="container class" type="string">
1494 If set, the container will hold only certain types of objects.
1495 Possible choices for &lt;container class&gt; are: "gold and jewels",
1496 "arrows" and "keys".
1497
1498 Unfortunately it is not easy to create new container
1499 classes, because items need a matching counterpiece-attribute
1500 to the &lt;container class&gt; before they can be put inside a
1501 container. This attribute ("race") is set only for the existing
1502 container classes.
1503 </attribute>
1504 <attribute arch="slaying" editor="key string" type="string">
1505 If &lt;key string&gt; is set, only players with a special key
1506 of matching &lt;key string&gt; are able to open the container.
1507 </attribute>
1508 <attribute arch="container" editor="maximum weight" type="int">
1509 The container can hold a maximum total weight of the given value
1510 in gram. Note that this weight limit is calculated *after* the
1511 weight reduction (&lt;reduce weight&gt;) has been applied.
1512 </attribute>
1513 <attribute arch="Str" editor="reduce weight %" type="int">
1514 This value determines how much the weight of items is reduced in
1515 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1516 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1517 Most default values are in the range of ten.
1518 </attribute>
1519 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1520 If set, the container can be used as alchemy-cauldron.
1521 The player can put ingredients inside, close it, cast alchemy
1522 and if his formulae is true, he'll get what he longed for.
1523 </attribute>
1524 <attribute arch="unique" editor="unique item" type="bool">
1525 Unique items exist only one time on a server. If the item
1526 is taken, lost or destroyed - it's gone for good.
1527 All contents of a unique container are unique as well.
1528 </attribute>
1529 <attribute arch="startequip" editor="godgiven item" type="bool">
1530 A godgiven item vanishes as soon as the player
1531 drops it to the ground.
1532 </attribute>
1533 <attribute arch="other_arch" editor="animation arch" type="string">
1534 This is used for a certain kind of... "animation" when
1535 opening the container. Stick to the default arches here
1536 and you won't get into trouble.
1537 </attribute>
1538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1539 This text may contain a description of the container.
1540 </attribute>
1541 </type>
1542
1543 <!--####################################################################-->
1544 <type number="103" name="Converter">
1545 <ignore>
1546 <attribute arch="value" />
1547 <attribute arch="nrof" />
1548 <attribute arch="name_pl" />
1549 <attribute arch="no_pick" />
1550 <attribute arch="unpaid" />
1551 <attribute arch="title" />
1552 </ignore>
1553 <description><![CDATA[
1554 Converters are like "exchange tables". When the player drops a
1555 specific type of items, they get converted into other items, at a
1556 predefined exchange-ratio.]]>
1557 </description>
1558 <use><![CDATA[
1559 Converters are better than shopping with doormats, because the
1560 converters never get sold out. For some items like food or jewels
1561 those "exchange tables" are really nice, while for the more important
1562 stuff like potions converters should not exist.
1563 <br><br>
1564 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1565 items on a converter, the stuff you get must be of equal or lesser
1566 value than before! (Except if you are using "rare" items like
1567 dragonscales for payment). The code will not check if your ratio is
1568 sane, so the player could gain infinite wealth by using your converter.]]>
1569 </use>
1570 <attribute arch="no_pick" value="1" type="fixed" />
1571 <attribute arch="slaying" editor="cost arch" type="string">
1572 &lt;cost arch&gt; is the name of the archetype the player has to
1573 put on the converter, as payment.
1574 </attribute>
1575 <attribute arch="food" editor="cost number" type="int">
1576 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1577 on the converter, in order to get &lt;receive number&gt; items
1578 of &lt;receive arch&gt;.
1579 </attribute>
1580 <attribute arch="other_arch" editor="receive arch" type="string">
1581 &lt;receive arch&gt; is the name of the archetype to convert into.
1582 This field is ignored if the converter has items in inventory. In this
1583 case one of the inventory items is duplicated. The duplicated item is
1584 randomly chosen from all items present.
1585 </attribute>
1586 <attribute arch="sp" editor="receive number" type="int">
1587 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1588 on the converter, in order to get &lt;receive number&gt; items
1589 of &lt;receive arch&gt;.
1590 </attribute>
1591 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1592 This text may contain a description of the converter.
1593 </attribute>
1594 <attribute arch="precious" editor="output unpaid" type="bool">
1595 If the converter has this flag set the generated items will
1596 be flagged as unpaid. Useful if you want to make a converter in a shop.
1597 (For instance for 'dragon scale' to 'dragon shield' converters in some
1598 armour shops.)
1599 </attribute>
1600 </type>
1601
1602 <!--####################################################################-->
1603 <type number="42" name="Creator">
1604 <ignore>
1605 <ignore_list name="system_object" />
1606 </ignore>
1607 <description><![CDATA[
1608 A creator is an object which creates another object when it
1609 is triggered. The child object can be anything. Creators are
1610 VERY useful for all kinds of map-mechanisms. They can even
1611 periodically create things.]]>
1612 </description>
1613 <use><![CDATA[
1614 Don't hesitate to hide your creators under the floor.
1615 The created items will still always appear ontop of the floor.]]>
1616 </use>
1617 <attribute arch="no_pick" value="1" type="fixed" />
1618 <attribute arch="other_arch" editor="create arch" type="string">
1619 This string defines the object that will be created.
1620 You can choose any of the existing arches.
1621 This field is ignored if the creator has items in inventory. In this case
1622 one of the inventory items is duplicated. The duplicated item is randomly
1623 chosen from all items present.
1624 </attribute>
1625 <attribute arch="connected" editor="connection" type="string">
1626 Whenever the connection value is activated,
1627 the creator gets triggered.
1628 </attribute>
1629 &activate_on;
1630 <attribute arch="lifesave" editor="infinit uses" type="bool">
1631 If &lt;infinit uses&gt; is set, the creator will work
1632 infinitely, regardless of the value in &lt;number of uses&gt;.
1633 </attribute>
1634 <attribute arch="speed" editor="speed" type="float">
1635 When this field is set the creator will periodically create stuff
1636 (and will still do so when the connection is triggered).
1637 A value of 1 means roughly 8 times a second.
1638 </attribute>
1639 <attribute arch="hp" editor="number of uses" type="int">
1640 The creator can be triggered &lt;number of uses&gt; times, thus
1641 creating that many objects, before it dissappears.
1642 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1643 </attribute>
1644 <attribute arch="slaying" editor="name of creation" type="string">
1645 The created object will bear the name and title specified in &lt;name of
1646 creation&gt;. If nothing is set, the standard name and title of the
1647 archetype is used.
1648 </attribute>
1649 <attribute arch="level" editor="level of creation" type="int">
1650 The created object will be of that level. If zero/unset,
1651 the standard level of the archetype is used.
1652 </attribute>
1653 </type>
1654
1655 <!--####################################################################-->
1656 <type number="51" name="Detector">
1657 <ignore>
1658 <ignore_list name="system_object" />
1659 </ignore>
1660 <description><![CDATA[
1661 Detectors work quite much like inv. checkers/pedestals: If the detector
1662 finds a specific object, it toggles its connected value.
1663 <br><br>
1664 What is "unique" about them, compared to inv. checkers/ pedestals?
1665 - First, detectors check their square for a match periodically, not
1666 instantly. Second, detectors check directly for object names. Third,
1667 detectors do not check the inventory of players/monsters.]]>
1668 </description>
1669 <use><![CDATA[
1670 There is one major speciality about detectors: You can detect spells
1671 blown over a detector! To detect a lighting bolt for example, set
1672 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1673 walls, this can be very useful for map-mechanisms.]]>
1674 </use>
1675 <attribute arch="no_pick" value="1" type="fixed" />
1676 <attribute arch="slaying" editor="match name" type="string">
1677 &lt;match name&gt; specifies the name of the object we are looking for.
1678 Actually it does also check for the &lt;key string&gt; in key-objects,
1679 but for this case inventory checkers are often more powerful to use.
1680 </attribute>
1681 <attribute arch="connected" editor="connection" type="string">
1682 When the detector is triggered, all objects with the same
1683 connection value get activated.
1684 </attribute>
1685 <attribute arch="speed" editor="detection speed" type="float">
1686 This value defines the time between two detector-checks.
1687 If you want the detector to behave almost like pedestals/buttons,
1688 set speed rather high, like &lt;detection speed&gt; 1.0.
1689 </attribute>
1690 &speed_left;
1691 <attribute arch="speed_left" editor="speed left" type="float">
1692 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1693 If it is larger than 0, the detector checks, and the speed is decremented
1694 by 1.
1695 </attribute>
1696 </type>
1697
1698 <!--####################################################################-->
1699 <type number="164" name="Map Script">
1700 <ignore>
1701 <ignore_list name="system_object" />
1702 </ignore>
1703 <description><![CDATA[
1704 The map script object is a very special object that can react to connected
1705 events and executes a perl script.
1706 ]]>
1707 </description>
1708 <use><![CDATA[
1709 The perl script gets passed an $activator object and can use the set/get/find/timer functions
1710 to react to/trigger other objects.
1711 ]]>
1712 </use>
1713 <attribute arch="connected" editor="connection" type="string">
1714 When the map script object is triggered, it will execute
1715 the perl script with the triggering object as $activator.
1716 </attribute>
1717 &activate_on;
1718 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1719 This perl script will be executed each time the objetc is triggered.
1720 </attribute>
1721 </type>
1722
1723 <!--####################################################################-->
1724 <type number="112" name="Director">
1725 <ignore>
1726 <ignore_list name="non_pickable" />
1727 </ignore>
1728 <description><![CDATA[
1729 Directors change the direction of spell objects and other projectiles
1730 that fly past. Unlike spinners, directors always move objects in the
1731 same direction. It does not make a difference from what angle you
1732 shoot into it.<br>
1733 Directors are visible per default.]]>
1734 </description>
1735 <use><![CDATA[
1736 Directors are rarely used in maps. Sometimes they are placed to
1737 change the direction of spells coming out of magic walls,
1738 "channeling" spell-projectiles in some direction. When doing this,
1739 <B>never place directors facing each other with magic walls fireing
1740 into them!</B> The spell-projectiles bouncing between the directors
1741 would accumulate to huge numbers and at some point slow down the
1742 server by eating memory- and CPU-time.
1743 <br><br>
1744 You'd better not place directors in monster vs. player combat
1745 areas too much, because that freaks out wizard-type players.]]>
1746 </use>
1747 <attribute arch="sp" editor="direction" type="list_direction">
1748 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1749 A director with direction &lt;none&gt; simply stops projectiles.
1750 (The latter works out a bit strange for some spells).
1751 </attribute>
1752 &move_on;
1753 </type>
1754
1755 <!--####################################################################-->
1756 <type number="158" name="Disease">
1757 <ignore>
1758 <ignore_list name="system_object" />
1759 </ignore>
1760 <description><![CDATA[
1761 Diseases are an intersting form of spellcraft in Deliantra.
1762 Once casted, they can spread out and infect creatures in a large
1763 area. Being infected can have various effects, from amusing farts
1764 to horrible damage - almost everything is possible.]]>
1765 </description>
1766 <use><![CDATA[
1767 Diseases are extremely flexible and usable in a many ways.
1768 So far they are mostly used for causing bad, unwanted effects.
1769 You could just as well create a disease which helps the player
1770 (recharging mana for example).
1771 Infection with a "positive disease" could even be a quest reward.]]>
1772 </use>
1773 <attribute arch="invisible" value="1" type="fixed" />
1774 <attribute arch="level" editor="plaque level" type="int">
1775 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1776 This mainly reflects in the &lt;damage&gt;. It has no effect on
1777 most other symptoms. Neverthless, it is a very important value for
1778 all damage-inflicting diseases.
1779 </attribute>
1780 <attribute arch="race" editor="infect race" type="string">
1781 The disease will only infect creatures of the specified &lt;race&gt;.
1782 "&lt;race&gt; *" means every creature can be infected.
1783 </attribute>
1784 <attribute arch="ac" editor="progressiveness" type="int">
1785 Every time the disease "moves" the severity of the symptoms are increased
1786 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1787 </attribute>
1788 <section name="spreading">
1789 <attribute arch="wc" editor="infectiosness" type="int">
1790 The &lt;infectiosness&gt; defines the chance of new creatures getting
1791 infected. If you set this too high, the disease is very likely to
1792 be too effective.
1793
1794 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1795 </attribute>
1796 <attribute arch="last_grace" editor="attenuation" type="int">
1797 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1798 everytime it infects someone new. This limits how many generations
1799 a disease can propagate.
1800 </attribute>
1801 <attribute arch="magic" editor="infection range" type="int">
1802 &lt;infection range&gt; sets the range at which infection may occur.
1803 If positive, the &lt;infection range&gt; is level dependant - If negative,
1804 it is not:
1805 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1806 six square range, and &lt;plaque level&gt; doesn't modify that.
1807 </attribute>
1808 <attribute arch="maxhp" editor="persistence" type="int">
1809 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1810 The disease can "move" &lt;persistence&gt; times outside a host before it
1811 vanishes. A negative value means the disease lasts for permanent
1812 (which is only recommended to use in maps without monsters).
1813 </attribute>
1814 <attribute arch="maxgrace" editor="curing duration" type="int">
1815 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1816 (Assuming the host survives and doesn't use a curing spell).
1817 After this period the disease is naturally cured, which provides the
1818 host with immunity from this particular disease of lower or equal level.
1819
1820 A negative value means the disease can never be cured naturally.
1821
1822 Note that this value can be further modulated by spell-parameters,
1823 if the disease is registered as spell in the code. Due to that,
1824 most default diseases take a lot longer to cure than it seems.
1825 </attribute>
1826 <attribute arch="speed" editor="moving speed" type="float">
1827 The &lt;speed&gt; of the disease determines how fast the disease will
1828 "move", thus how fast the symptoms strike the host.
1829 </attribute>
1830 &speed_left;
1831 </section>
1832 <section name="symptoms">
1833 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1834 The disease will attack the host with the given &lt;attacktype&gt;.
1835 Godpower attacktype is commonly used for "unresistable" diseases.
1836 </attribute>
1837 <attribute arch="dam" editor="damage" type="int">
1838 A disease with a positive &lt;damage&gt; value will strike the player for that
1839 amount of damage every time the symptoms occur.
1840 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1841 the player's health is reduced by 10% every time the symptoms strike.
1842
1843 Diseases with %-based damage can be dangerous - but not deadly -
1844 for players of all levels.
1845 </attribute>
1846 <attribute arch="other_arch" editor="create arch" type="string">
1847 If set, the specified arch is created and dropped every time the
1848 symptoms strike.
1849
1850 This can be various things: farts, body pieces, eggs ...
1851 Even monsters can be created that way. You could also make a
1852 disease where some exotic stuff like money/gems is created.
1853 </attribute>
1854 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1855 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1856 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1857 </attribute>
1858 <attribute arch="exp" editor="exp. for curing" type="int">
1859 When the player manages to cure this disease (with a curing spell),
1860 he is awarded with &lt;exp. for curing&gt; experience.
1861 </attribute>
1862 <attribute arch="maxsp" editor="mana depletion" type="int">
1863 Every time the disease "moves", the player's mana is
1864 reduced by the value of &lt;mana depletion&gt;.
1865 For negative values, a %-based amount is taken.
1866 </attribute>
1867 <attribute arch="last_eat" editor="food depletion" type="int">
1868 Every time the disease "moves", the player's food is
1869 reduced by the value of &lt;food depletion&gt;.
1870 For negative values, a %-based amount is taken.
1871 </attribute>
1872 <attribute arch="hp" editor="health regen." type="int">
1873 This value increases the player's healing rate.
1874 Negative values decrease it.
1875 </attribute>
1876 <attribute arch="sp" editor="mana regen." type="int">
1877 This value increases the player's rate of mana regeneration.
1878 Negative values decrease it.
1879 </attribute>
1880 </section>
1881 <section name="disability">
1882 <attribute arch="Str" editor="strength" type="int">
1883 The player's strength will rise by the given value
1884 while being infected. (Negative values make strength fall)
1885 </attribute>
1886 <attribute arch="Dex" editor="dexterity" type="int">
1887 The player's dexterity will rise by the given value
1888 while being infected. (Negative values make dexterity fall)
1889 </attribute>
1890 <attribute arch="Con" editor="constitution" type="int">
1891 The player's constitution will rise by the given value
1892 while being infected. (Negative values make constitution fall)
1893 </attribute>
1894 <attribute arch="Int" editor="intelligence" type="int">
1895 The player's intelligence will rise by the given value
1896 while being infected. (Negative values make intelligence fall)
1897 </attribute>
1898 <attribute arch="Pow" editor="power" type="int">
1899 The player's power will rise by the given value
1900 while being infected. (Negative values make power fall)
1901 </attribute>
1902 <attribute arch="Wis" editor="wisdom" type="int">
1903 The player's wisdom will rise by the given value
1904 while being infected. (Negative values make wisdom fall)
1905 </attribute>
1906 <attribute arch="Cha" editor="charisma" type="int">
1907 The player's charisma will rise by the given value
1908 while being infected. (Negative values make charisma fall)
1909 </attribute>
1910 </section>
1911 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1912 This text is displayed to the player every time the
1913 symptoms strike.
1914 </attribute>
1915 </type>
1916
1917 <!--####################################################################-->
1918 <type number="23" name="Door">
1919 <ignore>
1920 <ignore_list name="non_pickable" />
1921 </ignore>
1922 <description><![CDATA[
1923 A door can be opened with a normal key. It also can be broken by attacking
1924 it, and it can be defeated with the lockpicking skill. If a door is
1925 defeated, horizontally and vertically adjacent doors are automatically
1926 removed.]]>
1927 </description>
1928 <attribute arch="no_pick" value="1" type="fixed" />
1929 <attribute arch="alive" value="1" type="fixed" />
1930 &movement_types_terrain;
1931 <attribute arch="hp" editor="hitpoints" type="int">
1932 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1933 </attribute>
1934 <attribute arch="ac" editor="armour class" type="int">
1935 Doors of high &lt;armour class&gt; are less likely to get hit.
1936 &lt;armour class&gt; can be considered the "counterpiece" to
1937 &lt;weapon class&gt;.
1938 </attribute>
1939 <attribute arch="other_arch" editor="drop arch" type="string">
1940 This string defines the object that will be created when the door was
1941 defeated.
1942 </attribute>
1943 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1944 This entry determines what kind of traps will appear in the door.
1945 </attribute>
1946 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1947 Set this flag to move treasure items created into the environment (map)
1948 instead of putting them into the object.
1949 </attribute>
1950 </type>
1951
1952 <!--####################################################################-->
1953 <type number="83" name="Duplicator">
1954 <ignore>
1955 <ignore_list name="system_object" />
1956 </ignore>
1957 <description><![CDATA[
1958 When activated, a duplicator can duplicate, multiply or destroy a pile of
1959 objects which lies somewhere on top of the duplicator.
1960 The duplicator has one arch name specified as &lt;target arch&gt;,
1961 and only objects of this archetype can be affected.<br>
1962 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1963 If the latter is set to zero, it will destroy objects.]]>
1964 </description>
1965 <use><![CDATA[
1966 I hope it is clear that one must be very cautious when inserting a duplicator
1967 anywhere with &lt;multiply factor&gt; greater than one.
1968 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1969 It is <b>not acceptable</b> to allow duplication of anything other than
1970 coins, gold and jewels. Besides, it is very important that the chance to
1971 loose the input matches the chance to earn winnings.<br>
1972 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1973 loosing rate of 2/3 = 67%.]]>
1974 </use>
1975 <attribute arch="other_arch" editor="target arch" type="string">
1976 Only objects of matching archtype, lying ontop of the duplicator will be
1977 duplicated, multiplied or removed. All other objects will be ignored.
1978 </attribute>
1979 <attribute arch="level" editor="multiply factor" type="int">
1980 The number of items in the target pile will be multiplied by the
1981 &lt;multiply factor&gt;. If it is set to zero, all target objects
1982 will be destroyed.
1983 </attribute>
1984 <attribute arch="connected" editor="connection" type="string">
1985 An activator (lever, altar, button, etc) with matching connection value
1986 is able to trigger this duplicator. Be very careful that players cannot
1987 abuse it to create endless amounts of money or other valuable stuff!
1988 </attribute>
1989 &activate_on;
1990 </type>
1991
1992 <!--####################################################################-->
1993 <type number="66" name="Exit">
1994 <ignore>
1995 <ignore_list name="non_pickable" />
1996 </ignore>
1997 <description><![CDATA[
1998 When the player applies an exit, he is transferred to a different location.
1999 (Monsters cannot use exits.) Depending on how it is set, the player applies
2000 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2001 the exit. ]]>
2002 </description>
2003 <use><![CDATA[
2004 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2005 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2006 detected with the show_invisible spell.
2007 <br><br>
2008 You can be quite creative with the outlook of secret exits (their "face").
2009 Don't forget to give the player relyable hints about them though.]]>
2010 </use>
2011 <attribute arch="slaying" editor="exit path" type="string">
2012 The exit path defines the map that the player is transferred to.
2013 You can enter an absolute path, beginning with '/' (for example
2014 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2015 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2016 relative path "Fire1"). Use relative paths whenever possible! Note that
2017 upper/lower case must always be set correctly. However, please use lower
2018 case only.
2019 It is well possible to have an exit pointing to the same map that the exit
2020 is on. If slaying is not set in an exit, the player will see a message like
2021 "the exit is closed".
2022 </attribute>
2023 <attribute arch="hp" editor="destination X" type="int">
2024 The exit destinations define the (x, y)-coordinates where the exit
2025 leads to.
2026 If both are set to zero, the player will be transferred to the "default
2027 enter location" of the destined map. The latter can be set in the map-
2028 properties as "Enter X/Y". Though, please DO NOT use that.
2029 It turned out to be a source for numerous map-bugs.
2030 </attribute>
2031 <attribute arch="sp" editor="destination Y" type="int">
2032 The exit destinations define the (x, y)-coordinates where the exit
2033 leads to.
2034 If both are set to zero, the player will be transferred to the "default
2035 enter location" of the destined map. The latter can be set in the map-
2036 properties as "Enter X/Y". Though, please DO NOT use that.
2037 It turned out to be a source for numerous map-bugs.
2038 </attribute>
2039 &move_on;
2040 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2041 If set, this message will be displayed to the player when he applies the exit.
2042 This is quite useful to throw in some "role-play feeling": "As you enter the
2043 dark cave you hear the sound of rustling dragonscales...". Well, my english
2044 is poor, but you get the point. =)
2045 </attribute>
2046 <attribute arch="damned" editor="set savebed" type="bool">
2047 If set, then players using this exit will have their savebed position
2048 set to the destination of the exit when passing through.
2049 </attribute>
2050 </type>
2051
2052 <!--####################################################################-->
2053 <type number="72" name="Flesh">
2054 <description><![CDATA[
2055 Just like with food, the player can fill his stomache and gain a
2056 little health by eating flesh-objects. <br>
2057 For dragon players, flesh plays a very special role though: If the
2058 flesh has resistances set, a dragon player has a chance to gain resistance in
2059 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2060 Don't forget that flesh items with resistances have to be balanced
2061 according to map/monster difficulty.]]>
2062 </description>
2063 <use><![CDATA[
2064 For dragon players, flesh items can be highly valuable. Note that many
2065 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2066 These flesh items "inherit" resistances and level from the monster they belong to.
2067 When you add special flesh items to the inventory of a monster, this is
2068 not the case - so you have to set it manually.
2069 <br><br>
2070 Generally adding special flesh-treaties for dragon players is a great thing
2071 to do. Always consider that dragon players might really not be interested
2072 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2073 out on the reward completely.]]>
2074 </use>
2075 <attribute arch="food" editor="foodpoints" type="int">
2076 The player's stomache will get filled with this amount of foodpoints.
2077 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2078 </attribute>
2079 <attribute arch="level" editor="flesh level" type="int">
2080 The &lt;flesh level&gt; is not visible to the players and it affects only
2081 dragon players. Normally this value reflects the level of the monster
2082 from which the flesh item originates.
2083 Dragon players always search for flesh of highest level possible,
2084 because it bears the best chance to gain high resistances.
2085 </attribute>
2086 <attribute arch="startequip" editor="godgiven item" type="bool">
2087 A godgiven item vanishes as soon as the player
2088 drops it to the ground.
2089 </attribute>
2090 &resistances_flesh_section;
2091 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2092 This text may describe the item.
2093 </attribute>
2094 </type>
2095
2096 <!--####################################################################-->
2097 <type number="0" name="Floor">
2098 <required>
2099 <attribute arch="is_floor" value="1" />
2100 <attribute arch="alive" value="0" />
2101 </required>
2102 <ignore>
2103 <ignore_list name="non_pickable" />
2104 </ignore>
2105 <description><![CDATA[
2106 Floor is a very basic thing whithout too much
2107 functionality. It's a floor - you stand on it.]]>
2108 </description>
2109 <attribute arch="is_floor" value="1" type="fixed" />
2110 <attribute arch="no_pick" value="1" type="fixed" />
2111 <section name="terrain">
2112 &movement_types_terrain;
2113 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2114 This flag indicates this spot contains wood or high grass.
2115 Players with activated woodsman skill can move faster here.
2116 </attribute>
2117 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2118 This flag indicates this spot contains hills or large rocks.
2119 Players with activated mountaineer skill can move faster here.
2120 </attribute>
2121 </section>
2122 <attribute arch="no_magic" editor="no spells" type="bool">
2123 If enabled, it is impossible for players to use (wizard-)
2124 spells on that spot.
2125 </attribute>
2126 <attribute arch="damned" editor="no prayers" type="bool">
2127 If enabled, it is impossible for players to use prayers
2128 on that spot. It also prevents players from saving.
2129 </attribute>
2130 <attribute arch="unique" editor="unique map" type="bool">
2131 Unique floor means that any items dropped on that spot
2132 will be saved byond map reset. For permanent apartments,
2133 all floor tiles must be set &lt;unique map&gt;.
2134 </attribute>
2135 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2136 This text may describe the object.
2137 </attribute>
2138 </type>
2139
2140 <!--####################################################################-->
2141 <type number="67" name="Floor (Encounter)">
2142 <ignore>
2143 <ignore_list name="non_pickable" />
2144 </ignore>
2145 <description><![CDATA[
2146 Encounter-Floor is pretty much the same as normal floor.
2147 Most outdoor floor/ground-arches are set to be "encounters".
2148 That is kind of a relict from former code: When walking over
2149 encounter-floor, players sometimes got beamed to little maps
2150 with monsters on them. Nowadays this feature is disabled -
2151 Hence encounter floor is not different from normal floor.]]>
2152 </description>
2153 <attribute arch="is_floor" value="1" type="fixed" />
2154 <attribute arch="no_pick" value="1" type="fixed" />
2155 <section name="terrain">
2156 &movement_types_terrain;
2157 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2158 This flag indicates this spot contains wood or high grass.
2159 Players with activated woodsman skill can move faster here.
2160 </attribute>
2161 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2162 This flag indicates this spot contains hills or large rocks.
2163 Players with activated mountaineer skill can move faster here.
2164 </attribute>
2165 </section>
2166 <attribute arch="no_magic" editor="no spells" type="bool">
2167 If enabled, it is impossible for players to use (wizard-)
2168 spells on that spot.
2169 </attribute>
2170 <attribute arch="damned" editor="no prayers" type="bool">
2171 If enabled, it is impossible for players to use prayers
2172 on that spot. It also prevents players from saving.
2173 </attribute>
2174 <attribute arch="unique" editor="unique map" type="bool">
2175 Unique floor means that any items dropped on that spot
2176 will be saved byond map reset. For permanent apartments,
2177 all floor tiles must be set &lt;unique map&gt;.
2178 </attribute>
2179 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2180 This text may describe the object.
2181 </attribute>
2182 </type>
2183
2184 <!--####################################################################-->
2185 <type number="6" name="Food">
2186 <description><![CDATA[
2187 By eating/drinking food-objects, the player can fill his
2188 stomache and gain a little health.]]>
2189 </description>
2190 <attribute arch="food" editor="foodpoints" type="int">
2191 The player's stomache will get filled with this amount of foodpoints.
2192 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2193 </attribute>
2194 <attribute arch="startequip" editor="godgiven item" type="bool">
2195 A godgiven item vanishes as soon as the player
2196 drops it to the ground.
2197 </attribute>
2198 </type>
2199
2200 <!--####################################################################-->
2201 <type number="91" name="Gate">
2202 <ignore>
2203 <ignore_list name="non_pickable" />
2204 </ignore>
2205 <description><![CDATA[
2206 Gates play an important role in Deliantra. Gates can be opened
2207 by activating a button/trigger, by speaking passwords (-> magic_ear)
2208 or carrying special key-objects (-> inventory checker).
2209 Unlike locked doors, gates can get shut again after a player has
2210 passed, which makes them more practical in many cases.]]>
2211 </description>
2212 <use><![CDATA[
2213 Use gates to divide your maps into seperated areas. After solving
2214 area A, the player gains access to area B, and so on. Make your
2215 maps more complex than "one-way".]]>
2216 </use>
2217 <attribute arch="no_pick" value="1" type="fixed" />
2218 <attribute arch="speed" value="1" type="float">
2219 The speed of the gate affects how fast it is closing/opening.
2220 </attribute>
2221 <attribute arch="connected" editor="connection" type="string">
2222 Whenever the inventory checker is triggered, all objects with identical
2223 &lt;connection&gt; value get activated. This only makes sense together with
2224 &lt;blocking passage&gt; disabled.
2225 </attribute>
2226 <attribute arch="wc" editor="position state" type="int">
2227 The &lt;position state&gt; defines the position of the gate:
2228 Zero means completely open/down, the "number of animation-steps" (usually
2229 about 6 or 7) means completely closed/up state. I suggest you don't
2230 mess with this value - Leave the default in place.
2231 </attribute>
2232 &movement_types_terrain;
2233 <attribute arch="no_magic" editor="restrict spells" type="bool">
2234 Restricting the use of spells to pass this gate. This has
2235 an effect only if &lt;block view&gt; is disabled.
2236 </attribute>
2237 <attribute arch="damned" editor="restrict prayers" type="bool">
2238 Restricting the use of prayers to pass this door. This has
2239 an effect only if &lt;block view&gt; is disabled.
2240 </attribute>
2241 </type>
2242
2243 <!--####################################################################-->
2244 <type number="113" name="Girdle">
2245 <import_type name="Amulet" />
2246 <description><![CDATA[
2247 Wearing a girdle, the object's stats will directly be inherited to
2248 the player. Girdles usually provide stats- or damage bonuses and no
2249 defense.]]>
2250 </description>
2251 <use><![CDATA[
2252 Feel free to create your own special artifacts. However, it is very
2253 important that you keep your artifact in balance with existing maps.]]>
2254 </use>
2255 <attribute arch="magic" editor="magic bonus" type="int">
2256 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2257 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2258 than direct armour-class bonus on the helmet.
2259
2260 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2261 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2262 &lt;magic bonus&gt; is pointless here.
2263 </attribute>
2264 </type>
2265
2266 <!--####################################################################-->
2267 <type number="100" name="Gloves">
2268 <import_type name="Amulet" />
2269 <description><![CDATA[
2270 Wearing gloves, the object's stats will directly be inherited to
2271 the player. Gloves can add defense or damage bonuses.]]>
2272 </description>
2273 <use><![CDATA[
2274 Feel free to create your own special artifacts. However, it is very
2275 important that you keep your artifact in balance with existing maps.]]>
2276 </use>
2277 <attribute arch="magic" editor="magic bonus" type="int">
2278 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2279 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2280 will increase that.
2281 </attribute>
2282 </type>
2283
2284 <!--####################################################################-->
2285 <type number="93" name="Handle">
2286 <ignore>
2287 <ignore_list name="non_pickable" />
2288 </ignore>
2289 <description><![CDATA[
2290 A handle can be applied by players and (certain) monsters.
2291 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2292 </description>
2293 <use><![CDATA[
2294 Handles are commonly used to move gates. When placing your lever,
2295 don't forget that some monsters are able to apply it.
2296 The ability to apply levers is rare among monsters -
2297 but vampires can do it for example.]]>
2298 </use>
2299 <attribute arch="no_pick" value="1" type="fixed" />
2300 <attribute arch="connected" editor="connection" type="string">
2301 Every time the handle is applied, all objects
2302 with the same &lt;connection&gt; value are activated.
2303 </attribute>
2304 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2305 This text may describe the item. You can use this
2306 message to explain the handle's purpose to the player.
2307 </attribute>
2308 </type>
2309
2310 <!--####################################################################-->
2311 <type number="27" name="Handle Trigger">
2312 <import_type name="Handle" />
2313 <ignore>
2314 <ignore_list name="non_pickable" />
2315 </ignore>
2316 <description><![CDATA[
2317 Handle triggers are handles which reset after a short period
2318 of time. Every time it is either applied or reset, the
2319 &lt;connection&gt; value is triggered.]]>
2320 </description>
2321 <use><![CDATA[
2322 When you connect an ordinary handle to a gate, the gate normally remains
2323 opened after the first player passed. If you want to keep the gate shut,
2324 connecting it to a handle trigger is an easy solution. ]]>
2325 </use>
2326 </type>
2327
2328 <!--####################################################################-->
2329 <type number="88" name="Hazard Floor">
2330 <required>
2331 <attribute arch="is_floor" value="1" />
2332 </required>
2333 <ignore>
2334 <ignore_list name="non_pickable" />
2335 </ignore>
2336 <description><![CDATA[
2337 The best example for Hazard Floor is lava. It works like standard
2338 floor, but damages all creatures standing on it.
2339 Damage is taken in regular time intervals.]]>
2340 </description>
2341 <use><![CDATA[
2342 The default lava for example does minor damage. But you can turn
2343 it up so that your hazard floor poses a real threat.<br>
2344 Like magic walls, such floors add a permanent thrill to your map.
2345 You can use that to safely chase off too-weak players, or just
2346 to have something different.]]>
2347 </use>
2348 <attribute arch="is_floor" value="1" type="fixed" />
2349 <attribute arch="lifesave" value="1" type="fixed" />
2350 &move_on;
2351 <attribute arch="no_pick" value="1" type="fixed" />
2352 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2353 This attribute specifys the attacktypes that this floor uses to
2354 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2355 If you want a real tough hazard floor, add more than just one attacktype.
2356 </attribute>
2357 <attribute arch="dam" editor="base damage" type="int">
2358 The &lt;base damage&gt; defines how much damage is inflicted to the
2359 victim per hit. The final damage is influenced by several other
2360 factors like the victim's resistance and level.
2361 </attribute>
2362 <attribute arch="wc" editor="weaponclass" type="int">
2363 &lt;weapon class&gt; improves the chance of hitting the victim.
2364 Lower values are better.
2365 Usually, hazard floors like lava are supposed to hit the
2366 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2367 to something like -30.
2368 </attribute>
2369 <attribute arch="level" editor="attack level" type="int">
2370 I guess this value is supposed to work similar to monster levels.
2371 But in fact, it does not seem to have an effect. Set any non-zero
2372 value to be on the safe side.
2373 </attribute>
2374 <section name="terrain">
2375 &movement_types_terrain;
2376 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2377 This flag indicates this spot contains wood or high grass.
2378 Players with activated woodsman skill can move faster here.
2379 </attribute>
2380 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2381 This flag indicates this spot contains hills or large rocks.
2382 Players with activated mountaineer skill can move faster here.
2383 </attribute>
2384 </section>
2385 <attribute arch="no_magic" editor="no spells" type="bool">
2386 If enabled, it is impossible for players to use (wizard-)
2387 spells on that spot.
2388 </attribute>
2389 <attribute arch="damned" editor="no prayers" type="bool">
2390 If enabled, it is impossible for players to use prayers
2391 on that spot. It also prevents players from saving.
2392 </attribute>
2393 <attribute arch="unique" editor="unique map" type="bool">
2394 Unique floor means that any items dropped on that spot
2395 will be saved byond map reset. For permanent apartments,
2396 all floor tiles must be set &lt;unique map&gt;.
2397 </attribute>
2398 </type>
2399
2400 <!--####################################################################-->
2401 <type number="34" name="Helmet">
2402 <import_type name="Amulet" />
2403 <description><![CDATA[
2404 Wearing a helmet, the object's stats will directly be inherited to
2405 the player. Normal helmets usually increase defense, while crowns
2406 add more special bonuses like stats/resistances paired with
2407 low defense.]]>
2408 </description>
2409 <use><![CDATA[
2410 Feel free to create your own special artifacts. However, it is very
2411 important that you keep your artifact in balance with existing maps.]]>
2412 </use>
2413 <attribute arch="magic" editor="magic bonus" type="int">
2414 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2415 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2416 than direct armour-class bonus on the helmet.
2417
2418 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2419 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2420 Crowns for instance typically provide no &lt;amour class&gt;.
2421 </attribute>
2422 </type>
2423
2424 <!--####################################################################-->
2425 <type number="56" name="Holy Altar">
2426 <ignore>
2427 <ignore_list name="non_pickable" />
2428 </ignore>
2429 <description><![CDATA[
2430 Holy_altars are altars for the various religions. Praying
2431 at a Holy_altar will make you a follower of that god, and
2432 if you already follow that god, you may get some extra bonus.]]>
2433 </description>
2434 <attribute arch="no_pick" value="1" type="fixed" />
2435 <attribute arch="other_arch" editor="god name" type="string">
2436 The altar belongs to the god of the given name. Possible options for
2437 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2438 Gorokh, Valriel and Sorig.
2439
2440 If you want to have an unconsecrated altar, set
2441 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2442 </attribute>
2443 <attribute arch="level" editor="reconsecrate level" type="int">
2444 To re-consecrate an altar, the player's wisdom level must be as
2445 high or higher than this value. In that way, some altars can not
2446 be re-consecrated, while other altars, like those in dungeons, could be.
2447
2448 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2449 Some characters might need those altars, they would be very unhappy to
2450 see them re-consecrated to another cult.
2451 </attribute>
2452 </type>
2453
2454 <!--####################################################################-->
2455 <type number="35" name="Horn">
2456 <ignore>
2457 <attribute arch="title" />
2458 </ignore>
2459 <description><![CDATA[
2460 Horns are very similar to rods. The difference is that horns regenerate
2461 spellpoints faster and thus are more valuable than rods.
2462 <br><br>
2463 A horn contains a spell. The player can use this spell by applying and
2464 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2465 used endlessly.]]>
2466 </description>
2467 <use><![CDATA[
2468 Horns are powerful due to their fast recharge rate. They should
2469 never contain high level attacking spells. Even curing/healing spells
2470 are almost too good on a horn.]]>
2471 </use>
2472 <attribute arch="sp" editor="spell" type="spell">
2473 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2474 horns to players, since they can be used endlessly without any mana cost!
2475 Horns with heal/ restoration/ protection spells, IF available, MUST be
2476 very very VERY hard to get!
2477 </attribute>
2478 <attribute arch="level" editor="casting level" type="int">
2479 The casting level of the &lt;spell&gt; determines it's power.
2480 For attack spells, level should not be set too high.
2481 </attribute>
2482 <attribute arch="hp" editor="initial spellpoints" type="int">
2483 This value represents the initial amount of spellpoints in the horn.
2484 Naturally, this is quite unimportant.
2485 </attribute>
2486 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2487 When the horn is fully charged up, it will hold this maximum amount of
2488 spellpoints. Make sure it is enough to cast the contained spell at least
2489 once. But don't set the value too high, as that might make the horn way
2490 too effective.
2491 </attribute>
2492 <attribute arch="startequip" editor="godgiven item" type="bool">
2493 A godgiven item vanishes as soon as the player
2494 drops it to the ground.
2495 </attribute>
2496 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2497 This text may contain a description of the horn.
2498 </attribute>
2499 </type>
2500
2501 <!--####################################################################-->
2502 <type number="73" name="Inorganic">
2503 <description><![CDATA[
2504 Inorganic materials are generally used as ingredients for
2505 alchemical receipes. By themselves, they have no special
2506 functionalities.]]>
2507 </description>
2508 <attribute arch="is_dust" editor="is dust" type="bool">
2509 </attribute>
2510 &resistances_basic;
2511 </type>
2512
2513 <!--####################################################################-->
2514 <type number="64" name="Inventory Checker">
2515 <ignore>
2516 <ignore_list name="system_object" />
2517 </ignore>
2518 <description><![CDATA[
2519 Inventory checkers passively check the players inventory for a
2520 specific object. You can set a connected value that is triggered
2521 either if that object is present or missing (-&gt; "last_sp") when a
2522 player walks over the inv. checker. A valid option is to remove the
2523 matching object (usually not recommended, see "last_heal").
2524 <br><br>
2525 Alternatively, you can set your inv. checker to block all players
2526 that do/don't carry the matching object.
2527 <br><br>
2528 As you can see, inv. checkers are quite powerful, holding a
2529 great variety of possibilities.]]>
2530 </description>
2531 <use><![CDATA[
2532 Putting a check_inventory space in front of a gate (one below) and
2533 one on the opposite side works reasonably well as a control mechanism.
2534 Unlike the key/door-combo, this one works infinite since it is
2535 independant from map reset. Use it to put a "structure" into your
2536 maps: Player must solve area A to gain access to area B. This concept
2537 can be found in nearly every RPG - simple but effective.]]>
2538 </use>
2539 <attribute arch="no_pick" value="1" type="fixed" />
2540 <attribute arch="slaying" editor="match key string" type="string">
2541 This string specifies the object we are looking for: We have a match
2542 if the player does/don't carry a key object or a mark with identical
2543 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2544 this context. A typical example is the city gate mechanism of scorn.
2545 </attribute>
2546 <attribute arch="race" editor="match arch name" type="string">
2547 This string specifies the object we are looking for: We have a match
2548 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2549 </attribute>
2550 <attribute arch="hp" editor="match type" type="int">
2551 This value specifies the object we are looking for: We have a match
2552 if the player does/don't carry an object that is of type &lt;match type&gt;.
2553
2554 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2555 enabled. Now you have an inv. checker blocking all players that carry any
2556 kind of melee weapon. To pass, a player is forced to leave behind all
2557 his weaponry... bad news for a warrior. ;)
2558 </attribute>
2559 <attribute arch="last_sp" editor="match = having" type="bool">
2560 Enabled means having that object is a match.
2561 Disabled means not having that object is a match.
2562 </attribute>
2563 <attribute arch="connected" editor="connection" type="string">
2564 Whenever the inventory checker is triggered, all objects with identical
2565 &lt;connection&gt; value get activated. This only makes sense together with
2566 &lt;blocking passage&gt; disabled.
2567 </attribute>
2568 &movement_types_terrain;
2569 <attribute arch="last_heal" editor="remove match" type="bool">
2570 &lt;remove match&gt; means remove object if found. Setting this is usually not
2571 recommended because inv. checkers are in general invisible. So, unlike
2572 for altars/ locked doors, the player won't expect to lose an object when
2573 walking over that square. And he doesn't even get a message either.
2574
2575 So, *if* you enable &lt;remove match&gt;, make sure
2576 to inform the player what's going on!
2577 </attribute>
2578 </type>
2579
2580 <!--####################################################################-->
2581 <type number="163" name="Item Transformer">
2582 <description><![CDATA[
2583 An item transformer is simply applied, after having marked a 'victim'
2584 item. If the victim is suitable, it will be transformed into something
2585 else.]]>
2586 </description>
2587 <use><![CDATA[
2588 To make an item transformable, you just have to fill the 'slaying' field.
2589 The syntax is:
2590 <br>
2591 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2592 <br>
2593 with [] denoting optional part, and * any number of preceding [].
2594 'new_item' must be the name of an existing archetype.
2595 <br><br>
2596 Example, for object apple: slaying knife:2 half_apple
2597 <br><br>
2598 This means that, when applying a knife (should be an Item Transformer),
2599 one 'apple' will be transformed into 2 'half_apple'.]]>
2600 </use>
2601 <attribute arch="food" editor="number of uses" type="int">
2602 &lt;number of uses&gt; controls how many times the item transformer can
2603 be used. The value 0 means "unlimited"
2604 </attribute>
2605 <attribute arch="slaying" editor="verb" type="string">
2606 Contains the verb that is used to construct a message to the player
2607 applying the item transformer.
2608 </attribute>
2609 <attribute arch="startequip" editor="godgiven item" type="bool">
2610 A godgiven item vanishes as soon as the player
2611 drops it to the ground.
2612 </attribute>
2613 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2614 This text may contain a description of the item transformer.
2615 </attribute>
2616 </type>
2617
2618 <!--####################################################################-->
2619 <type number="60" name="Jewel">
2620 <description><![CDATA[
2621 Items of the type Gold &amp; Jewels are handled like a currency.
2622 Unlike for any other type of item, in shops, the buy- and selling
2623 prices differ only marginally.]]>
2624 </description>
2625 <attribute arch="race" value="gold and jewels" type="fixed" />
2626 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2627 This text may describe the object.
2628 </attribute>
2629 </type>
2630
2631 <!--####################################################################-->
2632 <type number="24" name="Key">
2633 <description><![CDATA[
2634 When carrying a key, a normal door can be opened. The key will
2635 disappear.]]>
2636 </description>
2637 <attribute arch="startequip" editor="godgiven item" type="bool">
2638 A godgiven item vanishes as soon as the player
2639 drops it to the ground.
2640 </attribute>
2641 </type>
2642
2643 <!--####################################################################-->
2644 <type number="20" name="Locked Door">
2645 <ignore>
2646 <ignore_list name="non_pickable" />
2647 </ignore>
2648 <description><![CDATA[
2649 A locked door can be opened only when carrying
2650 the appropriate special key.]]>
2651 </description>
2652 <use><![CDATA[
2653 If you want to create a locked door that cannot be opened (no key),
2654 set a &lt;key string&gt; like "no_key_available". This will clearify things
2655 and only a fool would create a key matching that string.
2656
2657 Door-objects can not only be used for "doors". In many maps these
2658 are used with all kinds of faces/names, especially often as
2659 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2660 There you have magic forces (door objects) put under certain artifact
2661 items. To get your hands on the artifacts, you need to bring up the
2662 appropriate quest items (key objects).]]>
2663 </use>
2664 <attribute arch="move_type" value="0" type="fixed" />
2665 <attribute arch="no_pick" value="1" type="fixed" />
2666 <attribute arch="slaying" editor="key string" type="string">
2667 The &lt;key string&gt; in the door must be identical with the
2668 &lt;key string&gt; in the special key, then the door is unlocked.
2669 It is VERY important to set the &lt;key string&gt; to something that
2670 is unique among the Deliantra mapset.
2671
2672 DONT EVER USE the default string "set_individual_value".
2673 </attribute>
2674 <attribute arch="no_magic" editor="restrict spells" type="bool">
2675 Restricting the use of spells to pass this door.
2676 This should be set in most cases.
2677 (Don't forget that the spell "dimension door" is easily
2678 available at about wisdom level 10).
2679 </attribute>
2680 <attribute arch="damned" editor="restrict prayers" type="bool">
2681 Restricting the use of prayers to pass this door.
2682 This should be set in most cases.
2683 </attribute>
2684 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2685 When a player is trying to open the door without carrying the
2686 appropriate key, this text is displayed to the player. This is
2687 a good opportunity to place hints about the special key needed
2688 to unlock the door.
2689 </attribute>
2690 </type>
2691
2692 <!--####################################################################-->
2693 <type number="29" name="Magic Ear">
2694 <ignore>
2695 <ignore_list name="system_object" />
2696 </ignore>
2697 <description><![CDATA[
2698 Magic_ears trigger a connected value
2699 when the player speaks a specific keyword.]]>
2700 </description>
2701 <use><![CDATA[
2702 Whenever you put magic_ears on your maps, make sure there are
2703 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2704 something like a gate that is opened by speaking "open" or
2705 "sesame", expecting the player to figure this out all by himself.
2706 <br><br>
2707 Magic_ears are typically used for interaction with NPCs. You
2708 can create the impression that the NPC actually *does* something
2709 according to his conversation with a player. Mostly this means
2710 opening a gate or handing out some item, but you could be quite
2711 creative here.]]>
2712 </use>
2713 <attribute arch="no_pick" value="1" type="fixed" />
2714 <attribute arch="connected" editor="connection" type="string">
2715 The Magic_ear will trigger all objects with the
2716 same connection value, every time it is activated.
2717 </attribute>
2718 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2719 This textfield contains the keyword-matching-syntax. The text should
2720 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2721 Any number of keywords from one to infinite is allowed. Make sure
2722 they are seperated by a '|'.
2723
2724 Examples: "@match yes", "@match gold|treasure". The connected
2725 value will be triggerd when the player speaks any of the given
2726 keywords within a two-square radius. IMPORTANT: Upper/lower case
2727 does not make a difference!
2728 </attribute>
2729 </type>
2730
2731 <!--####################################################################-->
2732 <type number="62" name="Magic Wall">
2733 <ignore>
2734 <ignore_list name="non_pickable" />
2735 </ignore>
2736 <description><![CDATA[
2737 Magic walls fire spells in a given direction, in regular intervals.
2738 Magic walls can contain any spell. However, some spells do not
2739 operate very successfully in them. The only way to know is to test
2740 the spell you want to use with a wall.
2741 <br><br>
2742 Several types of magical walls are predefined for you in the
2743 archetypes, and can be found on the "connected" Pickmap.]]>
2744 </description>
2745 <use><![CDATA[
2746 Spellcasting walls pose an interesting alternative to monsters.
2747 Usually they are set to be undestroyable. Thus, while monsters
2748 in a map can be cleared out, the magic walls remain. Low level
2749 characters for example will not be able to pass through their
2750 spell-area, hence they cannot loot a map that a high level character
2751 might have cleared out.
2752 <br><br>
2753 Another point of magic walls is that if the player dies, he has to face
2754 them all again. Magic walls can add a kind of "permanent thrill" to
2755 your maps.
2756 <br><br>
2757 Be careful that your magic walls don't kill the monsters on a map. If
2758 placing monsters, eventually take ones that are immune to the
2759 walls' spell(s).
2760 <br><br>
2761 It is possible to make walls rotate when triggered. But that is so
2762 confusing (and useless IMHO) that I did not mention it above. You
2763 can find a working example on the map
2764 "/pup_land/castle_eureca/castle_eureca8".]]>
2765 </use>
2766 <attribute arch="dam" editor="spell" type="spell">
2767 The magic wall will cast this &lt;spell&gt;.
2768 </attribute>
2769 <attribute arch="level" editor="spell level" type="int">
2770 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2771 walls cast spells at minimal strength. "level 100" walls cast deadly
2772 spells. Arch default is level 1 - you should always set this value
2773 to meet the overall difficulty of your map.
2774 </attribute>
2775 <attribute arch="connected" editor="connection" type="string">
2776 Every time the &lt;connection&gt; value is triggered, the wall will cast
2777 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2778 have much visible effect.
2779 </attribute>
2780 &activate_on;
2781 <attribute arch="speed" editor="casting speed" type="float">
2782 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2783 You can fine-tune how long the duration between two casts shall
2784 be. If you want to create a wall that can be activated (cast per
2785 trigger) via connected lever/button/etc, you must set "speed 0".
2786 </attribute>
2787 &speed_left;
2788 <attribute arch="sp" editor="direction" type="list_direction">
2789 The magic wall will cast it's spells always in the specified
2790 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2791 always fire in a random direction.
2792 </attribute>
2793 &movement_types_terrain;
2794 <section name="destroyable">
2795 <attribute arch="alive" editor="is destroyable" type="bool">
2796 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2797 destroyed by the player. If disabled, all other attributes on
2798 this tab, as well as resistances, are meaningless.
2799 </attribute>
2800 <attribute arch="hp" editor="hitpoints" type="int">
2801 The more &lt;hitpoints&gt; the wall has, the longer
2802 it takes to be destroyed.
2803 </attribute>
2804 <attribute arch="maxhp" editor="max hitpoints" type="int">
2805 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2806 can have. This only makes sense if the wall can regain health.
2807 </attribute>
2808 <attribute arch="ac" editor="armour class" type="int">
2809 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2810 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2811 to &lt;weapon class&gt;.
2812 </attribute>
2813 </section>
2814 &resistances_basic;
2815 </type>
2816
2817 <!--####################################################################-->
2818 <type number="55" name="Marker">
2819 <ignore>
2820 <ignore_list name="system_object" />
2821 </ignore>
2822 <description><![CDATA[
2823 A marker is an object that inserts an invisible force (a mark) into a
2824 player stepping on it. This force does nothing except containing a
2825 &lt;key string&gt; which can be discovered by detectors or inventory
2826 checkers. It is also possible to use markers for removing marks again.
2827 <br><br>
2828 Note that the player has no possibility to "see" his own marks,
2829 except by the effect that they cause on the maps.]]>
2830 </description>
2831 <use><![CDATA[
2832 Markers hold real cool possibilities for map-making. I encourage
2833 you to use them frequently. However there is one negative point
2834 about markers: Players don't "see" what's going on with them. It is
2835 your task, as map-creator, to make sure the player is always well
2836 informed and never confused.
2837 <br><br>
2838 Please avoid infinite markers when they aren't needed. They're
2839 using a little space in the player file after all, so if there
2840 is no real purpose, set an expire time.]]>
2841 </use>
2842 <attribute arch="no_pick" value="1" type="fixed" />
2843 <attribute arch="slaying" editor="key string" type="string">
2844 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2845 If the player already has a force with that &lt;key string&gt;,
2846 there won't be inserted a second one.
2847 </attribute>
2848 <attribute arch="connected" editor="connection" type="string">
2849 When the detector is triggered, all objects with the same
2850 connection value get activated.
2851 </attribute>
2852 <attribute arch="speed" editor="marking speed" type="float">
2853 The &lt;marking speed&gt; defines how quickly it will mark something
2854 standing on the marker. Set this value rather high to make
2855 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2856 should do fine.
2857 </attribute>
2858 &speed_left;
2859 <attribute arch="food" editor="mark duration" type="int">
2860 This value defines the duration of the force it inserts.
2861 If nonzero, the duration of the player's mark is finite:
2862 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2863 means the mark will stay on the player forever.
2864 </attribute>
2865 <attribute arch="name" editor="delete mark" type="string">
2866 When the player steps onto the marker, all existing forces in
2867 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2868 will be removed. If you don't want to remove any marks, leave
2869 this textfield empty.
2870
2871 Note that the string &lt;delete mark&gt; is set as the name of
2872 this marker. So don't be confused, and remember changing the
2873 name will take effect on the marker's functionality.
2874 </attribute>
2875 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2876 In the moment when the player gets marked, this text is displayed
2877 to him. You should really set a message in any marker you create,
2878 because it's the only way for the player to notice what's going on.
2879 </attribute>
2880 </type>
2881
2882 <!--####################################################################-->
2883 <type number="36" name="Money">
2884 <ignore>
2885 <attribute arch="unpaid" />
2886 </ignore>
2887 <description><![CDATA[
2888 Items of the type Money are handled as currency.
2889 Money cannot be sold/bought in shops. When money is dropped
2890 in a shop, it stays the same.<br>
2891 When a player picks an item from a shop and attempts to
2892 walk over the shop mat, the item's selling-price is automatically
2893 subtracted from the player's money.
2894 <br><br>
2895 For money, always use the default arches.
2896 Don't modify them.]]>
2897 </description>
2898 <attribute arch="race" value="gold and jewels" type="fixed" />
2899 </type>
2900
2901 <!--####################################################################-->
2902 <type number="0" name="Monster &amp; NPC">
2903 <required>
2904 <attribute arch="is_floor" value="0" />
2905 <attribute arch="alive" value="1" />
2906 <attribute arch="tear_down" value="0" />
2907 </required>
2908 <ignore>
2909 <attribute arch="material" />
2910 <attribute arch="name_pl" />
2911 <attribute arch="nrof" />
2912 <attribute arch="value" />
2913 <attribute arch="unpaid" />
2914 </ignore>
2915 <description><![CDATA[
2916 Monsters can behave in various kinds of ways.
2917 They can be aggressive, attacking the player. Or peaceful,
2918 helping the player - maybe joining him as pet.
2919 The unagressive creatures who communicate with players are
2920 usually called "NPCs" (Non Player Character), a well-known
2921 term in role-play environments.]]>
2922 </description>
2923 <use><![CDATA[
2924 Monsters play a central role in most maps. Choosing the right
2925 combination of monsters for your map is vital:
2926 <UL>
2927 <LI> Place only monsters of slightly varying (increasing) strength.
2928 It's no fun to play for two hours just to find out the last
2929 monster is unbeatable. Similar, it's not exciting to fight orcs
2930 after passing a room of dragons.<br>
2931 This rule applies only for linear maps (one room after the other),
2932 with treasure at the end. You can sprinkle the treasure around,
2933 or make non-linear maps - That is often more entertaining.
2934 <LI> Places with high level monsters must not be easy to reach.
2935 Balrogs, Dragonmen and the likes should be at the end of a quest,
2936 not at the beginning.
2937 <LI> Don't stick monsters together that tend to kill each other.
2938 Fire- and cold dragons in one room for example is a bad idea.
2939 By weakening and killing each other they are easy prey for players,
2940 not worth the experience they hold.
2941 <LI> Create your own monsters, especially for "boss"-type monsters.
2942 Having stage-bosses guarding treasure is a lot of fun when done right.
2943 Avoid to create monsters with completely non-intuitive abilities:
2944 Don't give ice-spells to firedragons or vice versa. Don't add
2945 draining attack to trolls, etc. Additionally, you should inform the
2946 player before he bumps right into some very special/unusual monster.
2947 <LI> Last but not least: Always keep an eye on the experience your monsters
2948 hold. Design your maps in a way that high experience
2949 is always well-defended. Don't make large rooms full with only one kind
2950 of monster. Keep in mind the different abilities/techniques players
2951 can use.
2952 </UL>
2953 I know it's impossible to make the perfectly balanced map. There's always
2954 some part which is found too easy or too hard for a certain kind of player.
2955 Just give it your best shot. And listen to feedback from players if you
2956 receive some. :-)]]>
2957 </use>
2958 <attribute arch="alive" value="1" type="fixed" />
2959 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2960 When the monster is killed, items from the treasurelist will
2961 drop to the ground. This is a common way to reward players
2962 for killing (masses of) monsters.
2963
2964 Note that you can always put items into the monster's
2965 inventory. Those will drop-at-kill just like the stuff
2966 from the &lt;treasurelist&gt;.
2967 </attribute>
2968 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2969 Set this flag to move treasure items created into the environment (map)
2970 instead of putting them into the object.
2971 </attribute>
2972 <attribute arch="level" editor="level" type="int">
2973 A monster's &lt;level&gt; is the most important attribute.
2974 &lt;level&gt; affects the power of a monster in various ways.
2975 </attribute>
2976 <attribute arch="race" editor="race" type="string">
2977 Every monster should have a race set to categorize it.
2978 The monster's &lt;race&gt; can have different effects:
2979 Slaying weapons inflict tripple damage against enemy races
2980 and holy word kills only enemy races of the god.
2981 </attribute>
2982 <attribute arch="exp" editor="experience" type="int">
2983 When a player kills this monster, he will get exactly this
2984 amount of &lt;experience&gt;. The experience will flow into
2985 the skill-category the player used for the kill.
2986
2987 If you create special monsters of tweaked strenght/abilities,
2988 always make sure that the &lt;experience&gt; is set to a
2989 reasonable value. Compare with existing arches to get a feeling
2990 what reasonable means. Keep in mind that spellcasting monsters
2991 are a lot harder to kill than non-spellcasters!
2992 </attribute>
2993 <attribute arch="speed" editor="speed" type="float">
2994 The &lt;speed&gt; determines how fast a monster will both move
2995 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2996 </attribute>
2997 &speed_left;
2998 <attribute arch="other_arch" editor="breed monster" type="string">
2999 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3000 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3001 can be set to any valid arch-name of a monster. Multipart monster
3002 should not be used.
3003 </attribute>
3004 <attribute arch="generator" editor="multiply" type="bool">
3005 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3006 every once in a while. Mice are a good example for this effect.
3007 If enabled, you must also set &lt;breed monster&gt; or check
3008 &lt;template generation&gt; and put other monsters in the inventory.
3009 </attribute>
3010 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3011 This only takes effect if &lt;multiply&gt; is enabled. The monster
3012 will create a new monster every once in a while by duplicating it's inventory.
3013 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3014 Each time the monster need to generate an object, it will be
3015 a randomly chosen item from the inventory. When generator is destroyed,
3016 inventory is destroyed.
3017 </attribute>
3018 &move_type;
3019 <attribute arch="undead" editor="undead" type="bool">
3020 Several spells only affect undead monsters:
3021 turn undead, banish undead, holy word, etc.
3022 </attribute>
3023 <attribute arch="carrying" editor="carries weight" type="int">
3024 If a monster has something in the inventory, this
3025 value can be set to reflect the slowdown due to
3026 the carried weight.
3027 </attribute>
3028 <attribute arch="precious" editor="precious" type="bool">
3029 Set this flag to indicate that this monster is precious, i.e.
3030 it should not be lightly destroyed. This is most useful on pets and
3031 keeps the server from destroying them on destroy_pets/monster floors
3032 and will try to save them when the player logs out.
3033 </attribute>
3034
3035 <section name="melee">
3036 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3037 This number is a bitmask, specifying the monster's attacktypes
3038 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3039 Strong monsters often have more than just physical attacktype.
3040
3041 When a monster with multiple attacktypes hits aan oponent, it will do
3042 as much damage as the "best" of it's attacktypes does. So, the more
3043 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3044 somehow exceptions.
3045 </attribute>
3046 <attribute arch="dam" editor="damage" type="int">
3047 Among other parameters, &lt;damage&gt; affects how much melee damage
3048 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3049 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3050 take effect on the melee damage of a monster.
3051 </attribute>
3052 <attribute arch="wc" editor="weapon class" type="int">
3053 Monsters of high &lt;weapon class&gt; are more likely to really hit
3054 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3055 to &lt;armour class&gt;.
3056 </attribute>
3057 <attribute arch="hp" editor="health points" type="int">
3058 The &lt;health points&gt; of a monster define how long it takes to
3059 kill it. With every successful hit from an opponent, &lt;health points&gt;
3060 get drained - The monster dies by zero &lt;health points&gt;.
3061 </attribute>
3062 <attribute arch="maxhp" editor="max health" type="int">
3063 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3064 monster can have.
3065 </attribute>
3066 <attribute arch="ac" editor="armour class" type="int">
3067 Monsters of low &lt;armour class&gt; are less likely to get hit from
3068 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3069 to &lt;weapon class&gt;.
3070 Values typically range between +20 (very bad) to -20 (quite good).
3071 </attribute>
3072 <attribute arch="Con" editor="healing rate" type="int">
3073 Monsters regenerate this many health points each 4 ticks. Hence, the
3074 healing rate is independent of &lt;speed&gt;.
3075 </attribute>
3076 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3077 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3078 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3079 bounce off.
3080 </attribute>
3081 <attribute arch="hitback" editor="hitback" type="bool">
3082 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3083 to the amount of damage the *attacker* inflicted. This damage
3084 is additional to the regular melee damage of the monster.
3085 As far as I know, hitback uses acid attacktype, and it only takes
3086 effect if the monster actually has acid attacktype at it's disposal.
3087 Acid spheres for example use this feature.
3088 </attribute>
3089 <attribute arch="one_hit" editor="one hit only" type="bool">
3090 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3091 to a player.
3092 </attribute>
3093 </section>
3094
3095 <section name="spellcraft">
3096 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3097 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3098 Only wands/rods/etc can be used, given the appropriate abilities.
3099 </attribute>
3100 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3101 A monster with this flag has the ability to &lt;reflect spells&gt;,
3102 all kinds of spell-bullets and -beams will bounce off.
3103
3104 Generally this flag should not be set because it puts
3105 wizard-type players at an unfair disadvantage.
3106 </attribute>
3107 <attribute arch="sp" editor="spellpoints" type="int">
3108 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3109 them for both wizard- and prayer-spells. However, this value defines
3110 only the amount of *initial* spellpoints the monster starts with.
3111 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3112 and &lt;spellpoint regen.&gt; are more important than just initial
3113 &lt;spellpoints&gt;.
3114 </attribute>
3115 <attribute arch="maxsp" editor="max spellpoints" type="int">
3116 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3117 can hold. Setting this to high values has little effect unless
3118 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3119 "regenerate mana" at it's disposal.
3120 </attribute>
3121 <attribute arch="Pow" editor="spellpoint regen." type="int">
3122 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3123 spellpoint regeneration rate is independent of &lt;speed&gt;.
3124
3125 To make a real tough spellcasting monster, the rate of spellpoint
3126 regeneration is most important. If your monster is still not casting
3127 fast enough, give it the spell-ability of "regenerate mana".
3128 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3129 </attribute>
3130 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3131 Click on the &lt;attuned paths&gt; button to select spellpaths.
3132 The creature will get attuned to the specified spellpaths.
3133 </attribute>
3134 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3135 Click on the &lt;repelled paths&gt; button to select spellpaths.
3136 The creature will get repelled to the specified spellpaths.
3137 </attribute>
3138 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3139 Click on the &lt;denied paths&gt; button to select spellpaths.
3140 The creature won't be able to cast spells of the specified paths.
3141 </attribute>
3142 </section>
3143
3144 <section name="ability">
3145 <attribute arch="Int" editor="detect hidden" type="int">
3146 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3147 hidden/invisible creatures. Higher values make for better
3148 detection-skills. Enabling &lt;see invisible&gt; makes this value
3149 obsolete.
3150 </attribute>
3151 <attribute arch="see_invisible" editor="see invisible" type="bool">
3152 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3153 with by invisible or hiding players. This flag is a must-have
3154 for high-level monsters. When a monster is unable to detect
3155 invisible players, it can be killed without fighting back.
3156 </attribute>
3157 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3158 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3159 by spells of darkness or dark maps. This flag is a "should-have"
3160 for high-level monsters. When a monster is unable to see in
3161 darkness, players can cast darkness and sneak around it safely.
3162 </attribute>
3163 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3164 Monster is able to wield weapon type objects.
3165 </attribute>
3166 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3167 Monster is able to use missile-weapon type objects.
3168 </attribute>
3169 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3170 Monster is able to wear protective equipment like brestplate
3171 armour, shields, helmets etc.
3172 </attribute>
3173 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3174 Monster is able to wear rings.
3175 </attribute>
3176 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3177 Monster is able to use wands and staves.
3178 </attribute>
3179 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3180 Monster is able to use rods.
3181 </attribute>
3182 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3183 Monster is able to read scrolls.
3184 </attribute>
3185 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3186 Monster is able to use skills from it's inventory.
3187 For example, you can put a throwing skill object and some
3188 boulders into the monster's object and set &lt;can use skills&gt;.
3189 </attribute>
3190 </section>
3191
3192 <section name="behave">
3193 <attribute arch="monster" editor="monster behaviour" type="bool">
3194 When &lt;monster behaviour&gt; is enabled, this object will behave
3195 like a monster: It can move and attack enemies (which are
3196 typically players).
3197 This flag should be set for all monsters as-such.
3198 Monsters which don't move, like guards, should also have
3199 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3200 It should *not* be set for things like immobile generators.
3201 </attribute>
3202 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3203 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3204 </attribute>
3205 <attribute arch="friendly" editor="friendly" type="bool">
3206 &lt;friendly&gt; monsters help the player, attacking any
3207 non-friendly monsters in range.
3208 </attribute>
3209 <attribute arch="stand_still" editor="stand still" type="bool">
3210 Monsters which &lt;stand still&gt; won't move to leave their position.
3211 When agressive, they will attack all enemies who get close to
3212 them. This behaviour is commonly known from castle guards.
3213
3214 In older versions of Deliantra it was possible to eventually
3215 push a &lt;stand still&gt;-monster out of position by force.
3216 I believe this is no longer possible. Neverthless, you should
3217 still be cautious when lining up &lt;stand still&gt;-monster in order
3218 to "defend" something: Such monsters are rather easy to kill.
3219 It's good for low level maps, but not much more.
3220 </attribute>
3221 <attribute arch="sleep" editor="asleep" type="bool">
3222 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3223 &lt;sensing range&gt; of the monster. Usually the sensing range is
3224 larger than the players line of sight. Due to that, in most cases
3225 the player won't ever notice weither a monster was asleep or not.
3226 </attribute>
3227 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3228 This entry defines which kinds of environment actions the
3229 creature is able to perform.
3230 </attribute>
3231 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3232 Click on the &lt;pick up&gt; button and select which types of objects
3233 the creature should try to pick up.
3234
3235 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3236 etc are set, then the creature will pick up the matching items even
3237 if this is not set here.
3238 </attribute>
3239 <attribute arch="Wis" editor="sensing range" type="int">
3240 &lt;sensing range&gt; determines how close a player needs to be before
3241 the creature wakes up. This is done as a square, for reasons of speed.
3242 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3243 11x11 square of the monster will wake the monster up. If the player
3244 has stealth, the size of this square is reduced in half plus 1.
3245 </attribute>
3246 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3247 If this is set to default, the standard mode of movement will be used.
3248 </attribute>
3249 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3250 This movement is not in effect when the monster has an enemy and should
3251 only be used for non agressive monsters.
3252 </attribute>
3253 <attribute arch="run_away" editor="run at % health" type="int">
3254 This is a percentage value in the range 0-100.
3255 When the monster's health points drop below this percentage
3256 (relative to max health), it attempts to run away from the
3257 attacker.
3258 </attribute>
3259 </section>
3260 &resistances_basic;
3261 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3262 </attribute>
3263 </type>
3264
3265 <!--####################################################################-->
3266 <type number="28" name="Monster (Grimreaper)">
3267 <import_type name="Monster &amp; NPC" />
3268 <ignore>
3269 <attribute arch="material" />
3270 <attribute arch="name_pl" />
3271 <attribute arch="nrof" />
3272 <attribute arch="value" />
3273 <attribute arch="unpaid" />
3274 </ignore>
3275 <description>
3276 A grimreaper is a monster that vanishes after it did some number of
3277 draining attacks.
3278 </description>
3279 <section name="grimreaper">
3280 <attribute arch="value" editor="attacks" type="int">
3281 The object vanishes after this number of draining attacks.
3282 </attribute>
3283 </section>
3284 </type>
3285
3286 <!--####################################################################-->
3287 <type number="65" name="Mood Floor">
3288 <ignore>
3289 <ignore_list name="system_object" />
3290 </ignore>
3291 <description><![CDATA[
3292 As the name implies, mood floors can change the "mood" of
3293 a monsters/NPC. For example, an unagressive monster could be
3294 turned mad to start attacking. Similar, an agressive monster
3295 could be calmed.]]>
3296 </description>
3297 <use><![CDATA[
3298 Mood floors are absolutely cool for NPC interaction. To make an
3299 unaggressive monster/NPC attack, put a creator with "other_arch
3300 furious_floor" under it. Connect the creator to a magic_ear, so the
3301 player speaks a keyword like "stupid sucker" - and the monster attacks.
3302 <br><br>
3303 To turn an NPC into a pet, put a charm_floor under it and connect
3304 it directly to a magic_ear. Then the player speaks a keyword like
3305 "help me" - and the NPC joins him as pet.
3306 <br><br>
3307 (Of course you must always give clear hints about keywords!
3308 And there is no reason why you couldn't use a button/lever/pedestal
3309 etc. instead of a magic_ear.)]]>
3310 </use>
3311 <attribute arch="no_pick" value="1" type="fixed" />
3312 <attribute arch="last_sp" editor="mood" type="list_mood">
3313 &lt;mood&gt; is used to determine what will happen to the
3314 monster when affected by the mood floor:
3315
3316 &lt;mood&gt; 'furious': Makes all monsters aggressive
3317
3318 &lt;mood&gt; 'angry': As above but pets are unaffected
3319
3320 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3321
3322 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3323
3324 &lt;mood&gt; 'charm': Turns monster into a pet of person
3325 who triggers the square. This setting is not
3326 enabled for continous operation, you need to
3327 insert a &lt;connection&gt; value!
3328 </attribute>
3329 <attribute arch="connected" editor="connection" type="string">
3330 This should only be set in combination with &lt;mood number&gt; 4.
3331 Normally, monsters are affected by the mood floor as soon as they
3332 step on it. But charming (monster -&gt; pet) is too powerful,
3333 so it needs to be activated.
3334
3335 Typically it is connected to an altar, for buying a "hireling".
3336 But a powerful pet could as well be the reward for solving a
3337 quest. Or even better: It could be *part* of a quest!
3338 </attribute>
3339 <attribute arch="no_magic" editor="no spells" type="bool">
3340 If enabled, it is impossible for players to use (wizard-)
3341 spells on that spot.
3342 </attribute>
3343 <attribute arch="damned" editor="no prayers" type="bool">
3344 If enabled, it is impossible for players to use prayers
3345 on that spot. It also prevents players from saving.
3346 </attribute>
3347 </type>
3348
3349 <!--####################################################################-->
3350 <type number="40" name="Mover">
3351 <ignore>
3352 <ignore_list name="non_pickable" />
3353 </ignore>
3354 <description><![CDATA[
3355 Movers move the objects above them. However, only living objects
3356 are affected (monsters/NPCs always, players optional). Movers have
3357 a direction, so players can be made to move in a pattern, and so
3358 can monsters. Motion is involuntary. Additionally, players or
3359 monsters can be "frozen" while ontop of movers so that they MUST
3360 move along a chain of them.
3361 <br><br>
3362 Multisquare monsters can be moved as well, given
3363 enough space. Movers are usually invisible.]]>
3364 </description>
3365 <use><![CDATA[
3366 NEVER EVER consider a mover being unpassable in the backwards
3367 direction. Setting "forced movement" makes it seemingly impossible
3368 but there is still a trick: One player can push a second player
3369 past the mover, in opposite to the mover's direction! The more
3370 movers, the more players needed. Hence, don't make a treasure
3371 room that is surrounded by movers instead of solid walls/gates.
3372 <br><br>
3373 Btw, it does not make a difference putting movers above or
3374 below the floor. Moreover, movers that are set to be invisible
3375 cannot be discovered with the show_invisible spell.
3376 <br><br>
3377 Note that Movers and Directors are seperate objects, even though
3378 they look and act similar. Directors only do spells/missiles,
3379 while movers only do living creatures (depending on how it
3380 is set: monsters and players).]]>
3381 </use>
3382 <attribute arch="attacktype" editor="forced movement" type="bool">
3383 If forced movement is enabled, the mover "freezes" anyone it
3384 moves (so they are forced to move along a chain).
3385 For players there is no way to escape this forced movement,
3386 except being pushed by a second player.
3387 </attribute>
3388 <attribute arch="maxsp" editor="freeze duration" type="int">
3389 The player will be "frozen" for that many moves.
3390 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3391 enabled, then &lt;freeze duration&gt; gets assigned the
3392 "default value" 2 automatically.
3393 </attribute>
3394 <attribute arch="speed" editor="movement speed" type="float">
3395 The movement speed value determines how fast a chain of
3396 these movers will push a player along (default is -0.2).
3397 </attribute>
3398 &speed_left;
3399 <attribute arch="sp" editor="direction" type="list_direction">
3400 The mover will push creatures in the specified &lt;direction&gt;.
3401 A mover with direction set to &lt;none&gt; will spin clockwise,
3402 thus pushing creatures in unpredictable directions.
3403 </attribute>
3404 <attribute arch="lifesave" editor="gets used up" type="bool">
3405 If enabled, the mover gets "used up" after a certain number of moves
3406 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3407 </attribute>
3408 <attribute arch="hp" editor="number of uses" type="int">
3409 This value has only a meaning if &lt;gets used up&gt; is set:
3410 &lt;number of uses&gt; is the number of times minus one, that it
3411 will move a creature before disappearing. (It will move
3412 someone &lt;number of uses&gt;+1 times, then vanish).
3413 </attribute>
3414 <section name="targets">
3415 <attribute arch="level" editor="move players" type="bool">
3416 If &lt;move players&gt; is enabled, both players and monsters will be
3417 moved. In the arches' default it is disabled - thus ONLY monsters
3418 get moved. Remember that "monsters" includes NPCs!
3419
3420 This feature provides you with the possibility to make NPCs
3421 literally "come to life". Example: The player is talking with an
3422 NPC, speaking a certain keyword. This triggers a magic_ear and
3423 activates creators, creating (per default: monster-only) movers
3424 under the NPC's feet. The NPC starts "walking" on a predefined
3425 route! Note that it's useful to set this NPC immune to everything,
3426 preventing the player to push the NPC off his trace.
3427 </attribute>
3428 <attribute arch="move_on" editor="movement type" type="movement_type">
3429 Which movement types activate the mover.
3430 </attribute>
3431 </section>
3432 </type>
3433
3434 <!--####################################################################-->
3435 <type number="17" name="Pedestal">
3436 <ignore>
3437 <ignore_list name="non_pickable" />
3438 </ignore>
3439 <description><![CDATA[
3440 Pedestals are designed to detect certain types of living objects.
3441 When a predefined type of living creature steps on the pedestal, the
3442 connected value is triggered.]]>
3443 </description>
3444 <use><![CDATA[
3445 If you want to create a place where only players of a certain race
3446 can enter, put a teleporter over your pedestal. So the teleporter is
3447 only activated for players of the matching race. Do not use gates,
3448 because many other players could sneak in. If you put powerful
3449 artifacts into such places, generally set "startequip 1", so that
3450 they are preserved for that one race and can't be traded to others.]]>
3451 </use>
3452 <attribute arch="no_pick" value="1" type="fixed" />
3453 <attribute arch="slaying" editor="match race" type="string">
3454 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3455 matches the monster's or the player's race, we have a match.
3456 Yes, pedestals can detect a player's race! E.g. you could create a
3457 place where only fireborns can enter, by setting "slaying unnatural".
3458
3459 If it is set to "player", any player stepping on the pedestal
3460 is a match. Very useful if you want to open a gate for players
3461 but not for monsters.
3462 </attribute>
3463 <attribute arch="connected" editor="connection" type="string">
3464 When the pedestal is triggered, all objects with the same
3465 connection value get activated.
3466 </attribute>
3467 &move_on;
3468 </type>
3469
3470 <!--####################################################################-->
3471 <type number="94" name="Pit">
3472 <ignore>
3473 <ignore_list name="non_pickable" />
3474 </ignore>
3475 <description><![CDATA[
3476 Pits are holes, transporting the player when he walks (and falls) into them.
3477 A speciality about pits is that they don't transport the player to
3478 the exact destination, but within a configurable radius of the destination
3479 (never on blocked squares).<br>
3480 Optionally, pits can get closed and opened, similar to gates.<br><br>
3481 Monsters and items are affected by pits just as well as players.
3482 Even multipart monsters can fall through them, given enough space.]]>
3483 </description>
3484 <use><![CDATA[
3485 Pits can add interesting effects to your map. When using them, make
3486 sure to use them in a "logical way": Pits should always drop the
3487 player to some kind of lower level. They should not be used to
3488 randomly interconnect maps like teleporters do.]]>
3489 </use>
3490 <attribute arch="no_pick" value="1" type="fixed" />
3491 <attribute arch="range" editor="spread radius" type="int">
3492 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3493 </attribute>
3494 <attribute arch="connected" editor="connection" type="string">
3495 When a &lt;connection&gt; value is set, the pit can be opened/closed
3496 by activating the connection.
3497 </attribute>
3498 &activate_on;
3499 <attribute arch="hp" editor="destination X" type="int">
3500 The pit will transport creatures (and items) randomly into a two-square
3501 radius of the destination coordinates.
3502 If the destination square becomes blocked, the pit will act like
3503 being filled up and not work anymore!
3504 </attribute>
3505 <attribute arch="sp" editor="destination Y" type="int">
3506 The pit will transport creatures (and items) randomly into a two-square
3507 radius of the destination coordinates.
3508 If the destination square becomes blocked, the pit will act like
3509 being filled up and not work anymore!
3510 </attribute>
3511 <attribute arch="wc" editor="position state" type="int">
3512 The &lt;position state&gt; defines the position of the gate:
3513 Zero means completely open/down, the "number of animation-steps" (usually
3514 about 6 or 7) means completely closed/up state. I suggest you don't
3515 mess with this value - Leave the default in place.
3516 </attribute>
3517 &move_on;
3518 </type>
3519
3520 <!--####################################################################-->
3521 <type number="7" name="Poison Food">
3522 <description><![CDATA[
3523 When eating, the player's stomache is drained by 1/4 of food.
3524 If his food drops to zero, the player might even die.]]>
3525 </description>
3526 </type>
3527
3528 <!--####################################################################-->
3529 <type number="5" name="Potion">
3530 <description><![CDATA[
3531 The player can drink these and gain various kinds of benefits
3532 (/penalties) by doing so.]]>
3533 </description>
3534 <use><![CDATA[
3535 One potion should never give multiple benefits at once.]]>
3536 </use>
3537 <attribute arch="level" editor="potion level" type="int">
3538 If the potion contains a spell, the spell is cast at this level.
3539 For other potions it should be set at least to 1.
3540 </attribute>
3541 <attribute arch="sp" editor="spell" type="spell">
3542 When a player drinks this potion, the selected spell
3543 will be casted (once). This should work for any given spell.
3544 E.g. heal is "sp 35", magic power is "sp 67".
3545 </attribute>
3546 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3547 There are two types of special effects for potions:
3548 'life restoration' - restore the player's stats lost by death or draining
3549 (this has nothing in common with the restoration spell!)
3550 'improvement' - increase the player's maximum health/mana/grace
3551 by a very small amount.
3552 </attribute>
3553 <attribute arch="cursed" editor="cursed" type="bool">
3554 If a potion is cursed, benefits generally turn into penalties.
3555 Note that potions can be "uncursed" by praying over an altar,
3556 with relative ease. *But* the potion must be identified to notice
3557 that it is cursed &gt;:)
3558 </attribute>
3559 <attribute arch="startequip" editor="godgiven item" type="bool">
3560 A godgiven item vanishes as soon as the player
3561 drops it to the ground.
3562 </attribute>
3563 &player_stat_resist_sections;
3564 </type>
3565
3566 <!--####################################################################-->
3567 <type number="156" name="Power Crystal">
3568 <description><![CDATA[
3569 Power crystals can store a player's mana:
3570 When the player applies the crystal with full mana, half of
3571 it flows into the crystal. When the player applies it with
3572 lacking mana, the crystal replenishes the player's mana.]]>
3573 </description>
3574 <attribute arch="sp" editor="initial mana" type="int">
3575 &lt;initial mana&gt; is the amount of spellpoints that the
3576 crystal holds when the map is loaded.
3577 </attribute>
3578 <attribute arch="maxsp" editor="mana capacity" type="int">
3579 The &lt;mana capacity&gt; defines how much mana can be stored
3580 in the crystal. This is what makes the crystal interesting.
3581 Wizard-players will always seek for crystals with large
3582 capacities.
3583 </attribute>
3584 </type>
3585
3586 <!--####################################################################-->
3587 <type number="13" name="Projectile">
3588 <description><![CDATA[
3589 Projectiles like arrows/crossbow bolts are used as ammunition
3590 for shooting weapons.
3591 <br><br>
3592 It's very easy to add new pairs of weapons &amp; projectiles.
3593 Just set matching &lt;ammunition class&gt; both for shooting
3594 weapon and projectile.]]>
3595 </description>
3596 <use><![CDATA[
3597 If you want to create new kinds of projectiles, you could
3598 add an alchemical receipe to create these.
3599
3600 Don't create new pairs of weapons &amp; projectiles unless
3601 they really fullfill a useful purpose. In fact, even bows
3602 and crossbows are rarely ever used.]]>
3603 </use>
3604 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3605 This number is a bitmask, specifying the projectile's attacktypes.
3606 Attacktypes are: physical, magical, fire, cold.. etc.
3607 This works identical to melee weapons. Note that shooting
3608 weapons cannot have attacktypes.
3609 </attribute>
3610 <attribute arch="race" editor="ammunition class" type="string">
3611 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3612 these projectiles. For arrows set "arrows", for crossbow bolts
3613 set "crossbow bolts" (big surprise).
3614
3615 In certain cases, the ammunition class is displayed in the game.
3616 Hence, when you create a new ammunition class, choose an
3617 intuitive name like "missiles", "spirit bolts" - whatever.
3618
3619 You can also make special containers holding these projectiles
3620 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3621 </attribute>
3622 <attribute arch="slaying" editor="slaying race" type="string">
3623 Slaying means the weapon does tripple (3x) damage to monsters
3624 of the specified race. If &lt;slaying race&gt; matches an arch name,
3625 only monsters of that archtype receive tripple damage.
3626 Tripple damage is very effective.
3627 </attribute>
3628 <attribute arch="dam" editor="damage" type="int">
3629 The projectile &lt;damage&gt; significantly affects the damage
3630 done. Damage can be further increased by the shooting
3631 weapon's attributes.
3632 </attribute>
3633 <attribute arch="wc" editor="weaponclass" type="int">
3634 This value is supposed to be the base &lt;weaponclass&gt;,
3635 but it seems to have rather little effect.
3636 High values are good here, low values bad.
3637 </attribute>
3638 <attribute arch="food" editor="chance to break" type="int">
3639 The &lt;chance to break&gt; defines the breaking probability when this
3640 projectile hits an obstacle, e.g. wall or monster.
3641 The value is the %-chance to break, ranging from 0 (never breaking)
3642 to 100 (breaking at first shot).
3643 </attribute>
3644 <attribute arch="magic" editor="magic bonus" type="int">
3645 Magic bonus increases chance to hit and damage a little bit.
3646 </attribute>
3647 <attribute arch="unique" editor="unique item" type="bool">
3648 Unique items exist only one time on a server. If the item
3649 is taken, lost or destroyed - it's gone for good.
3650 </attribute>
3651 <attribute arch="startequip" editor="godgiven item" type="bool">
3652 A godgiven item vanishes as soon as the player
3653 drops it to the ground.
3654 </attribute>
3655 <attribute arch="no_drop" editor="don't drop" type="bool">
3656 When a monster carries a projectile with &lt;don't drop&gt;,
3657 this item will never drop to the ground but
3658 vanish instead. If this object is shot, it can still drop
3659 after hitting an obstacle. You can prevent this by
3660 setting &lt;chance to break&gt; 100.
3661 </attribute>
3662 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3663 This text may describe the projectile. This
3664 could be nice for very special ones.
3665 </attribute>
3666 </type>
3667
3668 <!--####################################################################-->
3669 <type number="70" name="Ring">
3670 <import_type name="Amulet" />
3671 <description><![CDATA[
3672 Rings are worn on the hands - one ring each.
3673 Wearing rings, the object's stats will directly be inherited to
3674 the player. Usually enhancing his spellcasting potential.]]>
3675 </description>
3676 <use><![CDATA[
3677 When you create an artifact ring, never forget that players can
3678 wear <B>two</B> rings! Due to that it is extremely important to
3679 keep rings in balance with the game.
3680 <br><br>
3681 Also keep in mind that rings are generally the wizard's tools.
3682 They should primarily grant bonuses to spellcasting abilities
3683 and non-physical resistances.]]>
3684 </use>
3685 </type>
3686
3687 <!--####################################################################-->
3688 <type number="3" name="Rod">
3689 <ignore>
3690 <attribute arch="title" />
3691 </ignore>
3692 <description><![CDATA[
3693 A rod contains a spell. The player can use this spell by applying and
3694 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3695 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3696 used endlessly.]]>
3697 </description>
3698 <use><![CDATA[
3699 Rods with healing/curing spells are extremely powerful. Usually, potions have
3700 to be used for that purpose. Though, potions are expensive and only good for
3701 one-time-use.<br>]]>
3702 </use>
3703 <attribute arch="sp" editor="spell" type="spell">
3704 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3705 rods to players, since they can be used endlessly without any mana cost!
3706 Rods with heal/ restoration/ protection spells, IF available, MUST be
3707 very very VERY hard to get!
3708 </attribute>
3709 <attribute arch="level" editor="casting level" type="int">
3710 The casting level of the &lt;spell&gt; determines it's power.
3711 For attack spells, level should be set to something reasonable.
3712 </attribute>
3713 <attribute arch="hp" editor="initial spellpoints" type="int">
3714 This value represents the initial amount of spellpoints in the rod.
3715 Naturally, this is quite unimportant.
3716 </attribute>
3717 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3718 When the rod is fully charged up, it will hold this maximum amount of
3719 spellpoints. Make sure it is enough to cast the contained spell at least
3720 once. But don't set the value too high, as that might make the rod
3721 too effective.
3722 </attribute>
3723 <attribute arch="startequip" editor="godgiven item" type="bool">
3724 A godgiven item vanishes as soon as the player
3725 drops it to the ground.
3726 </attribute>
3727 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3728 This text may contain a description of the rod.
3729 </attribute>
3730 </type>
3731
3732 <!--####################################################################-->
3733 <type number="154" name="Rune">
3734 <ignore>
3735 <attribute arch="no_pick" />
3736 <attribute arch="title" />
3737 <attribute arch="name_pl" />
3738 <attribute arch="weight" />
3739 <attribute arch="value" />
3740 <attribute arch="material" />
3741 <attribute arch="unpaid" />
3742 </ignore>
3743 <description><![CDATA[
3744 A rune is a magical enscription on the dungeon floor.
3745 <br><br>
3746 Runes hit any monster or person who steps on them for 'dam' damage in
3747 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3748 and will cast this spell when it detonates. Yet another kind is the
3749 "summoning rune", summoning predefined monsters of any kind, at detonation.
3750 <br><br>
3751 Many runes are already defined in the archetypes.]]>
3752 </description>
3753 <use><![CDATA[
3754 Avoid monsters stepping on your runes. For example, summoning runes
3755 together with spellcasting- and attack-runes is usually a bad idea.]]>
3756 </use>
3757 <attribute arch="no_pick" value="1" type="fixed" />
3758 &move_on;
3759 <attribute arch="level" editor="rune level" type="int">
3760 This value sets the level the rune will cast the spell it contains at,
3761 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3762 (&lt;rune level&gt; 0 runes won't detonate at all!)
3763
3764 Level Also effects how easily a rune may be found and disarmed, and
3765 how much experience the player gets for doing so. Beware: High level
3766 runes can be quite a cheap source of experience! So either make them
3767 tough, or keep the level low.
3768 </attribute>
3769 <attribute arch="Cha" editor="visibility" type="int">
3770 This value determines what fraction of the time the rune is visible:
3771 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3772 how easily the rune may be found.
3773 </attribute>
3774 <attribute arch="hp" editor="number of charges" type="int">
3775 The rune will detonate &lt;number of charges&gt; times before disappearing.
3776 </attribute>
3777 <attribute arch="dam" editor="direct damage" type="int">
3778 &lt;direct damage&gt; specifies how much damage is done by the rune,
3779 if it doesn't contain a spell. This should be set in reasonable
3780 relation to the rune's level.
3781 </attribute>
3782 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3783 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3784 attribute defines what attacktype to use for direct damage when
3785 the rune detonates.
3786 </attribute>
3787 <section name="spellcraft">
3788 <attribute arch="sp" editor="spell" type="spell">
3789 The selected &lt;spell&gt; defines the spell in the rune, if any.
3790 (Many runes do direct damage).
3791 </attribute>
3792 <attribute arch="slaying" editor="spell name" type="string">
3793 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3794 but if present, overrides the &lt;spell&gt; setting.
3795 </attribute>
3796 <attribute arch="other_arch" editor="spell arch" type="string">
3797 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3798 is optional, but if present, overrides the &lt;spell&gt; setting.
3799 You can choose any of the existing arches.
3800 </attribute>
3801 <attribute arch="maxsp" editor="direction" type="list_direction">
3802 If set, the rune will cast it's containing spell (if any) in
3803 this &lt;direction&gt;.In most cases this appears useless because
3804 the spell directly hits the player.
3805 </attribute>
3806 <attribute arch="race" editor="summon monster" type="string">
3807 If this is set to the arch name of any monster, together with
3808 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3809 of those on detonation. (dam and attacktype will still be ignored
3810 in this case). Runes are even capable of summoning multi-square
3811 monsters, given enough space. You'd better test it though.
3812 </attribute>
3813 <attribute arch="maxhp" editor="summon amount" type="int">
3814 This should only be set to a summoning rune. It will then summon
3815 that many creatures of the kind &lt;summon monster&gt;.
3816 </attribute>
3817 </section>
3818 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3819 When the rune detonates, this text is displayed to the
3820 victim. For especially powerful runes, create an appropriate
3821 thrilling description. ;)
3822 </attribute>
3823 </type>
3824
3825 <!--####################################################################-->
3826 <type number="106" name="Savebed">
3827 <ignore>
3828 <ignore_list name="non_pickable" />
3829 </ignore>
3830 <description><![CDATA[
3831 When the player applies a savebed, he is not only saved. Both his
3832 respawn-after-death and his word-of-recall positions are pointing
3833 to the last-applied savebed.]]>
3834 </description>
3835 <use><![CDATA[
3836 Put savebed locations in towns, do not put them into dungeons.
3837 It is absolutely neccessary that a place with savebeds is 100% secure.
3838 That means:
3839 <UL>
3840 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3841 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3842 <LI> Insert a reliable exit! Make sure there is no possibility that
3843 players get trapped in a savebed location.
3844 <LI> If possible, mark the whole site as no-spell area (Insert this
3845 arch called "dungeon_magic" everywhere). This is not required,
3846 but it makes the place much more safe.
3847 </UL>]]>
3848 </use>
3849 <attribute arch="no_pick" value="1" type="fixed" />
3850 <attribute arch="no_magic" value="1" type="fixed" />
3851 <attribute arch="damned" value="1" type="fixed" />
3852 </type>
3853
3854 <!--####################################################################-->
3855 <type number="111" name="Scroll">
3856 <ignore>
3857 <attribute arch="title" />
3858 </ignore>
3859 <description><![CDATA[
3860 Scrolls contain spells (similar to spell-potions). Unlike potions,
3861 scrolls require a certain literacy skill to read successfully.
3862 Accordingly, for a successful reading, a small amount of
3863 experience is gained. Scrolls allow only one time usage, but
3864 usually they are sold in bulks.]]>
3865 </description>
3866 <use><![CDATA[
3867 For low level quests, scrolls of healing/curing-spells
3868 can be a nice reward. At higher levels, scrolls become less
3869 and less useful.]]>
3870 </use>
3871 <attribute arch="level" editor="casting level" type="int">
3872 The spell of the scroll will be casted at this level.
3873 This value should always be set, at least to 1.
3874 </attribute>
3875 <attribute arch="sp" editor="spell" type="spell">
3876 When a player/monster applies this scroll, the selected &lt;spell&gt;
3877 will be casted (once). This should work for any given spell.
3878 </attribute>
3879 <attribute arch="startequip" editor="godgiven item" type="bool">
3880 A godgiven item vanishes as soon as the player
3881 drops it to the ground.
3882 </attribute>
3883 </type>
3884
3885 <!--####################################################################-->
3886 <type number="33" name="Shield">
3887 <import_type name="Amulet" />
3888 <description><![CDATA[
3889 Wearing a shield, the object's stats will directly be inherited to
3890 the player. Shields usually provide good defense, only surpassed
3891 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3892 </description>
3893 <use><![CDATA[
3894 Feel free to create your own special artifacts. However, it is very
3895 important that you keep your artifact in balance with existing maps.]]>
3896 </use>
3897 <attribute arch="magic" editor="magic bonus" type="int">
3898 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3899 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3900 than direct armour-class bonus on the shield.
3901 </attribute>
3902 </type>
3903
3904 <!--####################################################################-->
3905 <type number="14" name="Shooting Weapon">
3906 <description><![CDATA[
3907 Shooting weapons like bows/crossbows are used to shoot projectiles
3908 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3909 wielded both at the same time. Like with any other equipment,
3910 stats/bonuses from shooting weapons are directly inherited to the player.
3911 <br><br>
3912 It's very easy to add new pairs of weapons &amp; projectiles.
3913 Just set matching &lt;ammunition class&gt; both for shooting
3914 weapon and projectile.]]>
3915 </description>
3916 <use><![CDATA[
3917 Shooting weapons should not add bonuses in general. There's already
3918 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3919 Shooting weapons should especially not add bonuses to the player
3920 that have nothing to do with schooting. A Wisdom bonus on a bow
3921 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3922 - still crap.]]>
3923 </use>
3924 <attribute arch="race" editor="ammunition class" type="string">
3925 Only projectiles with matching &lt;ammunition class&gt; can be fired
3926 with this weapon. For normal bows set "arrows", for normal
3927 crossbows set "crossbow bolts".
3928
3929 In certain cases, the ammunition class is displayed in the game.
3930 Hence, when you create a new ammunition class, choose an
3931 intuitive name like "missiles", "spirit bolts" - whatever.
3932 </attribute>
3933 <attribute arch="sp" editor="shooting speed" type="int">
3934 After shooting a projectile, the player is frozen for a short
3935 period of time (to prevent shooting arrows machine-gun-like).
3936 The greater &lt;shooting speed&gt;, the shorter this period of time.
3937 1 is minimum (=worst) and 100 is maximum (=best) value.
3938
3939 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3940 SET IT TO ZERO! (That would freeze the player for eternety).
3941 </attribute>
3942 <attribute arch="dam" editor="base damage" type="int">
3943 The &lt;base damage&gt; significantly affects the damage done
3944 by using this weapon. This damage is added to the projectile
3945 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3946 according to the player's strength is added.
3947 </attribute>
3948 <attribute arch="wc" editor="weaponclass" type="int">
3949 This value is supposed to be the base &lt;weaponclass&gt;,
3950 but it seems to have rather little effect.
3951 High values are good here, low values bad.
3952 </attribute>
3953 <attribute arch="item_power" editor="item power" type="int">
3954 The &lt;item power&gt; value measures how "powerful" an artifact is.
3955 Players will only be able to wear equipment with a certain total
3956 amount of &lt;item power&gt;, depending on their own level. This is the
3957 only way to prevent low level players to wear "undeserved" equipment
3958 (like gifts from other players or cheated items).
3959
3960 It is very important to adjust the &lt;item power&gt; value carefully
3961 for every artifact you create! If zero/unset, the Deliantra server will
3962 calculate a provisional value at runtime, but this is never
3963 going to be an accurate measurement of &lt;item power&gt;.
3964 </attribute>
3965 <attribute arch="no_strength" editor="ignore strength" type="bool">
3966 Usually the player's strentgh takes effect on the damage
3967 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3968 the player's strength is ignored.
3969 </attribute>
3970 <attribute arch="damned" editor="damnation" type="bool">
3971 A damned shooting weapon cannot be unwielded unless
3972 the curse is removed. Removing damnations is
3973 a tick harder than removing curses.
3974 </attribute>
3975 <attribute arch="cursed" editor="curse" type="bool">
3976 A cursed shooting weapon cannot be unwielded unless
3977 the curse is removed.
3978 </attribute>
3979 <attribute arch="unique" editor="unique item" type="bool">
3980 Unique items exist only one time on a server. If the item
3981 is taken, lost or destroyed - it's gone for good.
3982 </attribute>
3983 <attribute arch="startequip" editor="godgiven item" type="bool">
3984 A godgiven item vanishes as soon as the player
3985 drops it to the ground.
3986 </attribute>
3987 <section name="stats">
3988 <attribute arch="Str" editor="strength" type="int">
3989 The player's strentgh will rise/fall by the given value
3990 while wearing this shooting weapon.
3991 </attribute>
3992 <attribute arch="Dex" editor="dexterity" type="int">
3993 The player's dexterity will rise/fall by the given value
3994 while wearing this shooting weapon.
3995 </attribute>
3996 <attribute arch="Con" editor="constitution" type="int">
3997 The player's constitution will rise/fall by the given value
3998 while wearing this shooting weapon.
3999 </attribute>
4000 <attribute arch="Int" editor="intelligence" type="int">
4001 The player's intelligence will rise/fall by the given value
4002 while wearing this shooting weapon.
4003 </attribute>
4004 <attribute arch="Pow" editor="power" type="int">
4005 The player's power will rise/fall by the given value
4006 while wearing this shooting weapon.
4007 </attribute>
4008 <attribute arch="Wis" editor="wisdom" type="int">
4009 The player's wisdom will rise/fall by the given value while
4010 wearing this shooting weapon.
4011 </attribute>
4012 <attribute arch="Cha" editor="charisma" type="int">
4013 The player's charisma will rise/fall by the given value
4014 while wearing this shooting weapon.
4015 </attribute>
4016 </section>
4017 <section name="bonus">
4018 <attribute arch="luck" editor="luck bonus" type="int">
4019 With positive luck bonus, the player is more likely to
4020 succeed in all sorts of things (spellcasting, praying,...).
4021 Unless the &lt;luck bonus&gt; is very high, the effect will be
4022 barely visible in-game. Luck bonus on one piece of equipment
4023 should never exceed 3, and such bonus should not be too
4024 frequently available.
4025 </attribute>
4026 <attribute arch="magic" editor="magic bonus" type="int">
4027 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4028 I'm not sure what exactly is increased - maybe weaponclass?
4029 However, &lt;magic bonus&gt; seems to have a little bit of positive
4030 influence on your chance to hit.
4031 </attribute>
4032 </section>
4033 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4034 This text describes the weapons's "story". Every decent artifact weapon
4035 should have such a description.
4036 </attribute>
4037 </type>
4038
4039 <!--####################################################################-->
4040 <type number="68" name="Shop Floor">
4041 <ignore>
4042 <ignore_list name="non_pickable" />
4043 </ignore>
4044 <description><![CDATA[
4045 Shop floor is used for shops. It acts like a combination of the
4046 common floor- and the treasure type: When the map is loaded,
4047 randomitems (depending on the setings) are generated on it.
4048 These items are all flagged as unpaid.
4049 When a player drops an item onto shop floor, the item becomes
4050 unpaid and the player receives payment according to the item's
4051 selling-value.
4052 Shopfloor always prevents magic (To hinder players from burning
4053 or freezing the goods).]]>
4054 </description>
4055 <use><![CDATA[
4056 Tile your whole shop-interior space which shop floor.
4057 (That assures players receive payment for dropping items).
4058 Place shop mats to enter/leave the shop, and make sure
4059 there is no other exit than the shop mat.]]>
4060 </use>
4061 <attribute arch="is_floor" value="1" type="fixed" />
4062 <attribute arch="no_pick" value="1" type="fixed" />
4063 <attribute arch="no_magic" value="1" type="fixed" />
4064 <attribute arch="auto_apply" editor="generate goods" type="bool">
4065 If enabled, items will appear on this square when the map is loaded.
4066 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4067 are generated. The items will be unpaid.
4068 </attribute>
4069 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4070 This entry determines what kind of treasure will appear, when
4071 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4072 for details about existing treasurelists.
4073 </attribute>
4074 <attribute arch="exp" editor="quality level" type="int">
4075 The &lt;quality level&gt; will be used for the quality of the generated
4076 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4077 doesn't need to be set, unless you want extraordinarily good/bad
4078 quality. If you want to make a shop with very high quality, meaybe
4079 charge an entrance fee, or make the shop hard-to-come-by.
4080 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4081 and appearance of artifact-items.
4082 </attribute>
4083 <attribute arch="damned" editor="no prayers" type="bool">
4084 If enabled, it is impossible for players to use prayers
4085 on that spot. It also prevents players from saving.
4086 (Remember that &lt;no magic&gt; is always set for shop floors.)
4087 </attribute>
4088 </type>
4089
4090 <!--####################################################################-->
4091 <type number="69" name="Shop Mat">
4092 <ignore>
4093 <ignore_list name="non_pickable" />
4094 </ignore>
4095 <description><![CDATA[
4096 Shop mats are used for entering/leaving shops. You should always
4097 have exactly TWO shop mats on your shop-map: One inside the
4098 "shopping-area" and one outside. Shop mats don't use exit paths/
4099 or -destinations. When stepping onto a shopmat the player gets beamed
4100 to the nearest other mat. If the player has unpaid items in his
4101 inventory, the price gets charged from his coins automatically.
4102 If the player has insufficient coins to buy his unpaid items, he
4103 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4104 </description>
4105 <use><![CDATA[
4106 As stated above, always place TWO shop mats into your shop.
4107 Not more and not less than that.]]>
4108 </use>
4109 <attribute arch="no_pick" value="1" type="fixed" />
4110 &move_on;
4111 </type>
4112
4113 <!--####################################################################-->
4114 <type number="98" name="Sign &amp; MagicMouth">
4115 <ignore>
4116 <ignore_list name="non_pickable" />
4117 </ignore>
4118 <description><![CDATA[
4119 The purpose of a sign or magic_mouth is to display a certain message to
4120 the player. There are three ways to have the player get this message:
4121 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4122 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4123 </description>
4124 <use><![CDATA[
4125 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4126 some true roleplay feeling to your maps, support your storyline or give
4127 hints about hidden secrets/dangers. Place signs to provide the player
4128 with all kinds of useful information for getting along in your maps.]]>
4129 </use>
4130 <attribute arch="connected" editor="connection" type="string">
4131 When a connection value is set, the message will be printed whenever
4132 the connection is triggered. This should be used in combination with
4133 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4134 If activating your magic_mouth this way, the message will not only be
4135 printed to one player, but all players on the current map.
4136 </attribute>
4137 &activate_on;
4138 &move_on;
4139 <attribute arch="food" editor="counter" type="int">
4140 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4141 (printing the message) only that many times. For signs this really shouldn't
4142 be used, while for magic_mouths it is extremely helpful.
4143 Monsters walking over the magic_mouth do not decrease the counter.
4144
4145 Often, you might want to have a message displayed only one time. For example:
4146 The player enters your map and you put a magic_mouth to tell him about the
4147 monsters and how dangerous they look and all. Later, when all the monsters
4148 are killed and the player leaves the map, displaying the same message a
4149 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4150 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4151 </attribute>
4152 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4153 This text will be displayed to the player.
4154 </attribute>
4155 </type>
4156
4157 <type number="150" name="Shop Inventory">
4158 <ignore>
4159 <ignore_list name="non_pickable" />
4160 </ignore>
4161 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4162 </description>
4163 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4164 </use>
4165 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4166 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4167 the map that will be searched for unpaid items.
4168 </attribute>
4169 </type>
4170
4171 <!--####################################################################-->
4172 <type number="43" name="Skill">
4173 <ignore>
4174 <ignore_list name="system_object" />
4175 </ignore>
4176 <description><![CDATA[
4177 Skills are objects which exist in the player/monster inventory.
4178 Both NPC/monsters and players use the same skill archetypes. Not all skills
4179 are enabled for monster use however.]]>
4180 </description>
4181 <use><![CDATA[
4182 For mapmaking, Skill objects serve two purposes:
4183 <p>First, the predefined skill archtypes (in the 'skills' directory)
4184 can be seen as the global skill definitions. A skill which doesn't
4185 exists as an archtype cannot be learned or used by players. When you
4186 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4187 of defined skill archtypes, because those strings are used as a reference in
4188 many skill-related objects.
4189 </p><p>
4190 Secondly, in order to enable monsters to use skills, you will need to
4191 copy default skill archtypes into the monsters' inventories.
4192 You can even customize the skills by changing stats. It is not
4193 recommended however, to use skills in your maps which are totally
4194 unrelated to any predefined skill archtype.</p>]]>
4195 </use>
4196 <attribute arch="invisible" value="1" type="fixed" />
4197 <attribute arch="no_drop" value="1" type="fixed" />
4198 <attribute arch="skill" editor="skill name" type="string">
4199 The &lt;skill name&gt; is used for matchings. When a usable
4200 object has an identical &lt;skill name&gt;, players
4201 (or monsters) will need this skill to apply/use the object.
4202 </attribute>
4203 <attribute arch="expmul" editor="exp multiplier" type="float">
4204 This is the ratio of experience the players total should increase by
4205 when this skill is used. If this is zero, then experience only goes to
4206 to the skill. Values higher than 1 are allowed. Note that experience
4207 rewarded to the players total is in addition to that given to the
4208 skill. Eg, if player should get 500 exp for using a skill, and
4209 expmul is 1, the player will get 500 added to that skill as well as
4210 500 to their total.
4211 </attribute>
4212 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4213 The &lt;skill type&gt; defines the base functionality of the skill.
4214 Skill types are hardcoded in the Deliantra server. It isn't hard to
4215 create new skill types, but it requires a bit of server-coding.
4216 </attribute>
4217 <attribute arch="level" editor="level" type="int">
4218 </attribute>
4219 <attribute arch="exp" editor="experience" type="int">
4220 </attribute>
4221 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4222 The &lt;is native skill&gt; flag has an effect only when this
4223 skill object is placed in the inventory of a monster (or player).
4224 If it is set, the monster or player knows the skill natively, which
4225 means he does not need a skill tool to use it.
4226 </attribute>
4227 </type>
4228
4229 <!--####################################################################-->
4230 <type number="130" name="Skill Scroll">
4231 <description><![CDATA[
4232 By reading a skill scroll, a player has a chance to learn the
4233 contained skill.]]>
4234 </description>
4235 <use><![CDATA[
4236 Skill scrolls are very much sought for by players. Currently,
4237 all skill scrolls are sold in shops randomly, which is in fact not
4238 a good system. It would be nice to have some cool quests with
4239 skill scrolls rewarded at the end.]]>
4240 </use>
4241 <attribute arch="race" value="scrolls" type="fixed" />
4242 <attribute arch="skill" editor="skill name" type="string">
4243 The &lt;skill name&gt; matches the skill object that can
4244 be learned from this scroll.
4245 </attribute>
4246 </type>
4247
4248 <!--####################################################################-->
4249 <type number="21" name="Special Key">
4250 <ignore>
4251 <attribute arch="material" />
4252 </ignore>
4253 <description><![CDATA[
4254 When carrying the appropriate special key, a locked door can
4255 be opened. The key will dissapear.
4256 <br><br>
4257 This object-type can also be used for "passport"-like items:
4258 When walking onto an invetory checker, a gate for example might
4259 get opened. The "passport" will stay in the player's inventory.]]>
4260 </description>
4261 <use><![CDATA[
4262 How to make a "passport": You take the special key arch
4263 (archetype name is "key2"), set the face to something like
4264 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4265 certainly must match with the appropiate inventory checker.
4266 <br><br>
4267 Of course you can be creative with names and faces of
4268 key-objects. A "mysterious crystal" or a "big dragon claw"
4269 (with appropriate faces) appear more interesting than just
4270 a "strange key", or "passport".]]>
4271 </use>
4272 <attribute arch="slaying" editor="key string" type="string">
4273 This string must be identical with the &lt;key string&gt; in the
4274 locked door, then it can be unlocked. It can also be used
4275 to trigger inventory checkers.
4276 </attribute>
4277 <attribute arch="material" editor="material" type="bitmask_material">
4278 For Special Keys, material should always be unset or set
4279 to Adamantite. This prevents the key from getting
4280 burned or otherwise destroyed.
4281 </attribute>
4282 <attribute arch="unique" editor="unique item" type="bool">
4283 Unique items exist only one time on a server. If the item
4284 is taken, lost or destroyed - it's gone for good.
4285
4286 This can be used if you want to sell apartments on your
4287 map: Simply sell a unique passport/key, and place
4288 an inventory checker at the entrance of your apartment.
4289 </attribute>
4290 <attribute arch="startequip" editor="godgiven item" type="bool">
4291 A godgiven item vanishes as soon as the player
4292 drops it to the ground.
4293 </attribute>
4294 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4295 This will add a description to the object. The player can read
4296 this text by clicking on the item in his inventory. Use this
4297 message to describe what the key/passport is good for. A player
4298 might have 50 different keys on his key-ring. Don't expect
4299 players to recall their purpose just by their names.
4300 </attribute>
4301 </type>
4302
4303 <!--####################################################################-->
4304 <type number="101" name="Spell">
4305 <ignore>
4306 <ignore_list name="system_object" />
4307 </ignore>
4308 <description><![CDATA[
4309 Spell objects define a spell. When a spell is put in a spellbook,
4310 players can learn it by reading the book. Once learned, players
4311 can use the spell as often as they like. With increasing skill level
4312 of the player, spells may gain power but also increase cost.<br>
4313 Monsters can use spells which are put in their inventory (provided
4314 that certain "enabling" settings are correct). The monster's
4315 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4316 </description>
4317 <use><![CDATA[
4318 A lot of the spells' settings can be tuned and customized.
4319 When creating new spells which are accessible to players, it is
4320 important to think about balance. A single spell which is too
4321 powerful and/or too easy to use can eventually toss the whole skill
4322 and magic school system out of whack. Testing new spells is
4323 quite important therefore.]]>
4324 </use>
4325 <attribute arch="no_drop" value="1" type="fixed" />
4326 <attribute arch="invisible" value="1" type="fixed" />
4327 <attribute arch="skill" editor="skill name" type="string">
4328 The &lt;skill name&gt; matches the skill which is needed
4329 to cast this spell. This should be one out of "sorcery",
4330 "pyromancy", "evocation", "summoning" or "praying".
4331 If you want to fiddle with these, please take care not
4332 to upset the concept and balance of the various skills.
4333 </attribute>
4334 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4335 The &lt;spell type&gt; defines the basic type of spell.
4336 Some of these types are of a more generic nature than others.
4337 </attribute>
4338 <attribute arch="level" editor="spell level" type="int">
4339 </attribute>
4340 <attribute arch="casting_time" editor="casting time" type="int">
4341 </attribute>
4342 <attribute arch="duration" editor="duration" type="int">
4343 </attribute>
4344 <attribute arch="other_arch" editor="create object" type="string">
4345 </attribute>
4346 <attribute arch="sp" editor="cost spellpoints" type="int">
4347 </attribute>
4348 <attribute arch="grace" editor="cost grace" type="int">
4349 </attribute>
4350 <attribute arch="maxsp" editor="double cost per level" type="int">
4351 </attribute>
4352 </type>
4353
4354 <!--####################################################################-->
4355 <type number="85" name="Spellbook">
4356 <description><![CDATA[
4357 By reading a spellbook, the player has a chance of learning the
4358 contained spell. Once learned from a book, the spell is available
4359 forever. Spellbooks with high level spells require some skill-level
4360 to read.<br><br>
4361 You can create widely customized spells only by adjusting the
4362 spell object in the spellbooks inventory. Refer to the description
4363 of spell objects for detailed information how to customize spells.<br>
4364 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4365 with a compilation of spells that the book may contain.]]>
4366 </description>
4367 <use><![CDATA[
4368 Don't put any of the godgiven spells into a spellbook! These are
4369 reserved for the followers of the appropriate cults. Handing them
4370 out in a spellbook would violate the balance between different religions.
4371 <br><br>
4372 Note that there is no fundamental difference between the spellbooks
4373 of varying schools (pyromancy, sorcery, evocation, summoning, and
4374 even praying). The difference lies only in the spells they contain.
4375 It is up to you, the mapmaker, to pick the right type of book
4376 for your spells.]]>
4377 </use>
4378 <attribute arch="skill" value="literacy" type="fixed" />
4379 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4380 There are two ways to put spells into a spellbook:
4381 1. Put a spell object in the books inventory. In this case,
4382 treasurelist must be set to &lt;none&gt;.
4383 2. Choose a treasurelist which contains spells.
4384 In that way, a spell will be chosen randomly from the list.
4385 </attribute>
4386 <attribute arch="startequip" editor="godgiven item" type="bool">
4387 A godgiven item vanishes as soon as the player
4388 drops it to the ground.
4389 </attribute>
4390 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4391 This text may contain a nice description
4392 of the spellbook's cover or something.
4393 </attribute>
4394 </type>
4395
4396 <!--####################################################################-->
4397 <type number="90" name="Spinner">
4398 <ignore>
4399 <ignore_list name="non_pickable" />
4400 </ignore>
4401 <description><![CDATA[
4402 Spinners change the direction of spell objects and other projectiles
4403 that fly past. Unlike directors, it does make a difference from what
4404 angle you shoot into the spinner. The direction of objects flying past
4405 is always changed by a certain degree.]]>
4406 </description>
4407 <use><![CDATA[
4408 Spinners are very rarely used. I believe they are quite
4409 confusing and pointless. The only use I can think of is building
4410 some puzzle about where to shoot into spinners to shoot somewhere you
4411 otherwise couldn't.
4412
4413 When placing spinners on a map with magic walls, make sure the spell-
4414 projectiles from magic walls don't get to fly in loops.]]>
4415 </use>
4416 <attribute arch="sp" editor="direction number" type="int">
4417 The spinner will change the direction of flying objects by
4418 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4419 positive values counter clockwise.
4420
4421 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4422 </attribute>
4423 &move_on;
4424 </type>
4425
4426 <!--####################################################################-->
4427 <type number="138" name="Swamp">
4428 <ignore>
4429 <ignore_list name="non_pickable" />
4430 </ignore>
4431 <description><![CDATA[
4432 Swamp areas show a special behaviour:
4433 When a player stands still on a swamp-square for too long,
4434 he will start to sink in and eventually drown and die.
4435 Items dropped on the swamp sink in and dissapear.
4436 Players with knowledge of the woodsman skill are a lot less likely
4437 to die in the swamp.]]>
4438 </description>
4439 <attribute arch="is_floor" value="1" type="fixed" />
4440 <attribute arch="is_wooded" value="1" type="fixed" />
4441 <attribute arch="speed" editor="drowning speed" type="float">
4442 The higher the &lt;drowning speed&gt;, the faster will players and items
4443 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4444 and unexpected death-trap. Players should get a warning before such areas.
4445 </attribute>
4446 &speed_left;
4447 &move_on;
4448 &movement_types_terrain;
4449 <attribute arch="no_magic" editor="no spells" type="bool">
4450 If enabled, it is impossible for players to use (wizard-)
4451 spells on that spot.
4452 </attribute>
4453 <attribute arch="damned" editor="no prayers" type="bool">
4454 If enabled, it is impossible for players to use prayers
4455 on that spot. It also prevents players from saving.
4456 </attribute>
4457 </type>
4458
4459 <!--####################################################################-->
4460 <type number="41" name="Teleporter">
4461 <ignore>
4462 <ignore_list name="non_pickable" />
4463 </ignore>
4464 <description><![CDATA[
4465 When the player walks into a teleporter, he is transferred to a
4466 different location. The main difference to the object-type exit
4467 is the possibility to have teleporters connected to levers/buttons/etc.
4468 Sometimes teleporters are activated even against the players will.
4469 <br><br>
4470 Unlike exits, teleporters can also transfer items and
4471 monsters to different locations on the same map.]]>
4472 </description>
4473 <use><![CDATA[
4474 When creating maps, I guess sooner or later you'll want to have
4475 an invisible teleporter. If using "invisible 1", the teleporter
4476 can still be discovered with the show_invisible spell. And in
4477 some cases you can't place it under the floor to prevent this.
4478 <br><br>
4479 Fortunately, there is a cool trick to make a perfectly invisible
4480 teleporter: You simply add teleporter functionality to the floor
4481 itself. That means: You take the floor arch (e.g. "flagstone"),
4482 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4483 </use>
4484 <attribute arch="slaying" editor="exit path" type="string">
4485 The exit path specifies the map that the player is transferred to.
4486 &lt;exit path&gt; can be an absolute path, beginning with '/'
4487 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4488 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4489 for example I could use the relative path "Fire1"). Use relative
4490 paths whenever possible! Note that upper/lower case must always be
4491 set correctly. However, please use lower case only.
4492
4493 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4494 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4495 monsters and items. In this case, the destined map is automatically
4496 the same map the teleporter is on.
4497 </attribute>
4498 <attribute arch="hp" editor="destination X" type="int">
4499 The exit destinations define the (x, y)-coordinates where the exit
4500 leads to.
4501
4502 If both are set to zero and &lt;exit path&gt; is empty, the player will
4503 get teleported to another, randomly chosen teleporter on the same
4504 map (Slightly confusing for the player though). Make sure there
4505 actually *is* a second one in that case.
4506
4507 If both are set to zero and &lt;exit path&gt; is set, the player will
4508 be transferred to the "default enter location" of the destined map.
4509 The latter can be set in the map-properties as "Enter X/Y". Though,
4510 please DO NOT use that. It turned out to be a source for numerous
4511 map-bugs.
4512 </attribute>
4513 <attribute arch="sp" editor="destination Y" type="int">
4514 The exit destinations define the (x, y)-coordinates where the exit
4515 leads to.
4516
4517 If both are set to zero and &lt;exit path&gt; is empty, the player will
4518 get teleported to another, randomly chosen teleporter on the same
4519 map (Slightly confusing for the player though). Make sure there
4520 actually *is* a second one in that case.
4521
4522 If both are set to zero and &lt;exit path&gt; is set, the player will
4523 be transferred to the "default enter location" of the destined map.
4524 The latter can be set in the map-properties as "Enter X/Y". Though,
4525 please DO NOT use that. It turned out to be a source for numerous
4526 map-bugs.
4527 </attribute>
4528 <attribute arch="connected" editor="connection" type="string">
4529 If a connection value is set, the teleporter will be activated
4530 whenever the connection is triggered. To use this properly,
4531 &lt;activation speed&gt; must be zero.
4532 </attribute>
4533 &activate_on;
4534 <attribute arch="speed" editor="activation speed" type="float">
4535 If the &lt;activation speed&gt; is nonzero, the teleporter will
4536 automatically be activated in regular time-intervals. Hence, the
4537 player can just step on it and gets teleported sooner or later.
4538 The duration between two activates depends on the given value.
4539 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4540
4541 VERY IMPORTANT: If you want to have your teleporter activated via
4542 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4543 </attribute>
4544 &speed_left;
4545 </type>
4546
4547 <!--####################################################################-->
4548 <type number="26" name="Timed Gate">
4549 <ignore>
4550 <ignore_list name="non_pickable" />
4551 </ignore>
4552 <description><![CDATA[
4553 Gates play an important role in Deliantra. Gates can be opened
4554 by activating a button/trigger, by speaking passwords (-> magic_ear)
4555 or carrying special key-objects (-> inventory checker).
4556 Unlike locked doors, gates can get shut again after a player has
4557 passed, which makes them more practical in many cases. Unlike normal
4558 gates, timed gates open when triggered but automatically close again
4559 after some time.]]>
4560 </description>
4561 <use><![CDATA[
4562 Use gates to divide your maps into separated areas. After solving
4563 area A, the player gains access to area B, and so on. Make your
4564 maps more complex than "one-way".]]>
4565 </use>
4566 <attribute arch="no_pick" value="1" type="fixed" />
4567 <attribute arch="connected" editor="connection" type="string">
4568 Whenever the inventory checker is triggered, all objects with identical
4569 &lt;connection&gt; value get activated. This only makes sense together with
4570 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4571 after some time.
4572 </attribute>
4573 &activate_on;
4574 <attribute arch="wc" editor="position state" type="int">
4575 The &lt;position state&gt; defines the position of the gate:
4576 Zero means completely open/down, the "number of animation-steps" (usually
4577 about 6 or 7) means completely closed/up state. I suggest you don't
4578 mess with this value - Leave the default in place.
4579 </attribute>
4580 &movement_types_terrain;
4581 <attribute arch="no_magic" editor="restrict spells" type="bool">
4582 Restricting the use of spells to pass this gate. This has
4583 an effect only if &lt;block view&gt; is disabled.
4584 </attribute>
4585 <attribute arch="damned" editor="restrict prayers" type="bool">
4586 Restricting the use of prayers to pass this door. This has
4587 an effect only if &lt;block view&gt; is disabled.
4588 </attribute>
4589 <attribute arch="hp" editor="open duration" type="int">
4590 Defines the duration the gate remains closed. This only takes effect
4591 if the gate is not connected.
4592 </attribute>
4593 </type>
4594
4595 <!--####################################################################-->
4596 <type number="155" name="Trap">
4597 <ignore>
4598 <attribute arch="no_pick" />
4599 <attribute arch="title" />
4600 <attribute arch="name_pl" />
4601 <attribute arch="weight" />
4602 <attribute arch="value" />
4603 <attribute arch="material" />
4604 <attribute arch="unpaid" />
4605 </ignore>
4606 <description><![CDATA[
4607 A trap is a object that can either do damage or trigger another connected object
4608 when detonated. Traps are like runes except they are not magical in nature,
4609 and generally have either a physical attack or trigger a reaction.
4610 <br><br>
4611 Traps hit any monster or person who steps on them for 'dam' damage in
4612 'attacktype' attacktype and/or trigger a reaction.
4613 <br><br>
4614 Many traps are already defined in the archetypes.]]>
4615 </description>
4616 <use><![CDATA[
4617 Avoid monsters stepping on your traps. For example, a party of orcs setting
4618 off your lightning wall and pit trap is usually a bad idea.]]>
4619 </use>
4620 <attribute arch="no_pick" value="1" type="fixed" />
4621 &move_on;
4622 <attribute arch="level" editor="trap level" type="int">
4623 Level effects how easily a trap may be found and disarmed, and
4624 how much experience the player gets for doing so. Beware: High level
4625 traps can be quite a cheap source of experience! So either make them
4626 tough, or keep the level low.
4627 </attribute>
4628 <attribute arch="Cha" editor="visibility" type="int">
4629 This value determines what fraction of the time the trap is visible:
4630 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4631 how easily the trap may be found.
4632 </attribute>
4633 <attribute arch="hp" editor="number of charges" type="int">
4634 The trap will detonate &lt;number of charges&gt; times before disappearing.
4635 </attribute>
4636 <attribute arch="dam" editor="direct damage" type="int">
4637 &lt;direct damage&gt; specifies how much damage is done by the trap.
4638 This should be set in reasonable relation to the trap's level.
4639 </attribute>
4640 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4641 This attribute defines what attacktype to use for direct damage when
4642 the trap detonates.
4643 </attribute>
4644 <attribute arch="connected" editor="connection" type="string">
4645 When the trap is detonated, all objects with the same
4646 connection value get activated.
4647 </attribute>
4648 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4649 When the trap detonates, this text is displayed to the
4650 victim. For especially powerful or complex traps, create an appropriate
4651 and thrilling description. ;)
4652 </attribute>
4653 </type>
4654
4655 <!--####################################################################-->
4656 <type number="95" name="Trapdoor">
4657 <ignore>
4658 <ignore_list name="non_pickable" />
4659 </ignore>
4660 <description><![CDATA[
4661 Trapdoors are very similar to pits. The difference is that they
4662 can not be closed. Instead, the weight of the object on the
4663 trapdoor determines weither it slams the trapdoor open and falls through
4664 or not.<br>
4665 Once a trapdoor has been opened (by a creature or items of sufficient
4666 weight,) it remains open, acting like an opened pit.]]>
4667 </description>
4668 <use><![CDATA[
4669 Trapdoors should be used in the same fashion as pits:
4670 They should always drop the victims to some kind of lower level. They
4671 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4672 </use>
4673 <attribute arch="no_pick" value="1" type="fixed" />
4674 &move_on;
4675 <attribute arch="weight" editor="hold weight" type="int">
4676 This value defines how much weight the trapdoor can hold.
4677 Once items or creatures are gathered on the trapdoor, with
4678 a total weight surpassing this value, then the trapdoor will
4679 open and things start falling through.
4680 </attribute>
4681 <attribute arch="hp" editor="destination X" type="int">
4682 The trapdoor will transport creatures (and items) randomly into
4683 a two-square radius of the destination coordinates.
4684 If the destination square becomes blocked, the trapdoor will act like
4685 being filled up and not work anymore!
4686 </attribute>
4687 <attribute arch="sp" editor="destination Y" type="int">
4688 The trapdoor will transport creatures (and items) randomly into
4689 a two-square radius of the destination coordinates.
4690 If the destination square becomes blocked, the trapdoor will act like
4691 being filled up and not work anymore!
4692 </attribute>
4693 </type>
4694
4695 <!--####################################################################-->
4696 <type number="4" name="Treasure">
4697 <ignore>
4698 <attribute arch="nrof" />
4699 <attribute arch="title" />
4700 <attribute arch="name_pl" />
4701 <attribute arch="weight" />
4702 <attribute arch="value" />
4703 <attribute arch="material" />
4704 </ignore>
4705 <description><![CDATA[
4706 A treasure-object turns into certain randomitems when the map is loaded
4707 into the game.]]>
4708 </description>
4709 <use><![CDATA[
4710 About usage of the "random-artifact" treasurelist:
4711 This will generate powerful stuff like girdles, xray helmets, special
4712 swords etc. If you put this as reward to your quest, players might be
4713 motivated to do it more than once. BUT, by doing so they will get a huge
4714 number of different artifacts! Besides, players will always seek the place
4715 with the most easy-to-get random artifact and ignore all others.
4716 My advice: Don't use it! Attract players with good fighting experience
4717 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4718 </use>
4719 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4720 This entry determines what kind of treasure will appear. Look into
4721 /crossfire/share/crossfire/treasures for details about existing
4722 treasurelists.
4723 </attribute>
4724 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4725 "Auto-generate" must be set in order to have the treasure be created
4726 when the map is loaded.
4727 If you want to create a random treasure chest, you unset this flag.
4728 That way, the player has to apply the object (the chest), then the
4729 treasure is generated.
4730 </attribute>
4731 <attribute arch="hp" editor="create number" type="int">
4732 "Create number" specifies how many pieces of the given treasurelist
4733 will appear. Note that for every piece there is a chance that nothing is
4734 generated. Also, sometimes there can be stacks of items generated, like
4735 for gems/money.
4736 </attribute>
4737 <attribute arch="exp" editor="quality level" type="int">
4738 The &lt;quality level&gt; will be used for the quality of the generated
4739 treasure instead of the map difficulty (as was done with shops).
4740 If zero/unset, the map difficulty will instead be used.
4741 (Example for comparison: Shop floors generate treasure of
4742 &lt;quality level&gt; 5 per default).
4743 </attribute>
4744 </type>
4745
4746 <!--####################################################################-->
4747 <type number="52" name="Trigger Marker">
4748 <ignore>
4749 <ignore_list name="system_object" />
4750 </ignore>
4751 <description><![CDATA[
4752 A trigger marker is an object that inserts an invisible force (a mark) into a
4753 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4754 &lt;key string&gt; which can be discovered by detectors or inventory
4755 checkers. It is also possible to use markers for removing marks again.
4756 <br><br>
4757 Note that the player has no possibility to "see" his own marks,
4758 except by the effect that they cause on the maps.]]>
4759 </description>
4760 <use><![CDATA[
4761 Markers hold real cool possibilities for map-making. I encourage
4762 you to use them frequently. However there is one negative point
4763 about markers: Players don't "see" what's going on with them. It is
4764 your task, as map-creator, to make sure the player is always well
4765 informed and never confused.
4766 <br><br>
4767 Please avoid infinite markers when they aren't needed. They're
4768 using a little space in the player file after all, so if there
4769 is no real purpose, set an expire time.]]>
4770 </use>
4771 <attribute arch="no_pick" value="1" type="fixed" />
4772 <attribute arch="slaying" editor="key string" type="string">
4773 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4774 If the player already has a force with that &lt;key string&gt;,
4775 there won't be inserted a second one.
4776 </attribute>
4777 <attribute arch="connected" editor="connection" type="string">
4778 Unlike a regular marker this is the connection that triggers this marker to activate.
4779 </attribute>
4780 <attribute arch="food" editor="mark duration" type="int">
4781 This value defines the duration of the force it inserts.
4782 If nonzero, the duration of the player's mark is finite:
4783 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4784 means the mark will stay on the player forever.
4785 </attribute>
4786 <attribute arch="name" editor="delete mark" type="string">
4787 When the player steps onto the marker, all existing forces in
4788 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4789 will be removed. If you don't want to remove any marks, leave
4790 this textfield empty.
4791
4792 Note that the string &lt;delete mark&gt; is set as the name of
4793 this marker. So don't be confused, and remember changing the
4794 name will take effect on the marker's functionality.
4795 </attribute>
4796 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4797 In the moment when the player gets marked, this text is displayed
4798 to him. You should really set a message in any marker you create,
4799 because it's the only way for the player to notice what's going on.
4800 </attribute>
4801 </type>
4802
4803 <!--####################################################################-->
4804 <type number="0" name="Wall">
4805 <required>
4806 <attribute arch="is_floor" value="0" />
4807 <attribute arch="alive" value="0" />
4808 <attribute arch="no_pass" value="1" />
4809 </required>
4810 <ignore>
4811 <attribute arch="nrof" />
4812 <attribute arch="title" />
4813 <attribute arch="name_pl" />
4814 <attribute arch="value" />
4815 <attribute arch="unpaid" />
4816 </ignore>
4817 <description><![CDATA[
4818 Walls usually block passage and sight.]]>
4819 </description>
4820 &movement_types_terrain;
4821 <attribute arch="can_roll" editor="moveable" type="bool">
4822 If set, the object is able to "roll", so it can be pushed around.
4823 This setting is used for boulders and barrels.
4824 </attribute>
4825 <attribute arch="no_magic" editor="restrict spells" type="bool">
4826 This takes effect only with &lt;blocksview&gt; disabled.
4827 Restricting the use of spells to pass this wall.
4828 </attribute>
4829 <attribute arch="damned" editor="restrict prayers" type="bool">
4830 This takes effect only with &lt;blocksview&gt; disabled.
4831 Restricting the use of spells to pass this wall.
4832 </attribute>
4833 </type>
4834
4835 <!--####################################################################-->
4836 <type number="109" name="Wand &amp; Staff">
4837 <description><![CDATA[
4838 Wands contain a certain spell. The player can apply (ready) and
4839 fire the wand. After a defined number of casts, the wand is
4840 "used up". It is possible to recharge a wand with scrolls of
4841 charging, but usually that isn't worth the cost.]]>
4842 </description>
4843 <use><![CDATA[
4844 Wands are quite seldomly used. The reason prolly is that they're
4845 generally not cost-efficient. Handing out high-level wands with
4846 powerful special spells isn't a good idea either, because of
4847 the recharge ability.
4848 <br><br>
4849 For low levels, staffs of healing/cure and word of recall are
4850 quite desirable though. Ideal rewards for low level quests.]]>
4851 </use>
4852 <attribute arch="sp" editor="spell" type="spell">
4853 The &lt;spell&gt; specifies the contained spell.
4854 </attribute>
4855 <attribute arch="level" editor="casting level" type="int">
4856 The &lt;casting level&gt; of the wand determines it's power.
4857 An average level for wands in shops is about 10.
4858 </attribute>
4859 <attribute arch="food" editor="number of charges" type="int">
4860 The wand can be used &lt;number of charges&gt; times before it is
4861 used up. It can be recharged with scrolls of charging.
4862 </attribute>
4863 <attribute arch="startequip" editor="godgiven item" type="bool">
4864 A godgiven item vanishes as soon as the player
4865 drops it to the ground.
4866 </attribute>
4867 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4868 This text may contain a description of the wand.
4869 </attribute>
4870 </type>
4871
4872 <!--####################################################################-->
4873 <type number="0" name="Weak Wall">
4874 <required>
4875 <attribute arch="is_floor" value="0" />
4876 <attribute arch="alive" value="1" />
4877 <attribute arch="tear_down" value="1" />
4878 </required>
4879 <ignore>
4880 <ignore_list name="non_pickable" />
4881 </ignore>
4882 <description><![CDATA[
4883 A weak wall is a breakable spot amidsts a solid wall. Typically
4884 these weak walls look similar to their solid "relatives" except
4885 for a small crack or little chunks of wall on the ground.]]>
4886 </description>
4887 <use><![CDATA[
4888 If you want to create hidden rooms, using weak walls is alot
4889 better than completely indiscernible passages in a wall.<br>
4890 Anyways, there can be a lot more to weak walls than just finding
4891 them: Rising their defensive stats, weak walls can become a
4892 serious obstacle. An ice wall might only be torn down by a fire
4893 attack for example. A granite wall for instance might be very
4894 hard to destroy.]]>
4895 </use>
4896 <attribute arch="alive" value="1" type="fixed" />
4897 <attribute arch="no_pick" value="1" type="fixed" />
4898 <attribute arch="tear_down" value="1" type="fixed" />
4899 <attribute arch="race" editor="race" type="string">
4900 For weak walls, &lt;race&gt; should always be set to "wall",
4901 unless you create something fancy like a building which
4902 is in fact meant to be a huge animal.
4903 Note that shovels slay walls, so they do tripple damage
4904 against weak walls.
4905 </attribute>
4906 <attribute arch="level" editor="level" type="int">
4907 The &lt;level&gt; of a weak wall works similar to monster levels.
4908 Due to the fact that weak walls cannot attack, the level
4909 is much less important though.
4910 </attribute>
4911 <attribute arch="hp" editor="health points" type="int">
4912 The &lt;health points&gt; of a weak wall define how long it takes to
4913 tear it down. With every successful hit from an opponent,
4914 &lt;health points&gt; get drained.
4915 </attribute>
4916 <attribute arch="maxhp" editor="max health" type="int">
4917 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4918 weak wall can have. Since walls generally don't heal, I doubt
4919 this has much real effect.
4920 </attribute>
4921 <attribute arch="ac" editor="armour class" type="int">
4922 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4923 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4924 </attribute>
4925 &resistances_basic;
4926 </type>
4927
4928 <!--####################################################################-->
4929 <type number="15" name="Weapon">
4930 <description><![CDATA[
4931 Wielding a weapon, the object's stats will directly be inherited to the
4932 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4933 be improved with scrolls.]]>
4934 </description>
4935 <use><![CDATA[
4936 If you create artifacts (equipment) with stats- or resistance-bonus:
4937 Keep playbalance in mind! Such items mustn't be reachable without hard
4938 fighting AND questing.]]>
4939 </use>
4940 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4941 This number is a bitmask, specifying the weapon's attacktypes.
4942 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4943 have no more than one or two attacktypes. Keep in mind that all weapons
4944 can be blessed by the player's diety, thus adding an additional attacktype.
4945
4946 When a player hits a monster with a weapon that has more than one attacktype,
4947 then he will do as much damage as the "best" of his attacktypes does. So,
4948 the more attacktypes you've got, the better your chance to take advantage
4949 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4950 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4951 </attribute>
4952 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4953 The &lt;weapontype&gt; characterizes the weapon's type of physical
4954 attack. It could best be considered a "subclassification"
4955 of the physical attacktype. For now, this is only used for
4956 attack messages!
4957
4958 You should always set this correctly when creating new
4959 weapons for your maps.
4960 </attribute>
4961 <attribute arch="skill" editor="skill name" type="string">
4962 Matching &lt;skill name&gt; of the skill that is required
4963 to use this weapon.
4964 </attribute>
4965 <attribute arch="dam" editor="damage" type="int">
4966 The damage value is used as base value for how much damage the weapon
4967 does per hit. The actual damage involves more dependencies,
4968 like wielder's level and defender's level. Look at existing weapons
4969 to get a feel for the range of weapon damage values.
4970 </attribute>
4971 <attribute arch="slaying" editor="slaying race" type="string">
4972 Slaying means the weapon does tripple (3x) damage to monsters of the
4973 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4974 only monsters of that archtype are hit with tripple damage.
4975
4976 No god blessings are possible for weapons with a race set in this entry
4977 (That's because god blessings add tripple damage against their own
4978 enemy races). Tripple damage is very effective.
4979 </attribute>
4980 <attribute arch="last_sp" editor="weapon speed" type="int">
4981 The weapon speed determines how often the wielder can swing the weapon
4982 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4983 is best (that is lightning- fast). A typical average value is 8.
4984 Speed and damage should be kept in reasonable relation.
4985 </attribute>
4986 <attribute arch="wc" editor="weapon class" type="int">
4987 The weapon class value adds to the overall weapon class of the wielder's
4988 melee attacks. Weapon class improves the chance of hitting the opponent.
4989 </attribute>
4990 <attribute arch="magic" editor="magic bonus" type="int">
4991 For a weapon, magic bonus works just like weapon class, except that
4992 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4993 less useful than direct weapon class value on a weapon.
4994 </attribute>
4995 <attribute arch="item_power" editor="item power" type="int">
4996 The &lt;item power&gt; value measures how "powerful" an artifact is.
4997 Players will only be able to wear equipment with a certain total
4998 amount of &lt;item power&gt;, depending on their own level. This is the
4999 only way to prevent low level players to wear "undeserved" equipment
5000 (like gifts from other players or cheated items).
5001
5002 It is very important to adjust the &lt;item power&gt; value carefully
5003 for every artifact you create! If zero/unset, the Deliantra server will
5004 calculate a provisional value at runtime, but this is never
5005 going to be an accurate measurement of &lt;item power&gt;.
5006 </attribute>
5007 <attribute arch="damned" editor="damnation" type="bool">
5008 A damned weapon cannot be unwielded unless
5009 the curse is removed. Removing damnations is
5010 a tick harder than removing curses.
5011 </attribute>
5012 <attribute arch="cursed" editor="curse" type="bool">
5013 A cursed weapon cannot be unwielded unless
5014 the curse is removed.
5015 </attribute>
5016 <attribute arch="lifesave" editor="save life" type="bool">
5017 An item with this flag enabled will save the players life
5018 for one time: When the player is wearing this item and his
5019 health points reach zero, the item disappears, replenishing
5020 half of the player's health.
5021
5022 An item with &lt;save life&gt; should not have
5023 any decent additional bonuses!
5024 </attribute>
5025 <attribute arch="unique" editor="unique item" type="bool">
5026 Unique items exist only one time on a server. If the item
5027 is taken, lost or destroyed - it's gone for good.
5028 </attribute>
5029 <attribute arch="startequip" editor="godgiven item" type="bool">
5030 A godgiven item vanishes as soon as the player
5031 drops it to the ground.
5032 </attribute>
5033 &player_stat_resist_sections;
5034 <section name="misc">
5035 <attribute arch="luck" editor="luck bonus" type="int">
5036 With positive luck bonus, the player is more likely to
5037 succeed in all sorts of things (spellcasting, praying,...).
5038 Unless the &lt;luck bonus&gt; is very high, the effect will be
5039 barely visible in-game. Luck bonus on one piece of equipment
5040 should never exceed 3, and such bonus should not be too
5041 frequently available.
5042 </attribute>
5043 <attribute arch="hp" editor="health regen." type="int">
5044 Positive &lt;health regen.&gt; bonus speeds up the
5045 player's healing process. Negative values slow it down.
5046 </attribute>
5047 <attribute arch="sp" editor="mana regen." type="int">
5048 Positive &lt;mana regen.&gt; bonus speeds up the
5049 player's mana regeneration. Negative values slow it down.
5050 </attribute>
5051 <attribute arch="grace" editor="grace regen." type="int">
5052 Positive &lt;grace regen.&gt; bonus speeds up the
5053 player's grace regeneration. Negative values slow it down.
5054 Since grace can be regenerated rather easy with praying,
5055 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5056 </attribute>
5057 <attribute arch="food" editor="food bonus" type="int">
5058 Positive &lt;food bonus&gt; slows down the player's digestion,
5059 thus he consumes less food. Negative values speed it up.
5060
5061 Note that food is consumed not only for "being alive", but
5062 also for healing and mana-regeneration.
5063 &lt;food bonus&gt; only affects the amount of food consumed
5064 for "being alive". Hence, even with high &lt;food bonus&gt;,
5065 during a fight a player can run out of food quickly.
5066 </attribute>
5067 <attribute arch="xrays" editor="xray vision" type="bool">
5068 Xray vision allows the player to see through obstacles
5069 in a two-square-wide radius. This is extremely helpful and
5070 desirable, so don't give it away for cheap on equipment.
5071 </attribute>
5072 <attribute arch="stealth" editor="stealth" type="bool">
5073 Stealth allows the player to move silently.
5074 This comes to effect if a player turns himself
5075 invisible and tries to sneak around monsters.
5076 (At least that was the idea behind it)
5077 </attribute>
5078 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5079 If a player is wearing any piece of equipment with
5080 the ability to &lt;reflect spells&gt;, all kinds of
5081 spell-bullets and -beams will bounce off him.
5082 This works only about 90% of all times, to
5083 avoid players being completely immune to certain
5084 types of attacks.
5085
5086 This is a very powerful ability and it
5087 shouldn't be handed out cheap!
5088 </attribute>
5089 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5090 If a player is wearing any piece of equipment with
5091 the ability to &lt;reflect missiles&gt;, all kinds of
5092 projectiles (e.g. arrows, bolts, boulders) will
5093 bounce off him. This works only about 90% of all
5094 times, to avoid players being completely immune to
5095 certain types of attacks.
5096 </attribute>
5097 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5098 Click on the &lt;attuned paths&gt; button to select spellpaths.
5099 The player will get attuned to the specified spellpaths
5100 while wearing this weapon.
5101 </attribute>
5102 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5103 Click on the &lt;repelled paths&gt; button to select spellpaths.
5104 The player will get repelled to the specified spellpaths
5105 while wearing this weapon.
5106 </attribute>
5107 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5108 Click on the &lt;denied paths&gt; button to select spellpaths.
5109 The specified spellpaths will be denied to the player
5110 while wearing this weapon.
5111 </attribute>
5112 </section>
5113 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5114 This text describes the weapons's "story". Every decent artifact weapon
5115 should have such a description.
5116 </attribute>
5117 </type>
5118
5119 <type number="116" name="Event Connector">
5120 <description><![CDATA[
5121 Event connectors link specific events that happen to objects to
5122 a crossfire plug-in. They are not used at all in Deliantra.]]>
5123 </description>
5124 </type>
5125
5126 </types>