ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.53
Committed: Wed Oct 21 00:20:16 2009 UTC (14 years, 7 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.52: +2 -2 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Deliantra object types and their attributes. #
6 # #
7 # The server code of the Deliantra game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # New types must be inserted maintaining the alphabetical order. #
15 # #
16 # about the 'type' elements: #
17 # #
18 # <type number="15" name="Type Name"> #
19 # <import_type name="Type Name" /> import attributes of this type #
20 # <required> #
21 # list of required attributes to identifying this type #
22 # </required> #
23 # <ignore> #
24 # list of attributes not to import from default_type #
25 # </ignore> #
26 # <description><![CDATA[ #
27 # Description of this type.]]> #
28 # </description> #
29 # <use><![CDATA[ #
30 # How to use this type.]]> #
31 # </use> #
32 # ... attributes ... #
33 # </type> #
34 # #
35 # about the 'attribute' type: <attribute ... type="XXX" > #
36 # #
37 # bool - This attribute can only be set to '1' or '0' #
38 # int - This attribute contains a decimal number #
39 # float - This attr. contains a floating point number #
40 # string - This attribute contains a string #
41 # text - This attribute contains a text ("text" can have #
42 # linebreaks, unlike "string") #
43 # fixed - This attribute is always set to a fixed 'value' #
44 # (There is no user-input for this attribute) #
45 # spell - This attribute contains a spell. The mapmaker can #
46 # choose spells from a combo box. #
47 # nz_spell - works just like 'spell', except that the #
48 # spell-value zero is always interpreted as <none>, #
49 # never as "magic bullet" #
50 # bool_special - Like bool, but with customized true/false values #
51 # treasurelist - CF treasure list (see "treasures" file) #
52 # list_LISTNAME - list, must be defined as a <list> element #
53 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54 # element #
55 # #
56 # Created by Andreas Vogl. #
57 ######################################################################
58 -->
59 <!DOCTYPE types [
60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61
62 <!ELEMENT bitmask (entry*)>
63 <!ATTLIST bitmask name CDATA #REQUIRED>
64
65 <!ELEMENT list (entry*)>
66 <!ATTLIST list name CDATA #REQUIRED>
67
68 <!ELEMENT entry EMPTY>
69 <!ATTLIST entry bit CDATA #IMPLIED
70 value CDATA #IMPLIED
71 name CDATA #REQUIRED>
72
73 <!ELEMENT ignore_list (attribute* | EMPTY)>
74 <!ATTLIST ignore_list name CDATA #REQUIRED>
75
76 <!ELEMENT default_type (attribute*)>
77
78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79 <!ATTLIST type name CDATA #REQUIRED
80 number CDATA #REQUIRED>
81
82 <!ELEMENT description (#PCDATA)>
83 <!ELEMENT use (#PCDATA)>
84
85 <!ELEMENT import_type EMPTY>
86 <!ATTLIST import_type name CDATA #REQUIRED>
87
88 <!ELEMENT required (attribute+)>
89 <!ELEMENT ignore (attribute*,ignore_list*)>
90
91 <!ELEMENT section (attribute+)>
92 <!ATTLIST section name CDATA #REQUIRED>
93
94 <!ELEMENT attribute (#PCDATA)>
95 <!ATTLIST attribute type CDATA #IMPLIED
96 arch CDATA #IMPLIED
97 arch_begin CDATA #IMPLIED
98 arch_end CDATA #IMPLIED
99 editor CDATA #IMPLIED
100 value CDATA #IMPLIED
101 length CDATA #IMPLIED
102 true CDATA #IMPLIED
103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement on' 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 off' 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 move_block "
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 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
129 Objects using these movement types are allowed to move over this space. Takes
130 precedence over 'blocked movements'.
131 </attribute>
132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
133 The types of movement that should by slowed down by the 'slow movement penalty'.
134 </attribute>
135 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
136 If &lt;slow movement&gt; is set to a value greater zero, all
137 creatures matching 'slow move' will be slower than normal on this spot.
138
139 &lt;slow movement&gt; 1 - rough terrain
140 &lt;slow movement&gt; 2 - very rough terrain
141 ...
142 &lt;slow movement&gt; 5 - default for deep swamp
143 ...
144 &lt;slow movement&gt; 7 - spider web (sticky as hell)
145 </attribute>
146 ">
147 <!ENTITY speed_left "
148 <attribute arch='speed_left' editor='speed left' type='float'>
149 The speed left to the object. On every tick, if this value is higher
150 than 0, the object acts/triggers/moves etc. and the value gets
151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
152 every tick.
153 </attribute>
154 ">
155 <!ENTITY activate_on "
156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
157 Whether the teleporter should only be activated on push.
158 </attribute>
159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
160 Whether the teleporter should only be activated on release.
161 </attribute>
162 ">
163
164 <!ENTITY resistances_flesh_desc "
165 Resistances on flesh items make them more durable against spellcraft
166 of the appropriate kind. It also allows dragon players to eventually gain
167 resistance by eating it. Usually resistance should only be set for flesh
168 items in a monster's inventory.
169 ">
170
171 <!ENTITY resistances_flesh_section "
172 <section name='resistance'>
173 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 </section>
228 ">
229
230 <!ENTITY resistances_basic "
231 <section name='resistance'>
232 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252 </section>
253 ">
254
255 <!ENTITY player_stat_desc "
256 The player's strentgh will rise/fall by the given value for permanent
257 (of course there is an upper limit). Generally there shouldn't be stat
258 potions granting more than one stat. Cursed potions will subtract the
259 stats if positive.
260 ">
261
262 <!ENTITY player_res_desc "
263 The player's resistance to physical will rise by this value in percent
264 (range -100 till +100). The effect is only temporare, and it does NOT
265 add on the values from the player's equipment.
266 Cursed potions will make negative resistance.. very nasty in combat!
267 ">
268
269 <!ENTITY player_stat_resist_sections "
270 <section name='stats'>
271 <attribute arch='Str' editor='strength' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Dex' editor='dexterity' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Con' editor='constitution' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Int' editor='intelligence' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Pow' editor='power' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Wis' editor='wisdom' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Cha' editor='charisma' type='int'>
290 &player_stat_desc;
291 </attribute>
292 </section>
293 <section name='resistance'>
294 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 </section>
355 ">
356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
363 ]>
364
365 <types>
366
367 <!--###################### bitmask definitions ######################-->
368
369 <bitmask name="attacktype">
370 <entry bit="0" name="Physical" />
371 <entry bit="1" name="Magical" />
372 <entry bit="2" name="Fire" />
373 <entry bit="3" name="Electricity" />
374 <entry bit="4" name="Cold" />
375 <entry bit="5" name="Confusion" />
376 <entry bit="6" name="Acid" />
377 <entry bit="7" name="Drain" />
378 <entry bit="8" name="Weaponmagic" />
379 <entry bit="9" name="Ghosthit" />
380 <entry bit="10" name="Poison" />
381 <entry bit="11" name="Slow" />
382 <entry bit="12" name="Paralyze" />
383 <entry bit="13" name="Turn Undead" />
384 <entry bit="14" name="Fear" />
385 <entry bit="15" name="Cancellation" />
386 <entry bit="16" name="Depletion" />
387 <entry bit="17" name="Death" />
388 <entry bit="18" name="Chaos" />
389 <entry bit="19" name="Counterspell" />
390 <entry bit="20" name="God Power" />
391 <entry bit="21" name="Holy Power" />
392 <entry bit="22" name="Blinding" />
393 </bitmask>
394
395 <bitmask name="material">
396 <entry bit="0" name="Paper" />
397 <entry bit="1" name="Iron" />
398 <entry bit="2" name="Glass" />
399 <entry bit="3" name="Leather" />
400 <entry bit="4" name="Wood" />
401 <entry bit="5" name="Organics" />
402 <entry bit="6" name="Stone" />
403 <entry bit="7" name="Cloth" />
404 <entry bit="8" name="Adamantite" />
405 <entry bit="9" name="Liquid" />
406 <entry bit="10" name="Soft Metal" />
407 <entry bit="11" name="Bone" />
408 <entry bit="12" name="Ice" />
409 <entry bit="13" name="(supress name on display)" />
410
411 </bitmask>
412
413 <bitmask name="spellpath">
414 <entry bit="0" name="Protection" />
415 <entry bit="1" name="Fire" />
416 <entry bit="2" name="Frost" />
417 <entry bit="3" name="Electricity" />
418 <entry bit="4" name="Missiles" />
419 <entry bit="5" name="Self" />
420 <entry bit="6" name="Summoning" />
421 <entry bit="7" name="Abjuration" />
422 <entry bit="8" name="Restoration" />
423 <entry bit="9" name="Detonation" />
424 <entry bit="10" name="Mind" />
425 <entry bit="11" name="Creation" />
426 <entry bit="12" name="Teleportation" />
427 <entry bit="13" name="Information" />
428 <entry bit="14" name="Transmutation" />
429 <entry bit="15" name="Transferrence" />
430 <entry bit="16" name="Turning" />
431 <entry bit="17" name="Wounding" />
432 <entry bit="18" name="Death" />
433 <entry bit="19" name="Light" />
434 </bitmask>
435
436 <bitmask name="will_apply">
437 <entry bit="0" name="Apply Handles" />
438 <entry bit="1" name="Open Chests" />
439 <entry bit="2" name="Break Walls" />
440 <entry bit="3" name="Open Doors" />
441 </bitmask>
442
443 <bitmask name="pick_up">
444 <entry bit="0" name="Nothing" />
445 <entry bit="1" name="Wealth" />
446 <entry bit="2" name="Food" />
447 <entry bit="3" name="Weapons" />
448 <entry bit="4" name="Armour" />
449 <entry bit="5" name="Inverse" />
450 <entry bit="6" name="All" />
451 </bitmask>
452
453 <bitmask name="movement_type">
454 <entry bit="0" name="Walk" />
455 <entry bit="1" name="Fly Low" />
456 <entry bit="2" name="Fly High" />
457 <entry bit="3" name="Swim" />
458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
460 </bitmask>
461
462 <!--###################### list definitions ######################-->
463
464 <list name="direction">
465 <entry value="0" name="&lt;none&gt;" />
466 <entry value="1" name="north" />
467 <entry value="2" name="northeast" />
468 <entry value="3" name="east" />
469 <entry value="4" name="southeast" />
470 <entry value="5" name="south" />
471 <entry value="6" name="southwest" />
472 <entry value="7" name="west" />
473 <entry value="8" name="northwest" />
474 </list>
475
476 <list name="mood">
477 <entry value="0" name="furious" />
478 <entry value="1" name="angry" />
479 <entry value="2" name="calm" />
480 <entry value="3" name="sleep" />
481 <entry value="4" name="charm" />
482 </list>
483
484 <list name="potion_effect">
485 <entry value="0" name="&lt;none&gt;" />
486 <entry value="65536" name="life restoration" />
487 <entry value="1048576" name="improvement" />
488 </list>
489
490 <list name="weapon_type">
491 <entry value="0" name="&lt;unknown&gt;" />
492 <entry value="1" name="sword" />
493 <entry value="2" name="arrows" />
494 <entry value="3" name="axe" />
495 <entry value="4" name="katana" />
496 <entry value="5" name="knife, dagger" />
497 <entry value="6" name="whip, chain" />
498 <entry value="7" name="hammer, flail" />
499 <entry value="8" name="club, stick" />
500 </list>
501
502 <list name="skill_type">
503 <entry value="1" name="lockpicking" />
504 <entry value="2" name="hiding" />
505 <entry value="3" name="smithery" />
506 <entry value="4" name="bowyer" />
507 <entry value="5" name="jeweler" />
508 <entry value="6" name="alchemy" />
509 <entry value="7" name="stealing" />
510 <entry value="8" name="literacy" />
511 <entry value="9" name="bargaining" />
512 <entry value="10" name="jumping" />
513 <entry value="11" name="detect magic" />
514 <entry value="12" name="oratory" />
515 <entry value="13" name="singing" />
516 <entry value="14" name="detect curse" />
517 <entry value="15" name="find traps" />
518 <entry value="16" name="mediatation" />
519 <entry value="17" name="punching" />
520 <entry value="18" name="flame touch" />
521 <entry value="19" name="karate" />
522 <entry value="20" name="climbing" />
523 <entry value="21" name="woodsman" />
524 <entry value="22" name="inscription" />
525 <entry value="23" name="one handed weapons" />
526 <entry value="24" name="missile weapons" />
527 <entry value="25" name="throwing" />
528 <entry value="26" name="use magic item" />
529 <entry value="27" name="disarm traps" />
530 <entry value="28" name="set traps" />
531 <entry value="29" name="thaumaturgy" />
532 <entry value="30" name="praying" />
533 <entry value="31" name="clawing" />
534 <entry value="32" name="levitation" />
535 <entry value="33" name="summoning" />
536 <entry value="34" name="pyromancy" />
537 <entry value="35" name="evocation" />
538 <entry value="36" name="sorcery" />
539 <entry value="37" name="two handed weapons" />
540 </list>
541
542 <list name="spell_type">
543 <entry value="1" name="raise dead" />
544 <entry value="2" name="rune" />
545 <entry value="3" name="make mark" />
546 <entry value="4" name="bolt" />
547 <entry value="5" name="bullet" />
548 <entry value="6" name="explosion" />
549 <entry value="7" name="cone" />
550 <entry value="8" name="bomb" />
551 <entry value="9" name="wonder" />
552 <entry value="10" name="smite" />
553 <entry value="11" name="magic missile" />
554 <entry value="12" name="summon golem" />
555 <entry value="13" name="dimension door" />
556 <entry value="14" name="magic mapping" />
557 <entry value="15" name="magic wall" />
558 <entry value="16" name="destruction" />
559 <entry value="17" name="perceive self" />
560 <entry value="18" name="word of recall" />
561 <entry value="19" name="invisible" />
562 <entry value="20" name="probe" />
563 <entry value="21" name="healing" />
564 <entry value="22" name="create food" />
565 <entry value="23" name="earth to dust" />
566 <entry value="24" name="change ability" />
567 <entry value="25" name="bless" />
568 <entry value="26" name="curse" />
569 <entry value="27" name="summon monster" />
570 <entry value="28" name="recharge" />
571 <entry value="29" name="polymorph" />
572 <entry value="30" name="alchemy" />
573 <entry value="31" name="remove curse" />
574 <entry value="32" name="identify" />
575 <entry value="33" name="detection" />
576 <entry value="34" name="mood change" />
577 <entry value="35" name="moving ball" />
578 <entry value="36" name="swarm" />
579 <entry value="37" name="charge mana" />
580 <entry value="38" name="dispel rune" />
581 <entry value="39" name="create missile" />
582 <entry value="40" name="consecrate" />
583 <entry value="41" name="animate weapon" />
584 <entry value="42" name="light" />
585 <entry value="43" name="change map light" />
586 <entry value="44" name="faery fire" />
587 <entry value="45" name="disease" />
588 <entry value="46" name="aura" />
589 <entry value="47" name="town portal" />
590 </list>
591
592 <list name="event_type">
593 <entry value="0" name="none" />
594 <entry value="1" name="apply" />
595 <entry value="2" name="attack" />
596 <entry value="3" name="death" />
597 <entry value="4" name="drop" />
598 <entry value="5" name="pickup" />
599 <entry value="6" name="say" />
600 <entry value="7" name="stop" />
601 <entry value="8" name="time" />
602 <entry value="9" name="throw" />
603 <entry value="10" name="trigger" />
604 <entry value="11" name="close" />
605 <entry value="12" name="timer" />
606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
608 </list>
609
610 <list name="attack_movement_bits_0_3">
611 <entry value="0" name="default" />
612 <entry value="1" name="attack from distance" />
613 <entry value="2" name="run away" />
614 <entry value="3" name="hit and run" />
615 <entry value="4" name="wait, then hit, then move" />
616 <entry value="5" name="rush blindly" />
617 <entry value="6" name="always run" />
618 <entry value="7" name="attack from distance if hit" />
619 <entry value="8" name="do not approach" />
620 </list>
621
622 <list name="attack_movement_bits_4_7">
623 <entry value="0" name="none" />
624 <entry value="16" name="pet" />
625 <entry value="32" name="small circle" />
626 <entry value="48" name="large circle" />
627 <entry value="64" name="small horizontal" />
628 <entry value="80" name="large horizontal" />
629 <entry value="96" name="random direction" />
630 <entry value="112" name="random movement" />
631 <entry value="128" name="small vertical" />
632 <entry value="144" name="large vertical" />
633 </list>
634
635 <!--###################### default attributes ######################-->
636
637 <!--
638 The attributes of the default_type get added to all other types by default.
639 Every type can have an 'ignore' element however, which is used to specify
640 default attributes *not* to inherit.
641 -->
642 <default_type>
643 <attribute arch="name" editor="name" type="string">
644 This is the name of the object, displayed to the player.
645 </attribute>
646 <attribute arch="name_pl" editor="plural name" type="string">
647 This is the plural name of the object. A plural name must be set for
648 all items that can be picked up and collected by the player.
649 </attribute>
650 <attribute arch="title" editor="title" type="string">
651 This is the object's title. Once an object is identified the title is
652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 </attribute>
654 <attribute arch="face" editor="image" type="string">
655 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
656 object has an animation! See also the 'animation' attribute.
657 </attribute>
658 <attribute arch="animation" editor="animation" type="string">
659 The animation-name of the object. If you assign custom faces and the archetype
660 defines an animation you can disable the animation of an archetype by setting this
661 field to NONE.
662 </attribute>
663 <attribute arch="tag" editor="tag" type="string">
664 You can tag objects with an identifier. Tagged objects can be found quickly
665 from their tag, which makes them useful to tag exits and refer to those by
666 their name.
667 </attribute>
668 <attribute arch="nrof" editor="number" type="int">
669 This value determines the number of objects in one stack (for example:
670 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
671 any pickable object - otherwise it won't be mergeable into a stack.
672 </attribute>
673 <attribute arch="weight" editor="weight" type="int">
674 This value defines the object's weight in grams (1000g is 1kg). Objects with
675 zero weight are not pickable for players. Still, set the "non-pickable"-flag
676 for explicitly non-pickable objects (hey, this is opensource.. you
677 never know ;) ).
678 </attribute>
679 <attribute arch="value" editor="value" type="int">
680 Determines the value of the object, in units of silver coins (one
681 platinum coin == 50 silver coins). Value for buying/selling will be
682 further modified by various factors. Hence, testing values in-game is
683 usually inevitable.
684 </attribute>
685 <attribute arch="glow_radius" editor="glow radius" type="int">
686 If &lt;glow radius&gt; is set to a value greater zero, the object
687 appears lit up on dark maps. &lt;glow radius&gt; can be a value
688 between 0 and 9, the higher, the more light does the object emit.
689 </attribute>
690 <attribute arch="material" editor="material" type="bitmask_material">
691 This bitmask-value informs the player of which material(s) the
692 object consists. Material does also affect how likely the object
693 can be destroyed by hazardous spell-effects.
694 </attribute>
695 <attribute arch="no_pick" editor="non-pickable" type="bool">
696 If set, the object cannot be picked up (Neither by players nor monsters).
697 </attribute>
698 <attribute arch="invisible" editor="invisible" type="bool">
699 Generally makes the object invisible. Depending on the object-type,
700 some can be made visible by the show_invisible spell. If in doubt, test it.
701 Putting an invisible object under the floor always prevents it from being
702 shown.
703 </attribute>
704 <attribute arch="blocksview" editor="block view" type="bool">
705 If an item is set to block view, players (and monsters) cannot
706 see beyond it unless they cross it or manage to stand ontop.
707 </attribute>
708 <attribute arch="identified" editor="identified" type="bool">
709 If an item is identified, the player has full knowledge about it.
710 </attribute>
711 <attribute arch="unpaid" editor="unpaid" type="bool">
712 An &lt;unpaid&gt; item cannot be used unless a player carried it over
713 a shop mat, paying the demanded price. Setting this flag makes sense
714 only for pickable items inside shops.
715 </attribute>
716 <attribute arch="sound" editor="sound" type="string">
717 The sound this objects makes on a map. Enter either a sound alias from
718 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
719 field it will point to sound/&lt;path&gt;.ext
720 </attribute>
721 <attribute arch="sound_destroy" editor="destroy sound" type="string">
722 The sound this objects makes when it is destroyed. Enter either a sound alias from
723 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
724 field it will point to sound/&lt;path&gt;.ext
725 </attribute>
726 </default_type>
727
728 <!-- This ignorelist is for all system objects which are non pickable
729 and invisible. They don't interact with players at all. -->
730 <ignore_list name="system_object">
731 <attribute arch="value" />
732 <attribute arch="nrof" />
733 <attribute arch="weight" />
734 <attribute arch="name_pl" />
735 <attribute arch="material" />
736 <attribute arch="no_pick" />
737 <attribute arch="unpaid" />
738 <attribute arch="title" />
739 <attribute arch="glow_radius" />
740 <attribute arch="identified" />
741 <attribute arch="blocksview" />
742 <attribute arch="invisible" />
743 </ignore_list>
744
745 <!-- This ignorelist is for non-pickable objects. They can be seen by
746 the player, but don't have values like material or weight. -->
747 <ignore_list name="non_pickable">
748 <attribute arch="value" />
749 <attribute arch="nrof" />
750 <attribute arch="weight" />
751 <attribute arch="name_pl" />
752 <attribute arch="material" />
753 <attribute arch="no_pick" />
754 <attribute arch="unpaid" />
755 <attribute arch="title" />
756 <attribute arch="identified" />
757 </ignore_list>
758
759 <!--####################################################################-->
760 <type number="0" name="Misc">
761 <required>
762 <!-- this is a special case: The "misc" type with type number 0 is
763 the fallback for all types which don't match any other defined types.
764 The required attribute "misc x" prevents that it gets confused with
765 other types like "monster & npc" which also have type number 0. -->
766 <attribute arch="misc" value="x" />
767 </required>
768 &movement_types_terrain;
769 <attribute arch="cursed" editor="cursed" type="bool">
770 Curses can have various effects: On equipment and food,
771 they generally harm the player in some way.
772 </attribute>
773 <attribute arch="damned" editor="damned" type="bool">
774 A damned item/floor on the ground makes it impossible for players
775 to use prayers on that spot. It also prevents players from saving.
776 Damnation on equipment works similar to a curse.
777 </attribute>
778 <attribute arch="unique" editor="unique item" type="bool">
779 Unique items exist only one time on a server. If the item
780 is taken, lost or destroyed - it's gone for good.
781 </attribute>
782 <attribute arch="startequip" editor="godgiven item" type="bool">
783 A godgiven item vanishes as soon as the player
784 drops it to the ground.
785 </attribute>
786 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
787 This text may describe the object.
788 </attribute>
789 </type>
790
791 <!--####################################################################-->
792 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
793 <type number="999" name="Ability">
794 <ignore>
795 <ignore_list name="system_object" />
796 </ignore>
797 <description><![CDATA[
798 Abilities are to be put in a monster's inventory. They grant monsters the
799 knowledge to cast spells. Spells from abilities are usually magical in
800 nature, thus adding magic attacktype to the spell-damage they produce.
801 <br><br>
802 A particularly nice feature of abilities is that they can hold two
803 spells: One for short range - and one for long range use.
804 \n\n
805 You should know that spellcasting monsters receive abilities via
806 &lt;treasurelist&gt;.]]>
807 </description>
808 <use><![CDATA[
809 If you want to create "customized" spellcasting monsters, you
810 should use abilities (rather than spellbooks/wands or something).
811 The long/short-range spell feature can make boss-monsters more
812 interesting and challenging.
813 <br><br>
814 You should keep in mind that magic abilities allow players
815 to get better resistance. You can turn off the magic part to
816 make the spells more dangerous. However, this really shouldn't
817 be neccessary unless you work on very high level maps.
818 And what fun is a magic resistance cloak when it has no effect?]]>
819 </use>
820 <attribute arch="invisible" value="1" type="fixed" />
821 <attribute arch="no_drop" value="1" type="fixed" />
822 <attribute arch="sp" editor="short range spell" type="spell">
823 The monster will use the specified &lt;short range spell&gt;
824 when the player is within 6-square radius (of the
825 monster's head).
826 </attribute>
827 <attribute arch="hp" editor="long range spell" type="nz_spell">
828 The monster will use the specified &lt;long range spell&gt;
829 when the player is at least 6 squares away (from the
830 monster's head).
831
832 Setting a &lt;long range spell&gt; is optional. If unset, the
833 &lt;short range spell&gt; gets used all the time.
834 </attribute>
835 <attribute arch="maxsp" editor="importance" type="int">
836 Sometimes you'll want a monster to use one ability more than others.
837 To achieve this, set the &lt;importance&gt; to a value greater than
838 one. Abilities with this value zero/unset are counted to be of
839 &lt;importance&gt; one.
840
841 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
842 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
843 times the "small fireball".
844 </attribute>
845 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
846 This flag specifies whether the ability &lt;is magical&gt; in nature.
847 If enabled, all spells produced by this ability will have magic
848 attacktype added to the usual attacktypes.
849
850 This should always be set for spell-like abilities. "Natural"
851 abilities like a dragon's firebreath are an exception.
852 Note that non-magical abilities are more dangerous because
853 magic resistance does not protect from those.</attribute>
854 </type>
855
856 <!--####################################################################-->
857
858 <type number="81" name="Torch">
859 <description><![CDATA[
860 Torches are a special kind of Lamp, they are worn out by repeatedly
861 lightening them up (when the is_lightable flag is set) and otherwise
862 they can only be used once.]]>
863 </description>
864 <attribute arch="food" editor="burning duration" type="int">
865 This field specifies the burning duration of the torch.
866 </attribute>
867 <attribute arch="range" editor="enabled glow radius" type="int">
868 This field sets the glow radius of the torch if it is enabled.
869 If you want to make a torch that is already burning set the
870 "glow radius" field.
871 </attribute>
872 <attribute arch="level" editor="level" type="int">
873 If this field specyfies the cursed effect's level. If it is
874 0 no cursed effect will be generate. See also the "cursed" flag.
875 </attribute>
876 <attribute arch="cursed" editor="cursed" type="bool">
877 Cursed torches, which have a level above 0, explode if the
878 player applies them.
879 </attribute>
880 </type>
881
882 <type number="82" name="Lamp">
883 <description><![CDATA[
884 Lamps are carryable light sources for players with a fuel tank.]]>
885 </description>
886 <attribute arch="speed" editor="burn speed" type="float">
887 This field is the speed of the lamp. (If the value 0.00208 is given
888 here the fuel field will specify the burning duration in minutes.)
889 </attribute>
890 <attribute arch="food" editor="fuel" type="int">
891 This field sets the burning duration of the lamp, which depends on the speed
892 field of this object.
893 </attribute>
894 <attribute arch="range" editor="enabled glow radius" type="int">
895 This field sets the glow radius of the lamp if it is enabled.
896 If you want to make a lamp that is already burning set the
897 "glow radius" field.
898 </attribute>
899 <attribute arch="level" editor="level" type="int">
900 If this field specyfies the cursed effect's level. If it is
901 0 no cursed effect will be generate. See also the "cursed" flag.
902 </attribute>
903 <attribute arch="cursed" editor="cursed" type="bool">
904 Cursed lamps, which have a level above 0, explode if the
905 player applies them.
906 </attribute>
907 </type>
908
909 <!--####################################################################-->
910 <type number="18" name="Altar">
911 <ignore>
912 <ignore_list name="non_pickable" />
913 </ignore>
914 <description><![CDATA[
915 When a player puts a defined number of certain items on the altar,
916 then either a spell is casted (on the player) or a connector is
917 triggered. If the latter is the case, the altar works only once.
918 Either way, the sacrificed item disappears.]]>
919 </description>
920 <attribute arch="no_pick" value="1" type="fixed" />
921 &move_on;
922 <attribute arch="slaying" editor="match item name" type="string">
923 This string specifies the item that must be put on the altar to
924 activate it. It can either be the name of an archetype, or directly
925 the name of an object. Yet, titles are not recognized by altars.
926 If you want the player to have to drop a specific amount of money use "money".
927 See also the "drop amount" attribute.
928 &match_compat;
929 </attribute>
930 <attribute arch="food" editor="drop amount" type="int">
931 The drop amount specifies the amount of items (specified
932 in &lt;match item name&gt;) that must be dropped to activate the altar.
933
934 If &lt;match item name&gt; is set to "money", then the value of the
935 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
936 200 silver, 20 gold, or 4 platinum will all work.)
937
938 Note that the maximum possible for &lt;drop amount&gt; is 32767.
939 </attribute>
940 <attribute arch="connected" editor="connection" type="string">
941 If a connection value is set, the altar will trigger all objects
942 with the same value, when activated. This will only work once.
943 </attribute>
944 <attribute arch="sp" editor="spell" type="spell">
945 When activated, the selected &lt;spell&gt; will be casted (once, on the
946 player). This should work for any given spell. The altar will work
947 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
948 one altar.
949 </attribute>
950 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
951 This text will be displayed to the player
952 in the exact moment when the altar is activated.
953 </attribute>
954 </type>
955
956 <!--####################################################################-->
957 <type number="31" name="Altar Trigger">
958 <ignore>
959 <ignore_list name="non_pickable" />
960 </ignore>
961 <description><![CDATA[
962 Altar_triggers work pretty much like normal altars
963 (drop sacrifice -> connection activated), except for the fact that
964 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
965 </description>
966 <use><![CDATA[
967 Altar_triggers are very useful if you want to charge a price for...
968 <UL>
969 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
970 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
971 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
972 </UL>
973 The big advantage over normal altars is the infinite usability
974 of altar_triggers! If there are ten players on one server, they're
975 quite grateful if things work more than once. =)]]>
976 </use>
977 <attribute arch="no_pick" value="1" type="fixed" />
978 <attribute arch="slaying" editor="match item name" type="string">
979 This string specifies the item that must be put on the altar to
980 activate it. It can either be the name of an archetype, or directly
981 the name of an object. Yet, titles are not recognized by altars.
982 If you want the player to have to drop a specific amount of money use "money".
983 See also the "drop amount" attribute.
984 &match_compat;
985 </attribute>
986 <attribute arch="food" editor="drop amount" type="int">
987 The drop amount specifies the amount of items (specified
988 in &lt;match item name&gt;) that must be dropped to activate the altar.
989
990 If &lt;match item name&gt; is set to "money", then the value of the
991 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
992 200 silver, 20 gold, or 4 platinum will all work.)
993
994 Note that the maximum possible for &lt;drop amount&gt; is 32767.
995 </attribute>
996 <attribute arch="connected" editor="connection" type="string">
997 If a connection value is set, the altar will trigger all objects
998 with the same value, when activated. This will only work once.
999 </attribute>
1000 <attribute arch="sp" editor="spell" type="spell">
1001 When activated, this &lt;spell&gt; will be casted (once, on the player).
1002 This should work for any given spell. The altar will work infinitely
1003 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1004 </attribute>
1005 <attribute arch="exp" editor="reset time" type="int">
1006 Being activated, the altar will reset after &lt;reset time&gt; ticks.
1007 After reset, the altar is ready to be activated once again.
1008 The default &lt;reset time&gt; is 30.
1009 </attribute>
1010 <attribute arch="last_sp" editor="ignore reset" type="bool">
1011 If this attribute is enabled, the altar_trigger won't push the
1012 connected value by altar reset. Only ONCE by dropping the sacrifice.
1013 This is typically used when the altar is connected to a creator,
1014 e.g. for selling tickets.
1015
1016 If this attribute is disabled (default), the altar_trigger
1017 will push the connected value TWICE per sacrifice: First by
1018 dropping sacrifice, second by reset. This mode is typically
1019 used for altars being connected to gates, resulting in the
1020 gate being opened and closed again.
1021 </attribute>
1022 &move_on;
1023 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1024 This text will be displayed to the player
1025 in the exact moment when the altar is activated.
1026 </attribute>
1027 </type>
1028
1029 <!--####################################################################-->
1030 <type number="74" name="Skill Tool">
1031 <description><![CDATA[
1032 Wearing a skill tool will give the player the ability to use a skill.
1033 ]]>
1034 </description>
1035 <use><![CDATA[
1036 Feel free to assign resistancies and stats to a skill tools or change
1037 the skill that is given.
1038 ]]>
1039 </use>
1040 <attribute arch="skill" editor="skill name" type="string">
1041 This field describes which skill the player will be able to use wearing this item.
1042 </attribute>
1043 &player_stat_resist_sections;
1044 </type>
1045 <!--####################################################################-->
1046 <type number="39" name="Amulet">
1047 <description><![CDATA[
1048 Wearing an amulet, the object's stats will directly be inherited to
1049 the player. Amulets are usually meant for protection and defense.]]>
1050 </description>
1051 <use><![CDATA[
1052 Feel free to create your own special artifacts. However, it is very
1053 important that you keep your artifact in balance with existing maps.]]>
1054 </use>
1055 <attribute arch="ac" editor="armour class" type="int">
1056 This value defines the amount of armour-class bonus for wearing
1057 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1058 values are better. It should usually be set only for armour-like equipment.
1059 </attribute>
1060 <attribute arch="wc" editor="weapon class" type="int">
1061 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1062 melee attacks. Weapon class improves the chance of hitting the opponent.
1063 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1064 be set only for weapon-like items. Lower values are better.
1065 </attribute>
1066 <attribute arch="item_power" editor="item power" type="int">
1067 The &lt;item power&gt; value measures how "powerful" an artifact is.
1068 Players will only be able to wear equipment with a certain total
1069 amount of &lt;item power&gt;, depending on their own level. This is the
1070 only way to prevent low level players to wear "undeserved" equipment
1071 (like gifts from other players or cheated items).
1072
1073 It is very important to adjust the &lt;item power&gt; value carefully
1074 for every artifact you create! If zero/unset, the Deliantra server will
1075 calculate a provisional value at runtime, but this is never
1076 going to be an accurate measurement of &lt;item power&gt;.
1077 </attribute>
1078 <attribute arch="damned" editor="damnation" type="bool">
1079 A damned piece of equipment cannot be unwielded unless the curse
1080 is removed. Removing damnations is a tick harder than removing curses.
1081 </attribute>
1082 <attribute arch="cursed" editor="curse" type="bool">
1083 A cursed piece of equipment cannot be unwielded
1084 unless the curse is removed.
1085 </attribute>
1086 <attribute arch="lifesave" editor="save life" type="bool">
1087 An item with this flag enabled will save the players life
1088 for one time: When the player is wearing this item and his
1089 health points reach zero, the item disappears, replenishing
1090 half of the player's health.
1091
1092 An item with &lt;save life&gt; should not have
1093 any decent additional bonuses!
1094 </attribute>
1095 <attribute arch="unique" editor="unique item" type="bool">
1096 Unique items exist only one time on a server. If the item
1097 is taken, lost or destroyed - it's gone for good.
1098 </attribute>
1099 <attribute arch="startequip" editor="godgiven item" type="bool">
1100 A godgiven item vanishes as soon as the player
1101 drops it to the ground.
1102 </attribute>
1103 <attribute arch="applied" editor="is applied" type="bool">
1104 If you put this item into the inventory of a monster, and
1105 you want the monster to use/wear the item - you must set
1106 &lt;is applied&gt;.
1107 Enabling this flag doesn't make any sense if the item
1108 is NOT in a monster's inventory.
1109 </attribute>
1110 &player_stat_resist_sections;
1111 <section name="misc">
1112 <attribute arch="luck" editor="luck bonus" type="int">
1113 With positive luck bonus, the player is more likely to
1114 succeed in all sorts of things (spellcasting, praying,...).
1115 Unless the &lt;luck bonus&gt; is very high, the effect will be
1116 barely visible in-game. Luck bonus on one piece of equipment
1117 should never exceed 3, and such bonus should not be too
1118 frequently available.
1119 </attribute>
1120 <attribute arch="hp" editor="health regen." type="int">
1121 Positive &lt;health regen.&gt; bonus speeds up the
1122 player's healing process. Negative values slow it down.
1123 </attribute>
1124 <attribute arch="sp" editor="mana regen." type="int">
1125 Positive &lt;mana regen.&gt; bonus speeds up the
1126 player's mana regeneration. Negative values slow it down.
1127 </attribute>
1128 <attribute arch="grace" editor="grace regen." type="int">
1129 Positive &lt;grace regen.&gt; bonus speeds up the
1130 player's grace regeneration. Negative values slow it down.
1131 Since grace can be regenerated rather easy with praying,
1132 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1133 </attribute>
1134 <attribute arch="food" editor="food bonus" type="int">
1135 Positive &lt;food bonus&gt; slows down the player's digestion,
1136 thus he consumes less food. Negative values speed it up.
1137
1138 Note that food is consumed not only for "being alive", but
1139 also for healing and mana-regeneration.
1140 &lt;food bonus&gt; only affects the amount of food consumed
1141 for "being alive". Hence, even with high &lt;food bonus&gt;,
1142 during a fight a player can run out of food quickly.
1143 </attribute>
1144 <attribute arch="xrays" editor="xray vision" type="bool">
1145 Xray vision allows the player to see through obstacles
1146 in a two-square-wide radius. This is extremely helpful and
1147 desirable, so don't give it away for cheap on equipment.
1148 </attribute>
1149 <attribute arch="stealth" editor="stealth" type="bool">
1150 Stealth allows the player to move silently.
1151 This comes to effect if a player turns himself
1152 invisible and tries to sneak around monsters.
1153 (At least that was the idea behind it)
1154 </attribute>
1155 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1156 If a player is wearing any piece of equipment with
1157 the ability to &lt;reflect spells&gt;, all kinds of
1158 spell-bullets and -beams will bounce off him.
1159 This works only about 90% of all times, to
1160 avoid players being completely immune to certain
1161 types of attacks.
1162
1163 This is a very powerful ability and it
1164 shouldn't be handed out cheap!
1165 </attribute>
1166 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1167 If a player is wearing any piece of equipment with
1168 the ability to &lt;reflect missiles&gt;, all kinds of
1169 projectiles (e.g. arrows, bolts, boulders) will
1170 bounce off him. This works only about 90% of all
1171 times, to avoid players being completely immune to
1172 certain types of attacks.
1173 </attribute>
1174 &move_type;
1175 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1176 Click on the &lt;attuned paths&gt; button to select spellpaths.
1177 The player will get attuned to the specified spellpaths
1178 while wearing this item.
1179 </attribute>
1180 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1181 Click on the &lt;repelled paths&gt; button to select spellpaths.
1182 The player will get repelled to the specified spellpaths
1183 while wearing this item.
1184 </attribute>
1185 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1186 Click on the &lt;denied paths&gt; button to select spellpaths.
1187 The specified spellpaths will be denied to the player
1188 while wearing this item.
1189 </attribute>
1190 </section>
1191 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1192 This text describes the item's "story". Every decent artifact
1193 should have such a description.
1194 </attribute>
1195 </type>
1196
1197 <!--####################################################################-->
1198 <type number="58" name="Battleground">
1199 <ignore>
1200 <ignore_list name="non_pickable" />
1201 </ignore>
1202 <description><![CDATA[
1203 Battleground is very special: In short, players can die on battleground
1204 without any death penalties. They don't loose or gain experience
1205 while on battleground. Acid, draining and depletion effects don't
1206 work either.
1207 When a player dies on battleground, he gets teleported to an exit
1208 location which is defined in the battleground object.]]>
1209 </description>
1210 <use><![CDATA[
1211 Battleground is only meant for player vs. player duels. You can
1212 design combat arenas similiar to the one in scorn.<br>
1213 What should NEVER be done is placing battleground tiles in
1214 open dungeons or other free kinds of land.
1215 It must not be possible to gain significant treasure for fighting
1216 on battleground, because it bears no risk.<br><br>
1217 (Battleground will cease to work when the image or name is changed,
1218 or when it is placed beneath another floor tile.
1219 This is not a bug, it is there to prevent any attempts of placing
1220 "hidden" battleground tiles anywhere.)]]>
1221 </use>
1222 <attribute arch="no_pick" value="1" type="fixed" />
1223 <attribute arch="is_floor" value="1" type="fixed" />
1224 <attribute arch="hp" editor="destination X" type="int">
1225 The exit destinations define the (x, y)-coordinates where players
1226 get teleported after they died on this battleground.
1227 </attribute>
1228 <attribute arch="sp" editor="destination Y" type="int">
1229 The exit destinations define the (x, y)-coordinates where players
1230 get teleported after they died on this battleground.
1231 </attribute>
1232 </type>
1233
1234 <!--####################################################################-->
1235 <type number="165" name="Safe ground">
1236 <ignore>
1237 <ignore_list name="non_pickable" />
1238 </ignore>
1239 <description><![CDATA[
1240 Safe ground is a special object that prevents any effects that might
1241 be harmful for the map, other players or items on the map.
1242 It blocks all magic and prayers, usage of alchemy, prevents potions
1243 from being used and blocks bombs from exploding. Note that altars that
1244 do cast spells still work.
1245 ]]>
1246 </description>
1247 <use><![CDATA[
1248 Safe ground can be used to prevents any means of burning
1249 or destroying the items in a shop. Put this object below all floor tiles
1250 in your map and your shop will be safe. It's generally useful for making
1251 areas where really no kind of spell should be invoked by a player.
1252 ]]>
1253 </use>
1254 &movement_types_terrain;
1255 <attribute arch="no_pick" value="1" type="fixed" />
1256 </type>
1257
1258 <!--####################################################################-->
1259 <type number="8" name="Book">
1260 <description><![CDATA[
1261 Applying a book, the containing message is displayed to the player.]]>
1262 </description>
1263 <attribute arch="level" editor="literacy level" type="int">
1264 If this value is set to be greater than zero, the player needs a
1265 certain literacy level to succeed reading the book. The book can be
1266 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1267 book can be a nice idea, personally I like it when a player needs
1268 more than his fighting skills to solve a quest. However, keep the
1269 booklevel at least below 15 because it is quite hard to gain high
1270 mental levels.
1271 </attribute>
1272 <attribute arch="startequip" editor="godgiven item" type="bool">
1273 A godgiven item vanishes as soon as the player
1274 drops it to the ground.
1275 </attribute>
1276 <attribute arch="unique" editor="unique item" type="bool">
1277 Unique items exist only one time on a server. If the item
1278 is taken, lost or destroyed - it's gone for good.
1279 </attribute>
1280 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1281 This is the text that appears "written" in the book.
1282 </attribute>
1283 <attribute arch="slaying" editor="key string" type="string">
1284 This is the key string of the book. The key string is checked by an inventory checker.
1285 (This is used eg. for the gate/port passes in scorn)
1286 </attribute>
1287 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1288 If this flag is true the player won't be able to identify this
1289 item with by using a skill.
1290 </attribute>
1291 </type>
1292
1293 <!--####################################################################-->
1294 <type number="110" name="Inscribable">
1295 <description><![CDATA[
1296 Inscribable Item - when inscribed, it becomes another object.]]>
1297 </description>
1298 <attribute arch="startequip" editor="godgiven item" type="bool">
1299 A godgiven item vanishes as soon as the player
1300 drops it to the ground.
1301 </attribute>
1302 <attribute arch="unique" editor="unique item" type="bool">
1303 Unique items exist only one time on a server. If the item
1304 is taken, lost or destroyed - it's gone for good.
1305 </attribute>
1306 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1307 This is the item created after being inscribed - scrolls are treated
1308 like spell scrolls, all else will have it's message replaced.
1309 </attribute>
1310 </type>
1311
1312 <!--####################################################################-->
1313 <type number="99" name="Boots">
1314 <import_type name="Amulet" />
1315 <description><![CDATA[
1316 Wearing boots, the object's stats will directly be inherited to
1317 the player. Usually enhancing his speed, or granting some minor
1318 protection bonus.]]>
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="exp" editor="speed bonus" type="int">
1325 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1326 while worn. This kind of bonus is quite desirable for players of low-
1327 and medium level. High level players usually have fastest possible
1328 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1329 Still, this bonus is good for nice artifacts - not everything has
1330 to be for highest level.
1331 </attribute>
1332 <attribute arch="magic" editor="magic bonus" type="int">
1333 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1334 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1335 than direct armour-class bonus on the boots.
1336
1337 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1338 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1339 </attribute>
1340 </type>
1341
1342 <!--####################################################################-->
1343 <type number="104" name="Bracers">
1344 <import_type name="Amulet" />
1345 <description><![CDATA[
1346 Bracers are armour-plates worn around the wrists.
1347 Wearing bracer, the object's stats will directly be inherited to
1348 the player. Usually enhancing his defense.]]>
1349 </description>
1350 <use><![CDATA[
1351 Feel free to create your own special artifacts. However, it is very
1352 important that you keep your artifact in balance with existing maps.]]>
1353 </use>
1354 <attribute arch="magic" editor="magic bonus" type="int">
1355 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1356 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1357 than direct armour-class bonus on the bracers.
1358 </attribute>
1359 </type>
1360
1361 <!--####################################################################-->
1362 <type number="16" name="Brestplate Armour">
1363 <import_type name="Amulet" />
1364 <description><![CDATA[
1365 Wearing an armour, the object's stats will directly be inherited to
1366 the player. Usually enhancing his defense.]]>
1367 </description>
1368 <use><![CDATA[
1369 Feel free to create your own special artifacts. However, it is very
1370 important that you keep your artifact in balance with existing maps.]]>
1371 </use>
1372 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1373 This poses a penalty to spell regeneration speed, for wearing the armour.
1374 The bigger the spellpoint penalty, the worse.
1375 </attribute>
1376 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1377 Slowdown penalty reduces the player's walking speed when wearing the
1378 armour. Bigger values are worse - zero is best.
1379 </attribute>
1380 <attribute arch="magic" editor="magic bonus" type="int">
1381 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1382 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1383 than direct armour-class bonus on the armour.
1384 </attribute>
1385 </type>
1386
1387 <!--####################################################################-->
1388 <type number="92" name="Button">
1389 <ignore>
1390 <ignore_list name="non_pickable" />
1391 </ignore>
1392 <description><![CDATA[
1393 When a predefined amount of weigh is placed on a button, the
1394 &lt;connection&gt; value is triggered. In most cases this happens when a
1395 player or monster steps on it. When the button is "released", the
1396 &lt;connection&gt; value get's triggered a second time.]]>
1397 </description>
1398 &move_on;
1399 &move_off;
1400 <attribute arch="no_pick" value="1" type="fixed" />
1401 <attribute arch="weight" editor="press weight" type="int">
1402 The button is pressed (triggered), as soon as
1403 &lt;press weigh&gt; gram are placed ontop of it.
1404 </attribute>
1405 <attribute arch="connected" editor="connection" type="string">
1406 Every time the button is pressed or released, all objects
1407 with the same &lt;connection&gt; value are activated.
1408 </attribute>
1409 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1410 This text may describe the item. You can use this
1411 message to explain the button's purpose to the player.
1412 </attribute>
1413 </type>
1414
1415 <!--####################################################################-->
1416 <type number="30" name="Button Trigger">
1417 <import_type name="Button" />
1418 <ignore>
1419 <ignore_list name="non_pickable" />
1420 </ignore>
1421 <description><![CDATA[
1422 Handle buttons are buttons which reset after a short period
1423 of time. Every time it is either applied or reset, the
1424 &lt;connection&gt; value is triggered.]]>
1425 </description>
1426 </type>
1427
1428 <!--####################################################################-->
1429 <type number="37" name="Class Changer">
1430 <ignore>
1431 <ignore_list name="non_pickable" />
1432 </ignore>
1433 <description><![CDATA[
1434 Class changer are used while creating a character.]]>
1435 </description>
1436 <attribute arch="randomitems" editor="class items" type="treasurelist">
1437 This entry determines which initial items the character receives.
1438 </attribute>
1439 <section name="stats">
1440 <attribute arch="Str" editor="strength" type="int">
1441 The player's strength will rise by the given value if he chooses this
1442 class. (Negative values make strength fall)
1443 </attribute>
1444 <attribute arch="Dex" editor="dexterity" type="int">
1445 The player's dexterity will rise by the given value if he chooses this
1446 class. (Negative values make dexterity fall)
1447 </attribute>
1448 <attribute arch="Con" editor="constitution" type="int">
1449 The player's constitution will rise by the given value if he chooses this
1450 class. (Negative values make constitution fall)
1451 </attribute>
1452 <attribute arch="Int" editor="intelligence" type="int">
1453 The player's intelligence will rise by the given value if he chooses this
1454 class. (Negative values make intelligence fall)
1455 </attribute>
1456 <attribute arch="Pow" editor="power" type="int">
1457 The player's power will rise by the given value if he chooses this
1458 class. (Negative values make power fall)
1459 </attribute>
1460 <attribute arch="Wis" editor="wisdom" type="int">
1461 The player's wisdom will rise by the given value if he chooses this
1462 class. (Negative values make wisdom fall)
1463 </attribute>
1464 <attribute arch="Cha" editor="charisma" type="int">
1465 The player's charisma will rise by the given value if he chooses this
1466 class. (Negative values make charisma fall)
1467 </attribute>
1468 </section>
1469 </type>
1470
1471 <!--####################################################################-->
1472 <type number="87" name="Cloak">
1473 <import_type name="Amulet" />
1474 <description><![CDATA[
1475 Wearing a cloak, the object's stats will directly be inherited to
1476 the player. Cloaks usually add minor &lt;armour class&gt; and
1477 sometimes a bit of resistance.]]>
1478 </description>
1479 <use><![CDATA[
1480 Feel free to create your own special artifacts. However, it is very
1481 important that you keep your artifact in balance with existing maps.]]>
1482 </use>
1483 <attribute arch="magic" editor="magic bonus" type="int">
1484 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1485 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1486 than direct armour-class bonus on the cloak.
1487
1488 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1489 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1490 </attribute>
1491 </type>
1492
1493 <!--####################################################################-->
1494 <type number="9" name="Clock">
1495 <description><![CDATA[
1496 Applying a clock, the time is displayed to the player.]]>
1497 </description>
1498 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1499 This text may describe the item
1500 </attribute>
1501 </type>
1502
1503 <!--####################################################################-->
1504 <type number="122" name="Container">
1505 <description><![CDATA[
1506 A player can put (certain kinds of) items in the container.
1507 The overall weight of items is reduced when put inside a
1508 container, depending on the settings.
1509 <br><br>
1510 A special feature of containers is the "cauldron",
1511 capable of mixing alchemical receipes.]]>
1512 </description>
1513 <use><![CDATA[
1514 Note on chests - There are two types of chests:
1515 <UL>
1516 <LI> First the random treasure chests - Those are NOT containers
1517 (but object type Treasure), they create random treasures when
1518 applied. Archetype name is "chest".
1519 <LI> Second there are the permanent chests - Those are containers,
1520 they can be opened and closed again. Archetype name is "chest_2".
1521 </UL>]]>
1522 </use>
1523 <attribute arch="race" editor="container class" type="string">
1524 If set, the container will hold only certain types of objects.
1525 Possible choices for &lt;container class&gt; are: "gold and jewels",
1526 "arrows" and "keys".
1527
1528 Unfortunately it is not easy to create new container
1529 classes, because items need a matching counterpiece-attribute
1530 to the &lt;container class&gt; before they can be put inside a
1531 container. This attribute ("race") is set only for the existing
1532 container classes.
1533 </attribute>
1534 <attribute arch="slaying" editor="key string" type="string">
1535 If &lt;key string&gt; is set, only players with a special key
1536 of matching &lt;key string&gt; are able to open the container.
1537 </attribute>
1538 <attribute arch="container" editor="maximum weight" type="int">
1539 The container can hold a maximum total weight of the given value
1540 in gram. Note that this weight limit is calculated *after* the
1541 weight reduction (&lt;reduce weight&gt;) has been applied.
1542 </attribute>
1543 <attribute arch="Str" editor="reduce weight %" type="int">
1544 This value determines how much the weight of items is reduced in
1545 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1546 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1547 Most default values are in the range of ten.
1548 </attribute>
1549 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1550 If set, the container can be used as alchemy-cauldron.
1551 The player can put ingredients inside, close it, cast alchemy
1552 and if his formulae is true, he'll get what he longed for.
1553 </attribute>
1554 <attribute arch="unique" editor="unique item" type="bool">
1555 Unique items exist only one time on a server. If the item
1556 is taken, lost or destroyed - it's gone for good.
1557 All contents of a unique container are unique as well.
1558 </attribute>
1559 <attribute arch="startequip" editor="godgiven item" type="bool">
1560 A godgiven item vanishes as soon as the player
1561 drops it to the ground.
1562 </attribute>
1563 <attribute arch="other_arch" editor="animation arch" type="string">
1564 This is used for a certain kind of... "animation" when
1565 opening the container. Stick to the default arches here
1566 and you won't get into trouble.
1567 </attribute>
1568 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1569 This text may contain a description of the container.
1570 </attribute>
1571 </type>
1572
1573 <!--####################################################################-->
1574 <type number="103" name="Converter">
1575 <ignore>
1576 <attribute arch="value" />
1577 <attribute arch="nrof" />
1578 <attribute arch="name_pl" />
1579 <attribute arch="no_pick" />
1580 <attribute arch="unpaid" />
1581 <attribute arch="title" />
1582 </ignore>
1583 <description><![CDATA[
1584 Converters are like "exchange tables". When the player drops a
1585 specific type of items, they get converted into other items, at a
1586 predefined exchange-ratio.]]>
1587 </description>
1588 <use><![CDATA[
1589 Converters are better than shopping with doormats, because the
1590 converters never get sold out. For some items like food or jewels
1591 those "exchange tables" are really nice, while for the more important
1592 stuff like potions converters should not exist.
1593 <br><br>
1594 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1595 items on a converter, the stuff you get must be of equal or lesser
1596 value than before! (Except if you are using "rare" items like
1597 dragonscales for payment). The code will not check if your ratio is
1598 sane, so the player could gain infinite wealth by using your converter.]]>
1599 </use>
1600 <attribute arch="no_pick" value="1" type="fixed" />
1601 <attribute arch="slaying" editor="cost arch" type="string">
1602 &lt;cost arch&gt; is the name of the archetype the player has to
1603 put on the converter, as payment.
1604 </attribute>
1605 <attribute arch="food" editor="cost number" type="int">
1606 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1607 on the converter, in order to get &lt;receive number&gt; items
1608 of &lt;receive arch&gt;.
1609 </attribute>
1610 <attribute arch="other_arch" editor="receive arch" type="string">
1611 &lt;receive arch&gt; is the name of the archetype to convert into.
1612 This field is ignored if the converter has items in inventory. In this
1613 case one of the inventory items is duplicated. The duplicated item is
1614 randomly chosen from all items present.
1615 </attribute>
1616 <attribute arch="sp" editor="receive number" type="int">
1617 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1618 on the converter, in order to get &lt;receive number&gt; items
1619 of &lt;receive arch&gt;.
1620 </attribute>
1621 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1622 This text may contain a description of the converter.
1623 </attribute>
1624 <attribute arch="precious" editor="output unpaid" type="bool">
1625 If the converter has this flag set the generated items will
1626 be flagged as unpaid. Useful if you want to make a converter in a shop.
1627 (For instance for 'dragon scale' to 'dragon shield' converters in some
1628 armour shops.)
1629 </attribute>
1630 </type>
1631
1632 <!--####################################################################-->
1633 <type number="42" name="Creator">
1634 <ignore>
1635 <ignore_list name="system_object" />
1636 </ignore>
1637 <description><![CDATA[
1638 A creator is an object which creates another object when it
1639 is triggered. The child object can be anything. Creators are
1640 VERY useful for all kinds of map-mechanisms. They can even
1641 periodically create things.]]>
1642 </description>
1643 <use><![CDATA[
1644 Don't hesitate to hide your creators under the floor.
1645 The created items will still always appear ontop of the floor.]]>
1646 </use>
1647 <attribute arch="no_pick" value="1" type="fixed" />
1648 <attribute arch="other_arch" editor="create arch" type="string">
1649 This string defines the object that will be created.
1650 You can choose any of the existing arches.
1651 This field is ignored if the creator has items in inventory. In this case
1652 one of the inventory items is duplicated. The duplicated item is randomly
1653 chosen from all items present.
1654 </attribute>
1655 <attribute arch="connected" editor="connection" type="string">
1656 Whenever the connection value is activated,
1657 the creator gets triggered.
1658 </attribute>
1659 &activate_on;
1660 <attribute arch="lifesave" editor="infinit uses" type="bool">
1661 If &lt;infinit uses&gt; is set, the creator will work
1662 infinitely, regardless of the value in &lt;number of uses&gt;.
1663 </attribute>
1664 <attribute arch="speed" editor="speed" type="float">
1665 When this field is set the creator will periodically create stuff
1666 (and will still do so when the connection is triggered).
1667 A value of 1 means roughly 8 times a second.
1668 </attribute>
1669 <attribute arch="hp" editor="number of uses" type="int">
1670 The creator can be triggered &lt;number of uses&gt; times, thus
1671 creating that many objects, before it dissappears.
1672 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1673 </attribute>
1674 <attribute arch="slaying" editor="name of creation" type="string">
1675 The created object will bear the name and title specified in &lt;name of
1676 creation&gt;. If nothing is set, the standard name and title of the
1677 archetype is used.
1678 </attribute>
1679 <attribute arch="level" editor="level of creation" type="int">
1680 The created object will be of that level. If zero/unset,
1681 the standard level of the archetype is used.
1682 </attribute>
1683 </type>
1684
1685 <!--####################################################################-->
1686 <type number="51" name="Detector">
1687 <ignore>
1688 <ignore_list name="system_object" />
1689 </ignore>
1690 <description><![CDATA[
1691 Detectors work quite much like inv. checkers/pedestals: If the detector
1692 finds a specific object, it toggles its connected value.
1693 <br><br>
1694 What is "unique" about them, compared to inv. checkers/ pedestals?
1695 - First, detectors check their square for a match periodically, not
1696 instantly, so generate much higher server load
1697 Second, detectors check directly for object names. Third,
1698 detectors do not check the inventory of players/monsters.]]>
1699 </description>
1700 <use>
1701 Best avoid this type at all costs, use a pedestal instead.
1702 </use>
1703 <attribute arch="no_pick" value="1" type="fixed" />
1704 <attribute arch="slaying" editor="match name" type="string">
1705 &lt;match name&gt; specifies the name of the object we are looking for.
1706 Actually it does also check for the &lt;key string&gt; in key-objects,
1707 but for this case inventory checkers are often more powerful to use.
1708 </attribute>
1709 <attribute arch="connected" editor="connection" type="string">
1710 When the detector is triggered, all objects with the same
1711 connection value get activated.
1712 </attribute>
1713 <attribute arch="speed" editor="detection speed" type="float">
1714 This value defines the time between two detector-checks.
1715 If you want the detector to behave almost like pedestals/buttons,
1716 set speed rather high, like &lt;detection speed&gt; 1.0.
1717 </attribute>
1718 &speed_left;
1719 <attribute arch="speed_left" editor="speed left" type="float">
1720 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1721 If it is larger than 0, the detector checks, and the speed is decremented
1722 by 1.
1723 </attribute>
1724 </type>
1725
1726 <!--####################################################################-->
1727 <type number="164" name="Map Script">
1728 <ignore>
1729 <ignore_list name="system_object" />
1730 </ignore>
1731 <description><![CDATA[
1732 The map script object is a very special object that can react to connected
1733 events and executes a perl script in the msg slot.
1734 ]]>
1735 </description>
1736 <use><![CDATA[
1737 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1738 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1739 ]]>
1740 </use>
1741 <attribute arch="connected" editor="connection" type="string">
1742 When the map script object is triggered, it will execute
1743 the perl script with the triggering object as $activator.
1744 </attribute>
1745 &activate_on;
1746 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1747 This perl script will be executed each time the objetc is triggered.
1748 </attribute>
1749 </type>
1750
1751 <!--####################################################################-->
1752 <type number="112" name="Director">
1753 <ignore>
1754 <ignore_list name="non_pickable" />
1755 </ignore>
1756 <description><![CDATA[
1757 Directors change the direction of spell objects and other projectiles
1758 that fly past. Unlike spinners, directors always move objects in the
1759 same direction. It does not make a difference from what angle you
1760 shoot into it.<br>
1761 Directors are visible per default.]]>
1762 </description>
1763 <use><![CDATA[
1764 Directors are rarely used in maps. Sometimes they are placed to
1765 change the direction of spells coming out of magic walls,
1766 "channeling" spell-projectiles in some direction. When doing this,
1767 <B>never place directors facing each other with magic walls fireing
1768 into them!</B> The spell-projectiles bouncing between the directors
1769 would accumulate to huge numbers and at some point slow down the
1770 server by eating memory- and CPU-time.
1771 <br><br>
1772 You'd better not place directors in monster vs. player combat
1773 areas too much, because that freaks out wizard-type players.]]>
1774 </use>
1775 <attribute arch="sp" editor="direction" type="list_direction">
1776 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1777 A director with direction &lt;none&gt; simply stops projectiles.
1778 (The latter works out a bit strange for some spells).
1779 </attribute>
1780 &move_on;
1781 </type>
1782
1783 <!--####################################################################-->
1784 <type number="158" name="Disease">
1785 <ignore>
1786 <ignore_list name="system_object" />
1787 </ignore>
1788 <description><![CDATA[
1789 Diseases are an intersting form of spellcraft in Deliantra.
1790 Once casted, they can spread out and infect creatures in a large
1791 area. Being infected can have various effects, from amusing farts
1792 to horrible damage - almost everything is possible.]]>
1793 </description>
1794 <use><![CDATA[
1795 Diseases are extremely flexible and usable in a many ways.
1796 So far they are mostly used for causing bad, unwanted effects.
1797 You could just as well create a disease which helps the player
1798 (recharging mana for example).
1799 Infection with a "positive disease" could even be a quest reward.]]>
1800 </use>
1801 <attribute arch="invisible" value="1" type="fixed" />
1802 <attribute arch="level" editor="plaque level" type="int">
1803 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1804 This mainly reflects in the &lt;damage&gt;. It has no effect on
1805 most other symptoms. Neverthless, it is a very important value for
1806 all damage-inflicting diseases.
1807 </attribute>
1808 <attribute arch="race" editor="infect race" type="string">
1809 The disease will only infect creatures of the specified &lt;race&gt;.
1810 "&lt;race&gt; *" means every creature can be infected.
1811 </attribute>
1812 <attribute arch="ac" editor="progressiveness" type="int">
1813 Every time the disease "moves" the severity of the symptoms are increased
1814 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1815 </attribute>
1816 <section name="spreading">
1817 <attribute arch="wc" editor="infectiosness" type="int">
1818 The &lt;infectiosness&gt; defines the chance of new creatures getting
1819 infected. If you set this too high, the disease is very likely to
1820 be too effective.
1821
1822 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1823 </attribute>
1824 <attribute arch="last_grace" editor="attenuation" type="int">
1825 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1826 everytime it infects someone new. This limits how many generations
1827 a disease can propagate.
1828 </attribute>
1829 <attribute arch="magic" editor="infection range" type="int">
1830 &lt;infection range&gt; sets the range at which infection may occur.
1831 If positive, the &lt;infection range&gt; is level dependant - If negative,
1832 it is not:
1833 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1834 six square range, and &lt;plaque level&gt; doesn't modify that.
1835 </attribute>
1836 <attribute arch="maxhp" editor="persistence" type="int">
1837 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1838 The disease can "move" &lt;persistence&gt; times outside a host before it
1839 vanishes. A negative value means the disease lasts for permanent
1840 (which is only recommended to use in maps without monsters).
1841 </attribute>
1842 <attribute arch="maxgrace" editor="curing duration" type="int">
1843 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1844 (Assuming the host survives and doesn't use a curing spell).
1845 After this period the disease is naturally cured, which provides the
1846 host with immunity from this particular disease of lower or equal level.
1847
1848 A negative value means the disease can never be cured naturally.
1849
1850 Note that this value can be further modulated by spell-parameters,
1851 if the disease is registered as spell in the code. Due to that,
1852 most default diseases take a lot longer to cure than it seems.
1853 </attribute>
1854 <attribute arch="speed" editor="moving speed" type="float">
1855 The &lt;speed&gt; of the disease determines how fast the disease will
1856 "move", thus how fast the symptoms strike the host.
1857 </attribute>
1858 &speed_left;
1859 </section>
1860 <section name="symptoms">
1861 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1862 The disease will attack the host with the given &lt;attacktype&gt;.
1863 Godpower attacktype is commonly used for "unresistable" diseases.
1864 </attribute>
1865 <attribute arch="dam" editor="damage" type="int">
1866 A disease with a positive &lt;damage&gt; value will strike the player for that
1867 amount of damage every time the symptoms occur.
1868 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1869 the player's health is reduced by 10% every time the symptoms strike.
1870
1871 Diseases with %-based damage can be dangerous - but not deadly -
1872 for players of all levels.
1873 </attribute>
1874 <attribute arch="other_arch" editor="create arch" type="string">
1875 If set, the specified arch is created and dropped every time the
1876 symptoms strike.
1877
1878 This can be various things: farts, body pieces, eggs ...
1879 Even monsters can be created that way. You could also make a
1880 disease where some exotic stuff like money/gems is created.
1881 </attribute>
1882 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1883 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1884 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1885 </attribute>
1886 <attribute arch="exp" editor="exp. for curing" type="int">
1887 When the player manages to cure this disease (with a curing spell),
1888 he is awarded with &lt;exp. for curing&gt; experience.
1889 </attribute>
1890 <attribute arch="maxsp" editor="mana depletion" type="int">
1891 Every time the disease "moves", the player's mana is
1892 reduced by the value of &lt;mana depletion&gt;.
1893 For negative values, a %-based amount is taken.
1894 </attribute>
1895 <attribute arch="last_eat" editor="food depletion" type="int">
1896 Every time the disease "moves", the player's food is
1897 reduced by the value of &lt;food depletion&gt;.
1898 For negative values, a %-based amount is taken.
1899 </attribute>
1900 <attribute arch="hp" editor="health regen." type="int">
1901 This value increases the player's healing rate.
1902 Negative values decrease it.
1903 </attribute>
1904 <attribute arch="sp" editor="mana regen." type="int">
1905 This value increases the player's rate of mana regeneration.
1906 Negative values decrease it.
1907 </attribute>
1908 </section>
1909 <section name="disability">
1910 <attribute arch="Str" editor="strength" type="int">
1911 The player's strength will rise by the given value
1912 while being infected. (Negative values make strength fall)
1913 </attribute>
1914 <attribute arch="Dex" editor="dexterity" type="int">
1915 The player's dexterity will rise by the given value
1916 while being infected. (Negative values make dexterity fall)
1917 </attribute>
1918 <attribute arch="Con" editor="constitution" type="int">
1919 The player's constitution will rise by the given value
1920 while being infected. (Negative values make constitution fall)
1921 </attribute>
1922 <attribute arch="Int" editor="intelligence" type="int">
1923 The player's intelligence will rise by the given value
1924 while being infected. (Negative values make intelligence fall)
1925 </attribute>
1926 <attribute arch="Pow" editor="power" type="int">
1927 The player's power will rise by the given value
1928 while being infected. (Negative values make power fall)
1929 </attribute>
1930 <attribute arch="Wis" editor="wisdom" type="int">
1931 The player's wisdom will rise by the given value
1932 while being infected. (Negative values make wisdom fall)
1933 </attribute>
1934 <attribute arch="Cha" editor="charisma" type="int">
1935 The player's charisma will rise by the given value
1936 while being infected. (Negative values make charisma fall)
1937 </attribute>
1938 </section>
1939 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1940 This text is displayed to the player every time the
1941 symptoms strike.
1942 </attribute>
1943 </type>
1944
1945 <!--####################################################################-->
1946 <type number="23" name="Door">
1947 <ignore>
1948 <ignore_list name="non_pickable" />
1949 </ignore>
1950 <description><![CDATA[
1951 A door can be opened with a normal key. It also can be broken by attacking
1952 it, and it can be defeated with the lockpicking skill. If a door is
1953 defeated, horizontally and vertically adjacent doors are automatically
1954 removed.]]>
1955 </description>
1956 <attribute arch="no_pick" value="1" type="fixed" />
1957 <attribute arch="alive" value="1" type="fixed" />
1958 &movement_types_terrain;
1959 <attribute arch="hp" editor="hitpoints" type="int">
1960 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1961 </attribute>
1962 <attribute arch="ac" editor="armour class" type="int">
1963 Doors of high &lt;armour class&gt; are less likely to get hit.
1964 &lt;armour class&gt; can be considered the "counterpiece" to
1965 &lt;weapon class&gt;.
1966 </attribute>
1967 <attribute arch="other_arch" editor="drop arch" type="string">
1968 This string defines the object that will be created when the door was
1969 defeated.
1970 </attribute>
1971 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1972 This entry determines what kind of traps will appear in the door.
1973 </attribute>
1974 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1975 Set this flag to move treasure items created into the environment (map)
1976 instead of putting them into the object.
1977 </attribute>
1978 </type>
1979
1980 <!--####################################################################-->
1981 <type number="83" name="Duplicator">
1982 <ignore>
1983 <ignore_list name="system_object" />
1984 </ignore>
1985 <description><![CDATA[
1986 When activated, a duplicator can duplicate, multiply or destroy a pile of
1987 objects which lies somewhere on top of the duplicator.
1988 The duplicator has one arch name specified as &lt;target arch&gt;,
1989 and only objects of this archetype can be affected.<br>
1990 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1991 If the latter is set to zero, it will destroy objects.]]>
1992 </description>
1993 <use><![CDATA[
1994 I hope it is clear that one must be very cautious when inserting a duplicator
1995 anywhere with &lt;multiply factor&gt; greater than one.
1996 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1997 It is <b>not acceptable</b> to allow duplication of anything other than
1998 coins, gold and jewels. Besides, it is very important that the chance to
1999 loose the input matches the chance to earn winnings.<br>
2000 A duplicator with &lt;multiply factor&gt; 3 for example should have a
2001 loosing rate of 2/3 = 67%.]]>
2002 </use>
2003 <attribute arch="other_arch" editor="target arch" type="string">
2004 Only objects of matching archtype, lying ontop of the duplicator will be
2005 duplicated, multiplied or removed. All other objects will be ignored.
2006 </attribute>
2007 <attribute arch="level" editor="multiply factor" type="int">
2008 The number of items in the target pile will be multiplied by the
2009 &lt;multiply factor&gt;. If it is set to zero, all target objects
2010 will be destroyed.
2011 </attribute>
2012 <attribute arch="connected" editor="connection" type="string">
2013 An activator (lever, altar, button, etc) with matching connection value
2014 is able to trigger this duplicator. Be very careful that players cannot
2015 abuse it to create endless amounts of money or other valuable stuff!
2016 </attribute>
2017 &activate_on;
2018 </type>
2019
2020 <!--####################################################################-->
2021 <type number="66" name="Exit">
2022 <ignore>
2023 <ignore_list name="non_pickable" />
2024 </ignore>
2025 <description><![CDATA[
2026 When the player applies an exit, he is transferred to a different location.
2027 (Monsters cannot use exits.) Depending on how it is set, the player applies
2028 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2029 the exit. ]]>
2030 </description>
2031 <use><![CDATA[
2032 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2033 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2034 detected with the show_invisible spell.
2035 <br><br>
2036 You can be quite creative with the outlook of secret exits (their "face").
2037 Don't forget to give the player relyable hints about them though.]]>
2038 </use>
2039 <attribute arch="slaying" editor="exit path" type="string">
2040 The exit path defines the map that the player is transferred to.
2041 You can enter an absolute path, beginning with '/' (for example
2042 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2043 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2044 relative path "Fire1"). Use relative paths whenever possible! Note that
2045 upper/lower case must always be set correctly. However, please use lower
2046 case only.
2047 It is well possible to have an exit pointing to the same map that the exit
2048 is on. If slaying is not set in an exit, the player will see a message like
2049 "the exit is closed".
2050 </attribute>
2051 <attribute arch="hp" editor="destination X" type="int">
2052 The exit destinations define the (x, y)-coordinates where the exit
2053 leads to.
2054 If both are set to zero, the player will be transferred to the "default
2055 enter location" of the destined map. The latter can be set in the map-
2056 properties as "Enter X/Y". Though, please DO NOT use that.
2057 It turned out to be a source for numerous map-bugs.
2058 </attribute>
2059 <attribute arch="sp" editor="destination Y" type="int">
2060 The exit destinations define the (x, y)-coordinates where the exit
2061 leads to.
2062 If both are set to zero, the player will be transferred to the "default
2063 enter location" of the destined map. The latter can be set in the map-
2064 properties as "Enter X/Y". Though, please DO NOT use that.
2065 It turned out to be a source for numerous map-bugs.
2066 </attribute>
2067 &move_on;
2068 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2069 If set, this message will be displayed to the player when he applies the exit.
2070 This is quite useful to throw in some "role-play feeling": "As you enter the
2071 dark cave you hear the sound of rustling dragonscales...". Well, my english
2072 is poor, but you get the point. =)
2073 </attribute>
2074 <attribute arch="damned" editor="set savebed" type="bool">
2075 If set, then players using this exit will have their savebed position
2076 set to the destination of the exit when passing through.
2077 </attribute>
2078 </type>
2079
2080 <!--####################################################################-->
2081 <type number="72" name="Flesh">
2082 <description><![CDATA[
2083 Just like with food, the player can fill his stomache and gain a
2084 little health by eating flesh-objects. <br>
2085 For dragon players, flesh plays a very special role though: If the
2086 flesh has resistances set, a dragon player has a chance to gain resistance in
2087 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2088 Don't forget that flesh items with resistances have to be balanced
2089 according to map/monster difficulty.]]>
2090 </description>
2091 <use><![CDATA[
2092 For dragon players, flesh items can be highly valuable. Note that many
2093 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2094 These flesh items "inherit" resistances and level from the monster they belong to.
2095 When you add special flesh items to the inventory of a monster, this is
2096 not the case - so you have to set it manually.
2097 <br><br>
2098 Generally adding special flesh-treaties for dragon players is a great thing
2099 to do. Always consider that dragon players might really not be interested
2100 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2101 out on the reward completely.]]>
2102 </use>
2103 <attribute arch="food" editor="foodpoints" type="int">
2104 The player's stomache will get filled with this amount of foodpoints.
2105 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2106 </attribute>
2107 <attribute arch="level" editor="flesh level" type="int">
2108 The &lt;flesh level&gt; is not visible to the players and it affects only
2109 dragon players. Normally this value reflects the level of the monster
2110 from which the flesh item originates.
2111 Dragon players always search for flesh of highest level possible,
2112 because it bears the best chance to gain high resistances.
2113 </attribute>
2114 <attribute arch="startequip" editor="godgiven item" type="bool">
2115 A godgiven item vanishes as soon as the player
2116 drops it to the ground.
2117 </attribute>
2118 &resistances_flesh_section;
2119 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2120 This text may describe the item.
2121 </attribute>
2122 </type>
2123
2124 <!--####################################################################-->
2125 <type number="0" name="Floor">
2126 <required>
2127 <attribute arch="is_floor" value="1" />
2128 <attribute arch="alive" value="0" />
2129 </required>
2130 <ignore>
2131 <ignore_list name="non_pickable" />
2132 </ignore>
2133 <description><![CDATA[
2134 Floor is a very basic thing whithout too much
2135 functionality. It's a floor - you stand on it.]]>
2136 </description>
2137 <attribute arch="is_floor" value="1" type="fixed" />
2138 <attribute arch="no_pick" value="1" type="fixed" />
2139 <section name="terrain">
2140 &movement_types_terrain;
2141 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2142 This flag indicates this spot contains wood or high grass.
2143 Players with activated woodsman skill can move faster here.
2144 </attribute>
2145 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2146 This flag indicates this spot contains hills or large rocks.
2147 Players with activated mountaineer skill can move faster here.
2148 </attribute>
2149 </section>
2150 <attribute arch="no_magic" editor="no spells" type="bool">
2151 If enabled, it is impossible for players to use (wizard-)
2152 spells on that spot.
2153 </attribute>
2154 <attribute arch="damned" editor="no prayers" type="bool">
2155 If enabled, it is impossible for players to use prayers
2156 on that spot. It also prevents players from saving.
2157 </attribute>
2158 <attribute arch="unique" editor="unique map" type="bool">
2159 Unique floor means that any items dropped on that spot
2160 will be saved beyond map reset. For permanent apartments,
2161 all floor tiles must be set &lt;unique map&gt;.
2162 </attribute>
2163 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2164 This text may describe the object.
2165 </attribute>
2166 </type>
2167
2168 <!--####################################################################-->
2169 <type number="67" name="Floor (Encounter)">
2170 <ignore>
2171 <ignore_list name="non_pickable" />
2172 </ignore>
2173 <description><![CDATA[
2174 Encounter-Floor is pretty much the same as normal floor.
2175 Most outdoor floor/ground-arches are set to be "encounters".
2176 That is kind of a relict from former code: When walking over
2177 encounter-floor, players sometimes got beamed to little maps
2178 with monsters on them. Nowadays this feature is disabled -
2179 Hence encounter floor is not different from normal floor.]]>
2180 </description>
2181 <attribute arch="is_floor" value="1" type="fixed" />
2182 <attribute arch="no_pick" value="1" type="fixed" />
2183 <section name="terrain">
2184 &movement_types_terrain;
2185 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2186 This flag indicates this spot contains wood or high grass.
2187 Players with activated woodsman skill can move faster here.
2188 </attribute>
2189 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2190 This flag indicates this spot contains hills or large rocks.
2191 Players with activated mountaineer skill can move faster here.
2192 </attribute>
2193 </section>
2194 <attribute arch="no_magic" editor="no spells" type="bool">
2195 If enabled, it is impossible for players to use (wizard-)
2196 spells on that spot.
2197 </attribute>
2198 <attribute arch="damned" editor="no prayers" type="bool">
2199 If enabled, it is impossible for players to use prayers
2200 on that spot. It also prevents players from saving.
2201 </attribute>
2202 <attribute arch="unique" editor="unique map" type="bool">
2203 Unique floor means that any items dropped on that spot
2204 will be saved beyond map reset. For permanent apartments,
2205 all floor tiles must be set &lt;unique map&gt;.
2206 </attribute>
2207 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2208 This text may describe the object.
2209 </attribute>
2210 </type>
2211
2212 <!--####################################################################-->
2213 <type number="6" name="Food">
2214 <description><![CDATA[
2215 By eating/drinking food-objects, the player can fill his
2216 stomache and gain a little health.]]>
2217 </description>
2218 <attribute arch="food" editor="foodpoints" type="int">
2219 The player's stomache will get filled with this amount of foodpoints.
2220 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2221 </attribute>
2222 <attribute arch="startequip" editor="godgiven item" type="bool">
2223 A godgiven item vanishes as soon as the player
2224 drops it to the ground.
2225 </attribute>
2226 </type>
2227
2228 <!--####################################################################-->
2229 <type number="91" name="Gate">
2230 <ignore>
2231 <ignore_list name="non_pickable" />
2232 </ignore>
2233 <description><![CDATA[
2234 Gates play an important role in Deliantra. Gates can be opened
2235 by activating a button/trigger, by speaking passwords (-> magic_ear)
2236 or carrying special key-objects (-> inventory checker).
2237 Unlike locked doors, gates can get shut again after a player has
2238 passed, which makes them more practical in many cases.]]>
2239 </description>
2240 <use><![CDATA[
2241 Use gates to divide your maps into seperated areas. After solving
2242 area A, the player gains access to area B, and so on. Make your
2243 maps more complex than "one-way".]]>
2244 </use>
2245 <attribute arch="no_pick" value="1" type="fixed" />
2246 <attribute arch="speed" value="1" type="float">
2247 The speed of the gate affects how fast it is closing/opening.
2248 </attribute>
2249 <attribute arch="connected" editor="connection" type="string">
2250 Whenever the inventory checker is triggered, all objects with identical
2251 &lt;connection&gt; value get activated. This only makes sense together with
2252 &lt;blocking passage&gt; disabled.
2253 </attribute>
2254 <attribute arch="wc" editor="position state" type="int">
2255 The &lt;position state&gt; defines the position of the gate:
2256 Zero means completely open/down, the "number of animation-steps" (usually
2257 about 6 or 7) means completely closed/up state. I suggest you don't
2258 mess with this value - Leave the default in place.
2259 </attribute>
2260 &movement_types_terrain;
2261 <attribute arch="no_magic" editor="restrict spells" type="bool">
2262 Restricting the use of spells to pass this gate. This has
2263 an effect only if &lt;block view&gt; is disabled.
2264 </attribute>
2265 <attribute arch="damned" editor="restrict prayers" type="bool">
2266 Restricting the use of prayers to pass this door. This has
2267 an effect only if &lt;block view&gt; is disabled.
2268 </attribute>
2269 </type>
2270
2271 <!--####################################################################-->
2272 <type number="113" name="Girdle">
2273 <import_type name="Amulet" />
2274 <description><![CDATA[
2275 Wearing a girdle, the object's stats will directly be inherited to
2276 the player. Girdles usually provide stats- or damage bonuses and no
2277 defense.]]>
2278 </description>
2279 <use><![CDATA[
2280 Feel free to create your own special artifacts. However, it is very
2281 important that you keep your artifact in balance with existing maps.]]>
2282 </use>
2283 <attribute arch="magic" editor="magic bonus" type="int">
2284 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2285 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2286 than direct armour-class bonus on the helmet.
2287
2288 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2289 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2290 &lt;magic bonus&gt; is pointless here.
2291 </attribute>
2292 </type>
2293
2294 <!--####################################################################-->
2295 <type number="100" name="Gloves">
2296 <import_type name="Amulet" />
2297 <description><![CDATA[
2298 Wearing gloves, the object's stats will directly be inherited to
2299 the player. Gloves can add defense or damage bonuses.]]>
2300 </description>
2301 <use><![CDATA[
2302 Feel free to create your own special artifacts. However, it is very
2303 important that you keep your artifact in balance with existing maps.]]>
2304 </use>
2305 <attribute arch="magic" editor="magic bonus" type="int">
2306 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2307 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2308 will increase that.
2309 </attribute>
2310 </type>
2311
2312 <!--####################################################################-->
2313 <type number="93" name="Handle">
2314 <ignore>
2315 <ignore_list name="non_pickable" />
2316 </ignore>
2317 <description><![CDATA[
2318 A handle can be applied by players and (certain) monsters.
2319 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2320 </description>
2321 <use><![CDATA[
2322 Handles are commonly used to move gates. When placing your lever,
2323 don't forget that some monsters are able to apply it.
2324 The ability to apply levers is rare among monsters -
2325 but vampires can do it for example.]]>
2326 </use>
2327 <attribute arch="no_pick" value="1" type="fixed" />
2328 <attribute arch="connected" editor="connection" type="string">
2329 Every time the handle is applied, all objects
2330 with the same &lt;connection&gt; value are activated.
2331 </attribute>
2332 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2333 This text may describe the item. You can use this
2334 message to explain the handle's purpose to the player.
2335 </attribute>
2336 </type>
2337
2338 <!--####################################################################-->
2339 <type number="27" name="Handle Trigger">
2340 <import_type name="Handle" />
2341 <ignore>
2342 <ignore_list name="non_pickable" />
2343 </ignore>
2344 <description><![CDATA[
2345 Handle triggers are handles which reset after a short period
2346 of time. Every time it is either applied or reset, the
2347 &lt;connection&gt; value is triggered.]]>
2348 </description>
2349 <use><![CDATA[
2350 When you connect an ordinary handle to a gate, the gate normally remains
2351 opened after the first player passed. If you want to keep the gate shut,
2352 connecting it to a handle trigger is an easy solution. ]]>
2353 </use>
2354 </type>
2355
2356 <!--####################################################################-->
2357 <type number="88" name="Hazard Floor">
2358 <required>
2359 <attribute arch="is_floor" value="1" />
2360 </required>
2361 <ignore>
2362 <ignore_list name="non_pickable" />
2363 </ignore>
2364 <description><![CDATA[
2365 The best example for Hazard Floor is lava. It works like standard
2366 floor, but damages all creatures standing on it.
2367 Damage is taken in regular time intervals.]]>
2368 </description>
2369 <use><![CDATA[
2370 The default lava for example does minor damage. But you can turn
2371 it up so that your hazard floor poses a real threat.<br>
2372 Like magic walls, such floors add a permanent thrill to your map.
2373 You can use that to safely chase off too-weak players, or just
2374 to have something different.]]>
2375 </use>
2376 <attribute arch="is_floor" value="1" type="fixed" />
2377 <attribute arch="lifesave" value="1" type="fixed" />
2378 &move_on;
2379 <attribute arch="no_pick" value="1" type="fixed" />
2380 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2381 This attribute specifys the attacktypes that this floor uses to
2382 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2383 If you want a real tough hazard floor, add more than just one attacktype.
2384 </attribute>
2385 <attribute arch="dam" editor="base damage" type="int">
2386 The &lt;base damage&gt; defines how much damage is inflicted to the
2387 victim per hit. The final damage is influenced by several other
2388 factors like the victim's resistance and level.
2389 </attribute>
2390 <attribute arch="wc" editor="weaponclass" type="int">
2391 &lt;weapon class&gt; improves the chance of hitting the victim.
2392 Lower values are better.
2393 Usually, hazard floors like lava are supposed to hit the
2394 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2395 to something like -30.
2396 </attribute>
2397 <attribute arch="level" editor="attack level" type="int">
2398 I guess this value is supposed to work similar to monster levels.
2399 But in fact, it does not seem to have an effect. Set any non-zero
2400 value to be on the safe side.
2401 </attribute>
2402 <section name="terrain">
2403 &movement_types_terrain;
2404 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2405 This flag indicates this spot contains wood or high grass.
2406 Players with activated woodsman skill can move faster here.
2407 </attribute>
2408 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2409 This flag indicates this spot contains hills or large rocks.
2410 Players with activated mountaineer skill can move faster here.
2411 </attribute>
2412 </section>
2413 <attribute arch="no_magic" editor="no spells" type="bool">
2414 If enabled, it is impossible for players to use (wizard-)
2415 spells on that spot.
2416 </attribute>
2417 <attribute arch="damned" editor="no prayers" type="bool">
2418 If enabled, it is impossible for players to use prayers
2419 on that spot. It also prevents players from saving.
2420 </attribute>
2421 <attribute arch="unique" editor="unique map" type="bool">
2422 Unique floor means that any items dropped on that spot
2423 will be saved beyond map reset. For permanent apartments,
2424 all floor tiles must be set &lt;unique map&gt;.
2425 </attribute>
2426 </type>
2427
2428 <!--####################################################################-->
2429 <type number="34" name="Helmet">
2430 <import_type name="Amulet" />
2431 <description><![CDATA[
2432 Wearing a helmet, the object's stats will directly be inherited to
2433 the player. Normal helmets usually increase defense, while crowns
2434 add more special bonuses like stats/resistances paired with
2435 low defense.]]>
2436 </description>
2437 <use><![CDATA[
2438 Feel free to create your own special artifacts. However, it is very
2439 important that you keep your artifact in balance with existing maps.]]>
2440 </use>
2441 <attribute arch="magic" editor="magic bonus" type="int">
2442 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2443 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2444 than direct armour-class bonus on the helmet.
2445
2446 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2447 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2448 Crowns for instance typically provide no &lt;amour class&gt;.
2449 </attribute>
2450 </type>
2451
2452 <!--####################################################################-->
2453 <type number="56" name="Holy Altar">
2454 <ignore>
2455 <ignore_list name="non_pickable" />
2456 </ignore>
2457 <description><![CDATA[
2458 Holy Altars are altars for the various religions. Praying
2459 at a Holy_altar will make you a follower of that god, and
2460 if you already follow that god, you may get some extra bonus.]]>
2461 </description>
2462 <attribute arch="no_pick" value="1" type="fixed" />
2463 <attribute arch="other_arch" editor="god name" type="string">
2464 The altar belongs to the god of the given name. Possible options for
2465 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2466 Gorokh, Valriel and Sorig.
2467
2468 If you want to have an unconsecrated altar, set
2469 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2470 </attribute>
2471 <attribute arch="level" editor="reconsecrate level" type="int">
2472 To re-consecrate an altar, the player's wisdom level must be as
2473 high or higher than this value. In that way, some altars can not
2474 be re-consecrated, while other altars, like those in dungeons, could be.
2475
2476 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2477 Some characters might need those altars, they would be very unhappy to
2478 see them re-consecrated to another cult.
2479 </attribute>
2480 </type>
2481
2482 <!--####################################################################-->
2483 <type number="35" name="Horn">
2484 <ignore>
2485 <attribute arch="title" />
2486 </ignore>
2487 <description><![CDATA[
2488 Horns are very similar to rods. The difference is that horns regenerate
2489 spellpoints faster and thus are more valuable than rods.
2490 <br><br>
2491 A horn contains a spell. The player can use this spell by applying and
2492 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2493 used endlessly.]]>
2494 </description>
2495 <use><![CDATA[
2496 Horns are powerful due to their fast recharge rate. They should
2497 never contain high level attacking spells. Even curing/healing spells
2498 are almost too good on a horn.]]>
2499 </use>
2500 <attribute arch="sp" editor="spell" type="spell">
2501 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2502 horns to players, since they can be used endlessly without any mana cost!
2503 Horns with heal/ restoration/ protection spells, IF available, MUST be
2504 very very VERY hard to get!
2505 </attribute>
2506 <attribute arch="level" editor="casting level" type="int">
2507 The casting level of the &lt;spell&gt; determines it's power.
2508 For attack spells, level should not be set too high.
2509 </attribute>
2510 <attribute arch="hp" editor="initial spellpoints" type="int">
2511 This value represents the initial amount of spellpoints in the horn.
2512 Naturally, this is quite unimportant.
2513 </attribute>
2514 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2515 When the horn is fully charged up, it will hold this maximum amount of
2516 spellpoints. Make sure it is enough to cast the contained spell at least
2517 once. But don't set the value too high, as that might make the horn way
2518 too effective.
2519 </attribute>
2520 <attribute arch="startequip" editor="godgiven item" type="bool">
2521 A godgiven item vanishes as soon as the player
2522 drops it to the ground.
2523 </attribute>
2524 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2525 This text may contain a description of the horn.
2526 </attribute>
2527 </type>
2528
2529 <!--####################################################################-->
2530 <type number="73" name="Inorganic">
2531 <description><![CDATA[
2532 Inorganic materials are generally used as ingredients for
2533 alchemical receipes. By themselves, they have no special
2534 functionalities.]]>
2535 </description>
2536 <attribute arch="is_dust" editor="is dust" type="bool">
2537 </attribute>
2538 &resistances_basic;
2539 </type>
2540
2541 <!--####################################################################-->
2542 <type number="64" name="Inventory Checker">
2543 <ignore>
2544 <ignore_list name="system_object" />
2545 </ignore>
2546 <description><![CDATA[
2547 Inventory checkers passively check the players inventory for a
2548 specific object. You can set a connected value that is triggered
2549 either if that object is present or missing (-&gt; "last_sp") when a
2550 player walks over the inv. checker. A valid option is to remove the
2551 matching object (usually not recommended, see "last_heal").
2552 <br><br>
2553 Alternatively, you can set your inv. checker to block all players
2554 that do/don't carry the matching object.
2555 <br><br>
2556 As you can see, inv. checkers are quite powerful, holding a
2557 great variety of possibilities.]]>
2558 </description>
2559 <use><![CDATA[
2560 Putting a check_inventory space in front of a gate (one below) and
2561 one on the opposite side works reasonably well as a control mechanism.
2562 Unlike the key/door-combo, this one works infinite since it is
2563 independant from map reset. Use it to put a "structure" into your
2564 maps: Player must solve area A to gain access to area B. This concept
2565 can be found in nearly every RPG - simple but effective.]]>
2566 </use>
2567 <attribute arch="no_pick" value="1" type="fixed" />
2568 <attribute arch="slaying" editor="match key string" type="string">
2569 This string specifies the object we are looking for: We have a match
2570 if the player does/don't carry a key object or a mark with identical
2571 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2572 this context. A typical example is the city gate mechanism of scorn.
2573 </attribute>
2574 <attribute arch="race" editor="match arch name" type="string">
2575 This string specifies the object we are looking for: We have a match
2576 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2577 </attribute>
2578 <attribute arch="hp" editor="match type" type="int">
2579 This value specifies the object we are looking for: We have a match
2580 if the player does/don't carry an object that is of type &lt;match type&gt;.
2581
2582 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2583 enabled. Now you have an inv. checker blocking all players that carry any
2584 kind of melee weapon. To pass, a player is forced to leave behind all
2585 his weaponry... bad news for a warrior. ;)
2586 </attribute>
2587 <attribute arch="last_sp" editor="match = having" type="bool">
2588 Enabled means having that object is a match.
2589 Disabled means not having that object is a match.
2590 </attribute>
2591 <attribute arch="connected" editor="connection" type="string">
2592 Whenever the inventory checker is triggered, all objects with identical
2593 &lt;connection&gt; value get activated. This only makes sense together with
2594 &lt;blocking passage&gt; disabled.
2595 </attribute>
2596 &movement_types_terrain;
2597 <attribute arch="last_heal" editor="remove match" type="bool">
2598 &lt;remove match&gt; means remove object if found. Setting this is usually not
2599 recommended because inv. checkers are in general invisible. So, unlike
2600 for altars/ locked doors, the player won't expect to lose an object when
2601 walking over that square. And he doesn't even get a message either.
2602
2603 So, *if* you enable &lt;remove match&gt;, make sure
2604 to inform the player what's going on!
2605 </attribute>
2606 </type>
2607
2608 <!--####################################################################-->
2609 <type number="163" name="Item Transformer">
2610 <description><![CDATA[
2611 An item transformer is simply applied, after having marked a 'victim'
2612 item. If the victim is suitable, it will be transformed into something
2613 else.]]>
2614 </description>
2615 <use><![CDATA[
2616 To make an item transformable, you just have to fill the 'slaying' field.
2617 The syntax is:
2618 <br>
2619 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2620 <br>
2621 with [] denoting optional part, and * any number of preceding [].
2622 'new_item' must be the name of an existing archetype.
2623 <br><br>
2624 Example, for object apple: slaying knife:2 half_apple
2625 <br><br>
2626 This means that, when applying a knife (should be an Item Transformer),
2627 one 'apple' will be transformed into 2 'half_apple'.]]>
2628 </use>
2629 <attribute arch="food" editor="number of uses" type="int">
2630 &lt;number of uses&gt; controls how many times the item transformer can
2631 be used. The value 0 means "unlimited"
2632 </attribute>
2633 <attribute arch="slaying" editor="verb" type="string">
2634 Contains the verb that is used to construct a message to the player
2635 applying the item transformer.
2636 </attribute>
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 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2642 This text may contain a description of the item transformer.
2643 </attribute>
2644 </type>
2645
2646 <!--####################################################################-->
2647 <type number="60" name="Jewel">
2648 <description><![CDATA[
2649 Items of the type Gold &amp; Jewels are handled like a currency.
2650 Unlike for any other type of item, in shops, the buy- and selling
2651 prices differ only marginally.]]>
2652 </description>
2653 <attribute arch="race" value="gold and jewels" type="fixed" />
2654 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2655 This text may describe the object.
2656 </attribute>
2657 </type>
2658
2659 <!--####################################################################-->
2660 <type number="24" name="Key">
2661 <description><![CDATA[
2662 When carrying a key, a normal door can be opened. The key will
2663 disappear.]]>
2664 </description>
2665 <attribute arch="startequip" editor="godgiven item" type="bool">
2666 A godgiven item vanishes as soon as the player
2667 drops it to the ground.
2668 </attribute>
2669 </type>
2670
2671 <!--####################################################################-->
2672 <type number="20" name="Locked Door">
2673 <ignore>
2674 <ignore_list name="non_pickable" />
2675 </ignore>
2676 <description><![CDATA[
2677 A locked door can be opened only when carrying
2678 the appropriate special key.]]>
2679 </description>
2680 <use><![CDATA[
2681 If you want to create a locked door that cannot be opened (no key),
2682 set a &lt;key string&gt; like "no_key_available". This will clearify things
2683 and only a fool would create a key matching that string.
2684
2685 Door-objects can not only be used for "doors". In many maps these
2686 are used with all kinds of faces/names, especially often as
2687 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2688 There you have magic forces (door objects) put under certain artifact
2689 items. To get your hands on the artifacts, you need to bring up the
2690 appropriate quest items (key objects).]]>
2691 </use>
2692 <attribute arch="move_type" value="0" type="fixed" />
2693 <attribute arch="no_pick" value="1" type="fixed" />
2694 <attribute arch="slaying" editor="key string" type="string">
2695 The &lt;key string&gt; in the door must be identical with the
2696 &lt;key string&gt; in the special key, then the door is unlocked.
2697 It is VERY important to set the &lt;key string&gt; to something that
2698 is unique among the Deliantra mapset.
2699
2700 DONT EVER USE the default string "set_individual_value".
2701 </attribute>
2702 <attribute arch="no_magic" editor="restrict spells" type="bool">
2703 Restricting the use of spells to pass this door.
2704 This should be set in most cases.
2705 (Don't forget that the spell "dimension door" is easily
2706 available at about wisdom level 10).
2707 </attribute>
2708 <attribute arch="damned" editor="restrict prayers" type="bool">
2709 Restricting the use of prayers to pass this door.
2710 This should be set in most cases.
2711 </attribute>
2712 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2713 When a player is trying to open the door without carrying the
2714 appropriate key, this text is displayed to the player. This is
2715 a good opportunity to place hints about the special key needed
2716 to unlock the door.
2717 </attribute>
2718 </type>
2719
2720 <!--####################################################################-->
2721 <type number="29" name="Magic Ear">
2722 <ignore>
2723 <ignore_list name="system_object" />
2724 </ignore>
2725 <description><![CDATA[
2726 Magic_ears trigger a connected value
2727 when the player speaks a specific keyword.]]>
2728 </description>
2729 <use><![CDATA[
2730 Whenever you put magic_ears on your maps, make sure there are
2731 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2732 something like a gate that is opened by speaking "open" or
2733 "sesame", expecting the player to figure this out all by himself.
2734 <br><br>
2735 Magic_ears are typically used for interaction with NPCs. You
2736 can create the impression that the NPC actually *does* something
2737 according to his conversation with a player. Mostly this means
2738 opening a gate or handing out some item, but you could be quite
2739 creative here.]]>
2740 </use>
2741 <attribute arch="no_pick" value="1" type="fixed" />
2742 <attribute arch="connected" editor="connection" type="string">
2743 The Magic_ear will trigger all objects with the
2744 same connection value, every time it is activated.
2745 </attribute>
2746 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2747 This textfield contains the keyword-matching-syntax. The text should
2748 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2749 Any number of keywords from one to infinite is allowed. Make sure
2750 they are seperated by a '|'.
2751
2752 Examples: "@match yes", "@match gold|treasure". The connected
2753 value will be triggerd when the player speaks any of the given
2754 keywords within a two-square radius. IMPORTANT: Upper/lower case
2755 does not make a difference!
2756 </attribute>
2757 </type>
2758
2759 <!--####################################################################-->
2760 <type number="62" name="Magic Wall">
2761 <ignore>
2762 <ignore_list name="non_pickable" />
2763 </ignore>
2764 <description><![CDATA[
2765 Magic walls fire spells in a given direction, in regular intervals.
2766 Magic walls can contain any spell. However, some spells do not
2767 operate very successfully in them. The only way to know is to test
2768 the spell you want to use with a wall.
2769 <br><br>
2770 Several types of magical walls are predefined for you in the
2771 archetypes, and can be found on the "connected" Pickmap.]]>
2772 </description>
2773 <use><![CDATA[
2774 Spellcasting walls pose an interesting alternative to monsters.
2775 Usually they are set to be undestroyable. Thus, while monsters
2776 in a map can be cleared out, the magic walls remain. Low level
2777 characters for example will not be able to pass through their
2778 spell-area, hence they cannot loot a map that a high level character
2779 might have cleared out.
2780 <br><br>
2781 Another point of magic walls is that if the player dies, he has to face
2782 them all again. Magic walls can add a kind of "permanent thrill" to
2783 your maps.
2784 <br><br>
2785 Be careful that your magic walls don't kill the monsters on a map. If
2786 placing monsters, eventually take ones that are immune to the
2787 walls' spell(s).
2788 <br><br>
2789 It is possible to make walls rotate when triggered. But that is so
2790 confusing (and useless IMHO) that I did not mention it above. You
2791 can find a working example on the map
2792 "/pup_land/castle_eureca/castle_eureca8".]]>
2793 </use>
2794 <attribute arch="dam" editor="spell" type="spell">
2795 The magic wall will cast this &lt;spell&gt;.
2796 </attribute>
2797 <attribute arch="level" editor="spell level" type="int">
2798 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2799 walls cast spells at minimal strength. "level 100" walls cast deadly
2800 spells. Arch default is level 1 - you should always set this value
2801 to meet the overall difficulty of your map.
2802 </attribute>
2803 <attribute arch="connected" editor="connection" type="string">
2804 Every time the &lt;connection&gt; value is triggered, the wall will cast
2805 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2806 have much visible effect.
2807 </attribute>
2808 &activate_on;
2809 <attribute arch="speed" editor="casting speed" type="float">
2810 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2811 You can fine-tune how long the duration between two casts shall
2812 be. If you want to create a wall that can be activated (cast per
2813 trigger) via connected lever/button/etc, you must set "speed 0".
2814 </attribute>
2815 &speed_left;
2816 <attribute arch="sp" editor="direction" type="list_direction">
2817 The magic wall will cast it's spells always in the specified
2818 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2819 always fire in a random direction.
2820 </attribute>
2821 &movement_types_terrain;
2822 <section name="destroyable">
2823 <attribute arch="alive" editor="is destroyable" type="bool">
2824 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2825 destroyed by the player. If disabled, all other attributes on
2826 this tab, as well as resistances, are meaningless.
2827 </attribute>
2828 <attribute arch="hp" editor="hitpoints" type="int">
2829 The more &lt;hitpoints&gt; the wall has, the longer
2830 it takes to be destroyed.
2831 </attribute>
2832 <attribute arch="maxhp" editor="max hitpoints" type="int">
2833 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2834 can have. This only makes sense if the wall can regain health.
2835 </attribute>
2836 <attribute arch="ac" editor="armour class" type="int">
2837 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2838 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2839 to &lt;weapon class&gt;.
2840 </attribute>
2841 </section>
2842 &resistances_basic;
2843 </type>
2844
2845 <!--####################################################################-->
2846 <type number="55" name="Marker">
2847 <ignore>
2848 <ignore_list name="system_object" />
2849 </ignore>
2850 <description><![CDATA[
2851 A marker is an object that inserts an invisible force (a mark) into a
2852 player stepping on it. This force does nothing except containing a
2853 &lt;key string&gt; which can be discovered by detectors or inventory
2854 checkers. It is also possible to use markers for removing marks again.
2855 <br><br>
2856 Note that the player has no possibility to "see" his own marks,
2857 except by the effect that they cause on the maps.]]>
2858 </description>
2859 <use><![CDATA[
2860 Markers hold real cool possibilities for map-making. I encourage
2861 you to use them frequently. However there is one negative point
2862 about markers: Players don't "see" what's going on with them. It is
2863 your task, as map-creator, to make sure the player is always well
2864 informed and never confused.
2865 <br><br>
2866 Please avoid infinite markers when they aren't needed. They're
2867 using a little space in the player file after all, so if there
2868 is no real purpose, set an expire time.]]>
2869 </use>
2870 <attribute arch="no_pick" value="1" type="fixed" />
2871 <attribute arch="slaying" editor="key string" type="string">
2872 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2873 If the player already has a force with that &lt;key string&gt;,
2874 there won't be inserted a second one.
2875 </attribute>
2876 <attribute arch="connected" editor="connection" type="string">
2877 When the detector is triggered, all objects with the same
2878 connection value get activated.
2879 </attribute>
2880 <attribute arch="speed" editor="marking speed" type="float">
2881 The &lt;marking speed&gt; defines how quickly it will mark something
2882 standing on the marker. Set this value rather high to make
2883 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2884 should do fine.
2885 </attribute>
2886 &speed_left;
2887 <attribute arch="food" editor="mark duration" type="int">
2888 This value defines the duration of the force it inserts.
2889 If nonzero, the duration of the player's mark is finite:
2890 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2891 means the mark will stay on the player forever.
2892 </attribute>
2893 <attribute arch="name" editor="delete mark" type="string">
2894 When the player steps onto the marker, all existing forces in
2895 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2896 will be removed. If you don't want to remove any marks, leave
2897 this textfield empty.
2898
2899 Note that the string &lt;delete mark&gt; is set as the name of
2900 this marker. So don't be confused, and remember changing the
2901 name will take effect on the marker's functionality.
2902 </attribute>
2903 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2904 In the moment when the player gets marked, this text is displayed
2905 to him. You should really set a message in any marker you create,
2906 because it's the only way for the player to notice what's going on.
2907 </attribute>
2908 </type>
2909
2910 <!--####################################################################-->
2911 <type number="36" name="Money">
2912 <ignore>
2913 <attribute arch="unpaid" />
2914 </ignore>
2915 <description><![CDATA[
2916 Items of the type Money are handled as currency.
2917 Money cannot be sold/bought in shops. When money is dropped
2918 in a shop, it stays the same.<br>
2919 When a player picks an item from a shop and attempts to
2920 walk over the shop mat, the item's selling-price is automatically
2921 subtracted from the player's money.
2922 <br><br>
2923 For money, always use the default arches.
2924 Don't modify them.]]>
2925 </description>
2926 <attribute arch="race" value="gold and jewels" type="fixed" />
2927 </type>
2928
2929 <!--####################################################################-->
2930 <type number="0" name="Monster &amp; NPC">
2931 <required>
2932 <attribute arch="is_floor" value="0" />
2933 <attribute arch="alive" value="1" />
2934 <attribute arch="tear_down" value="0" />
2935 </required>
2936 <ignore>
2937 <attribute arch="material" />
2938 <attribute arch="name_pl" />
2939 <attribute arch="nrof" />
2940 <attribute arch="value" />
2941 <attribute arch="unpaid" />
2942 </ignore>
2943 <description><![CDATA[
2944 Monsters can behave in various kinds of ways.
2945 They can be aggressive, attacking the player. Or peaceful,
2946 helping the player - maybe joining him as pet.
2947 The unagressive creatures who communicate with players are
2948 usually called "NPCs" (Non Player Character), a well-known
2949 term in role-play environments.]]>
2950 </description>
2951 <use><![CDATA[
2952 Monsters play a central role in most maps. Choosing the right
2953 combination of monsters for your map is vital:
2954 <UL>
2955 <LI> Place only monsters of slightly varying (increasing) strength.
2956 It's no fun to play for two hours just to find out the last
2957 monster is unbeatable. Similar, it's not exciting to fight orcs
2958 after passing a room of dragons.<br>
2959 This rule applies only for linear maps (one room after the other),
2960 with treasure at the end. You can sprinkle the treasure around,
2961 or make non-linear maps - That is often more entertaining.
2962 <LI> Places with high level monsters must not be easy to reach.
2963 Balrogs, Dragonmen and the likes should be at the end of a quest,
2964 not at the beginning.
2965 <LI> Don't stick monsters together that tend to kill each other.
2966 Fire- and cold dragons in one room for example is a bad idea.
2967 By weakening and killing each other they are easy prey for players,
2968 not worth the experience they hold.
2969 <LI> Create your own monsters, especially for "boss"-type monsters.
2970 Having stage-bosses guarding treasure is a lot of fun when done right.
2971 Avoid to create monsters with completely non-intuitive abilities:
2972 Don't give ice-spells to firedragons or vice versa. Don't add
2973 draining attack to trolls, etc. Additionally, you should inform the
2974 player before he bumps right into some very special/unusual monster.
2975 <LI> Last but not least: Always keep an eye on the experience your monsters
2976 hold. Design your maps in a way that high experience
2977 is always well-defended. Don't make large rooms full with only one kind
2978 of monster. Keep in mind the different abilities/techniques players
2979 can use.
2980 </UL>
2981 I know it's impossible to make the perfectly balanced map. There's always
2982 some part which is found too easy or too hard for a certain kind of player.
2983 Just give it your best shot. And listen to feedback from players if you
2984 receive some. :-)]]>
2985 </use>
2986 <attribute arch="alive" value="1" type="fixed" />
2987 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2988 When the monster is killed, items from the treasurelist will
2989 drop to the ground. This is a common way to reward players
2990 for killing (masses of) monsters.
2991
2992 Note that you can always put items into the monster's
2993 inventory. Those will drop-at-kill just like the stuff
2994 from the &lt;treasurelist&gt;.
2995 </attribute>
2996 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2997 Set this flag to move treasure items created into the environment (map)
2998 instead of putting them into the object.
2999 </attribute>
3000 <attribute arch="level" editor="level" type="int">
3001 A monster's &lt;level&gt; is the most important attribute.
3002 &lt;level&gt; affects the power of a monster in various ways.
3003 </attribute>
3004 <attribute arch="race" editor="race" type="string">
3005 Every monster should have a race set to categorize it.
3006 The monster's &lt;race&gt; can have different effects:
3007 Slaying weapons inflict tripple damage against enemy races
3008 and holy word kills only enemy races of the god.
3009 </attribute>
3010 <attribute arch="exp" editor="experience" type="int">
3011 When a player kills this monster, he will get exactly this
3012 amount of &lt;experience&gt;. The experience will flow into
3013 the skill-category the player used for the kill.
3014
3015 If you create special monsters of tweaked strenght/abilities,
3016 always make sure that the &lt;experience&gt; is set to a
3017 reasonable value. Compare with existing arches to get a feeling
3018 what reasonable means. Keep in mind that spellcasting monsters
3019 are a lot harder to kill than non-spellcasters!
3020 </attribute>
3021 <attribute arch="speed" editor="speed" type="float">
3022 The &lt;speed&gt; determines how fast a monster will both move
3023 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3024 </attribute>
3025 &speed_left;
3026 <attribute arch="other_arch" editor="breed monster" type="string">
3027 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3028 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3029 can be set to any valid arch-name of a monster. Multipart monster
3030 should not be used.
3031 </attribute>
3032 <attribute arch="generator" editor="multiply" type="bool">
3033 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3034 every once in a while. Mice are a good example for this effect.
3035 If enabled, you must also set &lt;breed monster&gt; or check
3036 &lt;template generation&gt; and put other monsters in the inventory.
3037 </attribute>
3038 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3039 This only takes effect if &lt;multiply&gt; is enabled. The monster
3040 will create a new monster every once in a while by duplicating it's inventory.
3041 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3042 Each time the monster need to generate an object, it will be
3043 a randomly chosen item from the inventory. When generator is destroyed,
3044 inventory is destroyed.
3045 </attribute>
3046 &move_type;
3047 <attribute arch="undead" editor="undead" type="bool">
3048 Several spells only affect undead monsters:
3049 turn undead, banish undead, holy word, etc.
3050 </attribute>
3051 <attribute arch="carrying" editor="carries weight" type="int">
3052 If a monster has something in the inventory, this
3053 value can be set to reflect the slowdown due to
3054 the carried weight.
3055 </attribute>
3056 <attribute arch="precious" editor="precious" type="bool">
3057 Set this flag to indicate that this monster is precious, i.e.
3058 it should not be lightly destroyed. This is most useful on pets and
3059 keeps the server from destroying them on destroy_pets/monster floors
3060 and will try to save them when the player logs out.
3061 </attribute>
3062
3063 <section name="melee">
3064 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3065 This number is a bitmask, specifying the monster's attacktypes
3066 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3067 Strong monsters often have more than just physical attacktype.
3068
3069 When a monster with multiple attacktypes hits aan oponent, it will do
3070 as much damage as the "best" of it's attacktypes does. So, the more
3071 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3072 somehow exceptions.
3073 </attribute>
3074 <attribute arch="dam" editor="damage" type="int">
3075 Among other parameters, &lt;damage&gt; affects how much melee damage
3076 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3077 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3078 take effect on the melee damage of a monster.
3079 </attribute>
3080 <attribute arch="wc" editor="weapon class" type="int">
3081 Monsters of high &lt;weapon class&gt; are more likely to really hit
3082 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3083 to &lt;armour class&gt;.
3084 </attribute>
3085 <attribute arch="hp" editor="health points" type="int">
3086 The &lt;health points&gt; of a monster define how long it takes to
3087 kill it. With every successful hit from an opponent, &lt;health points&gt;
3088 get drained - The monster dies by zero &lt;health points&gt;.
3089 </attribute>
3090 <attribute arch="maxhp" editor="max health" type="int">
3091 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3092 monster can have.
3093 </attribute>
3094 <attribute arch="ac" editor="armour class" type="int">
3095 Monsters of low &lt;armour class&gt; are less likely to get hit from
3096 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3097 to &lt;weapon class&gt;.
3098 Values typically range between +20 (very bad) to -20 (quite good).
3099 </attribute>
3100 <attribute arch="Con" editor="healing rate" type="int">
3101 Monsters regenerate this many health points each 4 ticks. Hence, the
3102 healing rate is independent of &lt;speed&gt;.
3103 </attribute>
3104 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3105 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3106 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3107 bounce off.
3108 </attribute>
3109 <attribute arch="hitback" editor="hitback" type="bool">
3110 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3111 to the amount of damage the *attacker* inflicted. This damage
3112 is additional to the regular melee damage of the monster.
3113 As far as I know, hitback uses acid attacktype, and it only takes
3114 effect if the monster actually has acid attacktype at it's disposal.
3115 Acid spheres for example use this feature.
3116 </attribute>
3117 <attribute arch="one_hit" editor="one hit only" type="bool">
3118 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3119 to a player.
3120 </attribute>
3121 </section>
3122
3123 <section name="spellcraft">
3124 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3125 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3126 Only wands/rods/etc can be used, given the appropriate abilities.
3127 </attribute>
3128 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3129 A monster with this flag has the ability to &lt;reflect spells&gt;,
3130 all kinds of spell-bullets and -beams will bounce off.
3131
3132 Generally this flag should not be set because it puts
3133 wizard-type players at an unfair disadvantage.
3134 </attribute>
3135 <attribute arch="sp" editor="spellpoints" type="int">
3136 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3137 them for both wizard- and prayer-spells. However, this value defines
3138 only the amount of *initial* spellpoints the monster starts with.
3139 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3140 and &lt;spellpoint regen.&gt; are more important than just initial
3141 &lt;spellpoints&gt;.
3142 </attribute>
3143 <attribute arch="maxsp" editor="max spellpoints" type="int">
3144 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3145 can hold. Setting this to high values has little effect unless
3146 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3147 "regenerate mana" at it's disposal.
3148 </attribute>
3149 <attribute arch="Pow" editor="spellpoint regen." type="int">
3150 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3151 spellpoint regeneration rate is independent of &lt;speed&gt;.
3152
3153 To make a real tough spellcasting monster, the rate of spellpoint
3154 regeneration is most important. If your monster is still not casting
3155 fast enough, give it the spell-ability of "regenerate mana".
3156 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3157 </attribute>
3158 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3159 Click on the &lt;attuned paths&gt; button to select spellpaths.
3160 The creature will get attuned to the specified spellpaths.
3161 </attribute>
3162 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3163 Click on the &lt;repelled paths&gt; button to select spellpaths.
3164 The creature will get repelled to the specified spellpaths.
3165 </attribute>
3166 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3167 Click on the &lt;denied paths&gt; button to select spellpaths.
3168 The creature won't be able to cast spells of the specified paths.
3169 </attribute>
3170 </section>
3171
3172 <section name="ability">
3173 <attribute arch="Int" editor="detect hidden" type="int">
3174 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3175 hidden/invisible creatures. Higher values make for better
3176 detection-skills. Enabling &lt;see invisible&gt; makes this value
3177 obsolete.
3178 </attribute>
3179 <attribute arch="see_invisible" editor="see invisible" type="bool">
3180 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3181 with by invisible or hiding players. This flag is a must-have
3182 for high-level monsters. When a monster is unable to detect
3183 invisible players, it can be killed without fighting back.
3184 </attribute>
3185 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3186 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3187 by spells of darkness or dark maps. This flag is a "should-have"
3188 for high-level monsters. When a monster is unable to see in
3189 darkness, players can cast darkness and sneak around it safely.
3190 </attribute>
3191 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3192 Monster is able to wield weapon type objects.
3193 </attribute>
3194 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3195 Monster is able to use missile-weapon type objects.
3196 </attribute>
3197 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3198 Monster is able to wear protective equipment like brestplate
3199 armour, shields, helmets etc.
3200 </attribute>
3201 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3202 Monster is able to wear rings.
3203 </attribute>
3204 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3205 Monster is able to use wands and staves.
3206 </attribute>
3207 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3208 Monster is able to use rods.
3209 </attribute>
3210 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3211 Monster is able to read scrolls.
3212 </attribute>
3213 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3214 Monster is able to use skills from it's inventory.
3215 For example, you can put a throwing skill object and some
3216 boulders into the monster's object and set &lt;can use skills&gt;.
3217 </attribute>
3218 </section>
3219
3220 <section name="behave">
3221 <attribute arch="monster" editor="monster behaviour" type="bool">
3222 When &lt;monster behaviour&gt; is enabled, this object will behave
3223 like a monster: It can move and attack enemies (which are
3224 typically players).
3225 This flag should be set for all monsters as-such.
3226 Monsters which don't move, like guards, should also have
3227 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3228 It should *not* be set for things like immobile generators.
3229 </attribute>
3230 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3231 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3232 </attribute>
3233 <attribute arch="friendly" editor="friendly" type="bool">
3234 &lt;friendly&gt; monsters help the player, attacking any
3235 non-friendly monsters in range.
3236 </attribute>
3237 <attribute arch="stand_still" editor="stand still" type="bool">
3238 Monsters which &lt;stand still&gt; won't move to leave their position.
3239 When agressive, they will attack all enemies who get close to
3240 them. This behaviour is commonly known from castle guards.
3241
3242 In older versions of Deliantra it was possible to eventually
3243 push a &lt;stand still&gt;-monster out of position by force.
3244 I believe this is no longer possible. Neverthless, you should
3245 still be cautious when lining up &lt;stand still&gt;-monster in order
3246 to "defend" something: Such monsters are rather easy to kill.
3247 It's good for low level maps, but not much more.
3248 </attribute>
3249 <attribute arch="sleep" editor="asleep" type="bool">
3250 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3251 &lt;sensing range&gt; of the monster. Usually the sensing range is
3252 larger than the players line of sight. Due to that, in most cases
3253 the player won't ever notice weither a monster was asleep or not.
3254 </attribute>
3255 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3256 This entry defines which kinds of environment actions the
3257 creature is able to perform.
3258 </attribute>
3259 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3260 Click on the &lt;pick up&gt; button and select which types of objects
3261 the creature should try to pick up.
3262
3263 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3264 etc are set, then the creature will pick up the matching items even
3265 if this is not set here.
3266 </attribute>
3267 <attribute arch="Wis" editor="sensing range" type="int">
3268 &lt;sensing range&gt; determines how close a player needs to be before
3269 the creature wakes up. This is done as a square, for reasons of speed.
3270 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3271 11x11 square of the monster will wake the monster up. If the player
3272 has stealth, the size of this square is reduced in half plus 1.
3273 </attribute>
3274 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3275 If this is set to default, the standard mode of movement will be used.
3276 </attribute>
3277 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3278 This movement is not in effect when the monster has an enemy and should
3279 only be used for non agressive monsters.
3280 </attribute>
3281 <attribute arch="run_away" editor="run at % health" type="int">
3282 This is a percentage value in the range 0-100.
3283 When the monster's health points drop below this percentage
3284 (relative to max health), it attempts to run away from the
3285 attacker.
3286 </attribute>
3287 </section>
3288 &resistances_basic;
3289 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3290 </attribute>
3291 </type>
3292
3293 <!--####################################################################-->
3294 <type number="28" name="Monster (Grimreaper)">
3295 <import_type name="Monster &amp; NPC" />
3296 <ignore>
3297 <attribute arch="material" />
3298 <attribute arch="name_pl" />
3299 <attribute arch="nrof" />
3300 <attribute arch="value" />
3301 <attribute arch="unpaid" />
3302 </ignore>
3303 <description>
3304 A grimreaper is a monster that vanishes after it did some number of
3305 draining attacks.
3306 </description>
3307 <section name="grimreaper">
3308 <attribute arch="value" editor="attacks" type="int">
3309 The object vanishes after this number of draining attacks.
3310 </attribute>
3311 </section>
3312 </type>
3313
3314 <!--####################################################################-->
3315 <type number="65" name="Mood Floor">
3316 <ignore>
3317 <ignore_list name="system_object" />
3318 </ignore>
3319 <description><![CDATA[
3320 As the name implies, mood floors can change the "mood" of
3321 a monsters/NPC. For example, an unagressive monster could be
3322 turned mad to start attacking. Similar, an agressive monster
3323 could be calmed.]]>
3324 </description>
3325 <use><![CDATA[
3326 Mood floors are absolutely cool for NPC interaction. To make an
3327 unaggressive monster/NPC attack, put a creator with "other_arch
3328 furious_floor" under it. Connect the creator to a magic_ear, so the
3329 player speaks a keyword like "stupid sucker" - and the monster attacks.
3330 <br><br>
3331 To turn an NPC into a pet, put a charm_floor under it and connect
3332 it directly to a magic_ear. Then the player speaks a keyword like
3333 "help me" - and the NPC joins him as pet.
3334 <br><br>
3335 (Of course you must always give clear hints about keywords!
3336 And there is no reason why you couldn't use a button/lever/pedestal
3337 etc. instead of a magic_ear.)]]>
3338 </use>
3339 <attribute arch="no_pick" value="1" type="fixed" />
3340 <attribute arch="last_sp" editor="mood" type="list_mood">
3341 &lt;mood&gt; is used to determine what will happen to the
3342 monster when affected by the mood floor:
3343
3344 &lt;mood&gt; 'furious': Makes all monsters aggressive
3345
3346 &lt;mood&gt; 'angry': As above but pets are unaffected
3347
3348 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3349
3350 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3351
3352 &lt;mood&gt; 'charm': Turns monster into a pet of person
3353 who triggers the square. This setting is not
3354 enabled for continous operation, you need to
3355 insert a &lt;connection&gt; value!
3356 </attribute>
3357 <attribute arch="connected" editor="connection" type="string">
3358 This should only be set in combination with &lt;mood number&gt; 4.
3359 Normally, monsters are affected by the mood floor as soon as they
3360 step on it. But charming (monster -&gt; pet) is too powerful,
3361 so it needs to be activated.
3362
3363 Typically it is connected to an altar, for buying a "hireling".
3364 But a powerful pet could as well be the reward for solving a
3365 quest. Or even better: It could be *part* of a quest!
3366 </attribute>
3367 <attribute arch="no_magic" editor="no spells" type="bool">
3368 If enabled, it is impossible for players to use (wizard-)
3369 spells on that spot.
3370 </attribute>
3371 <attribute arch="damned" editor="no prayers" type="bool">
3372 If enabled, it is impossible for players to use prayers
3373 on that spot. It also prevents players from saving.
3374 </attribute>
3375 </type>
3376
3377 <!--####################################################################-->
3378 <type number="40" name="Mover">
3379 <ignore>
3380 <ignore_list name="non_pickable" />
3381 </ignore>
3382 <description><![CDATA[
3383 Movers move the objects above them. However, only living objects
3384 are affected (monsters/NPCs always, players optional). Movers have
3385 a direction, so players can be made to move in a pattern, and so
3386 can monsters. Motion is involuntary. Additionally, players or
3387 monsters can be "frozen" while ontop of movers so that they MUST
3388 move along a chain of them.
3389 <br><br>
3390 Multisquare monsters can be moved as well, given
3391 enough space. Movers are usually invisible.]]>
3392 </description>
3393 <use><![CDATA[
3394 NEVER EVER consider a mover being unpassable in the backwards
3395 direction. Setting "forced movement" makes it seemingly impossible
3396 but there is still a trick: One player can push a second player
3397 past the mover, in opposite to the mover's direction! The more
3398 movers, the more players needed. Hence, don't make a treasure
3399 room that is surrounded by movers instead of solid walls/gates.
3400 <br><br>
3401 Btw, it does not make a difference putting movers above or
3402 below the floor. Moreover, movers that are set to be invisible
3403 cannot be discovered with the show_invisible spell.
3404 <br><br>
3405 Note that Movers and Directors are seperate objects, even though
3406 they look and act similar. Directors only do spells/missiles,
3407 while movers only do living creatures (depending on how it
3408 is set: monsters and players).]]>
3409 </use>
3410 <attribute arch="attacktype" editor="forced movement" type="bool">
3411 If forced movement is enabled, the mover "freezes" anyone it
3412 moves (so they are forced to move along a chain).
3413 For players there is no way to escape this forced movement,
3414 except being pushed by a second player.
3415 </attribute>
3416 <attribute arch="maxsp" editor="freeze duration" type="int">
3417 The player will be "frozen" for that many moves.
3418 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3419 enabled, then &lt;freeze duration&gt; gets assigned the
3420 "default value" 2 automatically.
3421 </attribute>
3422 <attribute arch="speed" editor="movement speed" type="float">
3423 The movement speed value determines how fast a chain of
3424 these movers will push a player along (default is -0.2).
3425 </attribute>
3426 &speed_left;
3427 <attribute arch="sp" editor="direction" type="list_direction">
3428 The mover will push creatures in the specified &lt;direction&gt;.
3429 A mover with direction set to &lt;none&gt; will spin clockwise,
3430 thus pushing creatures in unpredictable directions.
3431 </attribute>
3432 <attribute arch="lifesave" editor="gets used up" type="bool">
3433 If enabled, the mover gets "used up" after a certain number of moves
3434 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3435 </attribute>
3436 <attribute arch="hp" editor="number of uses" type="int">
3437 This value has only a meaning if &lt;gets used up&gt; is set:
3438 &lt;number of uses&gt; is the number of times minus one, that it
3439 will move a creature before disappearing. (It will move
3440 someone &lt;number of uses&gt;+1 times, then vanish).
3441 </attribute>
3442 <section name="targets">
3443 <attribute arch="level" editor="move players" type="bool">
3444 If &lt;move players&gt; is enabled, both players and monsters will be
3445 moved. In the arches' default it is disabled - thus ONLY monsters
3446 get moved. Remember that "monsters" includes NPCs!
3447
3448 This feature provides you with the possibility to make NPCs
3449 literally "come to life". Example: The player is talking with an
3450 NPC, speaking a certain keyword. This triggers a magic_ear and
3451 activates creators, creating (per default: monster-only) movers
3452 under the NPC's feet. The NPC starts "walking" on a predefined
3453 route! Note that it's useful to set this NPC immune to everything,
3454 preventing the player to push the NPC off his trace.
3455 </attribute>
3456 <attribute arch="move_on" editor="movement type" type="movement_type">
3457 Which movement types activate the mover.
3458 </attribute>
3459 </section>
3460 </type>
3461
3462 <!--####################################################################-->
3463 <type number="17" name="Pedestal">
3464 <ignore>
3465 <ignore_list name="non_pickable" />
3466 </ignore>
3467 <description><![CDATA[
3468 Pedestals are designed to detect certain types of living objects.
3469 When a predefined type of living creature steps on the pedestal, the
3470 connected value is triggered.]]>
3471 </description>
3472 <use><![CDATA[
3473 If you want to create a place where only players of a certain race
3474 can enter, put a teleporter over your pedestal. So the teleporter is
3475 only activated for players of the matching race. Do not use gates,
3476 because many other players could sneak in. If you put powerful
3477 artifacts into such places, generally set "startequip 1", so that
3478 they are preserved for that one race and can't be traded to others.]]>
3479 </use>
3480 <attribute arch="no_pick" value="1" type="fixed" />
3481 <attribute arch="slaying" editor="match race" type="string">
3482 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3483 matches the monster's or the player's race, we have a match.
3484 Yes, pedestals can detect a player's race! E.g. you could create a
3485 place where only fireborns can enter, by setting "slaying unnatural".
3486
3487 If it is set to "player", any player stepping on the pedestal
3488 is a match. Very useful if you want to open a gate for players
3489 but not for monsters.
3490
3491 &match_compat;
3492 </attribute>
3493 <attribute arch="connected" editor="connection" type="string">
3494 When the pedestal is triggered, all objects with the same
3495 connection value get activated.
3496 </attribute>
3497 &move_on;
3498 </type>
3499
3500 <!--####################################################################-->
3501 <type number="19" name="Item Match">
3502 <ignore>
3503 <ignore_list name="non_pickable" />
3504 </ignore>
3505 <description><![CDATA[
3506 Match objects use the deliantra matching language
3507 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3508 to match items on the same mapspace (if move_on/off are unset) or
3509 items trying to enter (if move_blocked is set).
3510
3511 If a connected value is given, then it is triggered if the first object
3512 matching the expression is put on it, and the last is removed.]]>
3513 </description>
3514 <use><![CDATA[
3515 If you want to trigger something else (e.g. a gate) when an item is above this object,
3516 use the move_on/move_off settings.
3517
3518 If you want to keep something from entering if it has (or lacks) a specific item,
3519 use the move_blocked setting.]]>
3520 </use>
3521 <attribute arch="no_pick" value="1" type="fixed" />
3522 <attribute arch="slaying" editor="match expression" type="string">
3523 &match_compat;
3524
3525 Optionally you can leave out the "match " prefix.
3526 </attribute>
3527 <attribute arch="connected" editor="connection" type="string">
3528 When the match is triggered, all objects with the same
3529 connection value get activated.
3530 </attribute>
3531 &move_on;
3532 &move_off;
3533 &move_block;
3534 </type>
3535
3536 <!--####################################################################-->
3537 <type number="94" name="Pit">
3538 <ignore>
3539 <ignore_list name="non_pickable" />
3540 </ignore>
3541 <description><![CDATA[
3542 Pits are holes, transporting the player when he walks (and falls) into them.
3543 A speciality about pits is that they don't transport the player to
3544 the exact destination, but within a configurable radius of the destination
3545 (never on blocked squares).<br>
3546 Optionally, pits can get closed and opened, similar to gates.<br><br>
3547 Monsters and items are affected by pits just as well as players.
3548 Even multipart monsters can fall through them, given enough space.]]>
3549 </description>
3550 <use><![CDATA[
3551 Pits can add interesting effects to your map. When using them, make
3552 sure to use them in a "logical way": Pits should always drop the
3553 player to some kind of lower level. They should not be used to
3554 randomly interconnect maps like teleporters do.]]>
3555 </use>
3556 <attribute arch="no_pick" value="1" type="fixed" />
3557 <attribute arch="range" editor="spread radius" type="int">
3558 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3559 </attribute>
3560 <attribute arch="connected" editor="connection" type="string">
3561 When a &lt;connection&gt; value is set, the pit can be opened/closed
3562 by activating the connection.
3563 </attribute>
3564 &activate_on;
3565 <attribute arch="hp" editor="destination X" type="int">
3566 The pit will transport creatures (and items) randomly into a two-square
3567 radius of the destination coordinates.
3568 If the destination square becomes blocked, the pit will act like
3569 being filled up and not work anymore!
3570 </attribute>
3571 <attribute arch="sp" editor="destination Y" type="int">
3572 The pit will transport creatures (and items) randomly into a two-square
3573 radius of the destination coordinates.
3574 If the destination square becomes blocked, the pit will act like
3575 being filled up and not work anymore!
3576 </attribute>
3577 <attribute arch="wc" editor="position state" type="int">
3578 The &lt;position state&gt; defines the position of the gate:
3579 Zero means completely open/down, the "number of animation-steps" (usually
3580 about 6 or 7) means completely closed/up state. I suggest you don't
3581 mess with this value - Leave the default in place.
3582 </attribute>
3583 &move_on;
3584 </type>
3585
3586 <!--####################################################################-->
3587 <type number="7" name="Poison Food">
3588 <description><![CDATA[
3589 When eating, the player's stomache is drained by 1/4 of food.
3590 If his food drops to zero, the player might even die.]]>
3591 </description>
3592 </type>
3593
3594 <!--####################################################################-->
3595 <type number="5" name="Potion">
3596 <description><![CDATA[
3597 The player can drink these and gain various kinds of benefits
3598 (/penalties) by doing so.]]>
3599 </description>
3600 <use><![CDATA[
3601 One potion should never give multiple benefits at once.]]>
3602 </use>
3603 <attribute arch="level" editor="potion level" type="int">
3604 If the potion contains a spell, the spell is cast at this level.
3605 For other potions it should be set at least to 1.
3606 </attribute>
3607 <attribute arch="sp" editor="spell" type="spell">
3608 When a player drinks this potion, the selected spell
3609 will be casted (once). This should work for any given spell.
3610 E.g. heal is "sp 35", magic power is "sp 67".
3611 </attribute>
3612 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3613 There are two types of special effects for potions:
3614 'life restoration' - restore the player's stats lost by death or draining
3615 (this has nothing in common with the restoration spell!)
3616 'improvement' - increase the player's maximum health/mana/grace
3617 by a very small amount.
3618 </attribute>
3619 <attribute arch="cursed" editor="cursed" type="bool">
3620 If a potion is cursed, benefits generally turn into penalties.
3621 Note that potions can be "uncursed" by praying over an altar,
3622 with relative ease. *But* the potion must be identified to notice
3623 that it is cursed &gt;:)
3624 </attribute>
3625 <attribute arch="startequip" editor="godgiven item" type="bool">
3626 A godgiven item vanishes as soon as the player
3627 drops it to the ground.
3628 </attribute>
3629 &player_stat_resist_sections;
3630 </type>
3631
3632 <!--####################################################################-->
3633 <type number="156" name="Power Crystal">
3634 <description><![CDATA[
3635 Power crystals can store a player's mana:
3636 When the player applies the crystal with full mana, half of
3637 it flows into the crystal. When the player applies it with
3638 lacking mana, the crystal replenishes the player's mana.]]>
3639 </description>
3640 <attribute arch="sp" editor="initial mana" type="int">
3641 &lt;initial mana&gt; is the amount of spellpoints that the
3642 crystal holds when the map is loaded.
3643 </attribute>
3644 <attribute arch="maxsp" editor="mana capacity" type="int">
3645 The &lt;mana capacity&gt; defines how much mana can be stored
3646 in the crystal. This is what makes the crystal interesting.
3647 Wizard-players will always seek for crystals with large
3648 capacities.
3649 </attribute>
3650 </type>
3651
3652 <!--####################################################################-->
3653 <type number="13" name="Projectile">
3654 <description><![CDATA[
3655 Projectiles like arrows/crossbow bolts are used as ammunition
3656 for shooting weapons.
3657 <br><br>
3658 It's very easy to add new pairs of weapons &amp; projectiles.
3659 Just set matching &lt;ammunition class&gt; both for shooting
3660 weapon and projectile.]]>
3661 </description>
3662 <use><![CDATA[
3663 If you want to create new kinds of projectiles, you could
3664 add an alchemical receipe to create these.
3665
3666 Don't create new pairs of weapons &amp; projectiles unless
3667 they really fullfill a useful purpose. In fact, even bows
3668 and crossbows are rarely ever used.]]>
3669 </use>
3670 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3671 This number is a bitmask, specifying the projectile's attacktypes.
3672 Attacktypes are: physical, magical, fire, cold.. etc.
3673 This works identical to melee weapons. Note that shooting
3674 weapons cannot have attacktypes.
3675 </attribute>
3676 <attribute arch="race" editor="ammunition class" type="string">
3677 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3678 these projectiles. For arrows set "arrows", for crossbow bolts
3679 set "crossbow bolts" (big surprise).
3680
3681 In certain cases, the ammunition class is displayed in the game.
3682 Hence, when you create a new ammunition class, choose an
3683 intuitive name like "missiles", "spirit bolts" - whatever.
3684
3685 You can also make special containers holding these projectiles
3686 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3687 </attribute>
3688 <attribute arch="slaying" editor="slaying race" type="string">
3689 Slaying means the weapon does tripple (3x) damage to monsters
3690 of the specified race. If &lt;slaying race&gt; matches an arch name,
3691 only monsters of that archtype receive tripple damage.
3692 Tripple damage is very effective.
3693 </attribute>
3694 <attribute arch="dam" editor="damage" type="int">
3695 The projectile &lt;damage&gt; significantly affects the damage
3696 done. Damage can be further increased by the shooting
3697 weapon's attributes.
3698 </attribute>
3699 <attribute arch="wc" editor="weaponclass" type="int">
3700 This value is supposed to be the base &lt;weaponclass&gt;,
3701 but it seems to have rather little effect.
3702 High values are good here, low values bad.
3703 </attribute>
3704 <attribute arch="food" editor="chance to break" type="int">
3705 The &lt;chance to break&gt; defines the breaking probability when this
3706 projectile hits an obstacle, e.g. wall or monster.
3707 The value is the %-chance to break, ranging from 0 (never breaking)
3708 to 100 (breaking at first shot).
3709 </attribute>
3710 <attribute arch="magic" editor="magic bonus" type="int">
3711 Magic bonus increases chance to hit and damage a little bit.
3712 </attribute>
3713 <attribute arch="unique" editor="unique item" type="bool">
3714 Unique items exist only one time on a server. If the item
3715 is taken, lost or destroyed - it's gone for good.
3716 </attribute>
3717 <attribute arch="startequip" editor="godgiven item" type="bool">
3718 A godgiven item vanishes as soon as the player
3719 drops it to the ground.
3720 </attribute>
3721 <attribute arch="no_drop" editor="don't drop" type="bool">
3722 When a monster carries a projectile with &lt;don't drop&gt;,
3723 this item will never drop to the ground but
3724 vanish instead. If this object is shot, it can still drop
3725 after hitting an obstacle. You can prevent this by
3726 setting &lt;chance to break&gt; 100.
3727 </attribute>
3728 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3729 This text may describe the projectile. This
3730 could be nice for very special ones.
3731 </attribute>
3732 </type>
3733
3734 <!--####################################################################-->
3735 <type number="70" name="Ring">
3736 <import_type name="Amulet" />
3737 <description><![CDATA[
3738 Rings are worn on the hands - one ring each.
3739 Wearing rings, the object's stats will directly be inherited to
3740 the player. Usually enhancing his spellcasting potential.]]>
3741 </description>
3742 <use><![CDATA[
3743 When you create an artifact ring, never forget that players can
3744 wear <B>two</B> rings! Due to that it is extremely important to
3745 keep rings in balance with the game.
3746 <br><br>
3747 Also keep in mind that rings are generally the wizard's tools.
3748 They should primarily grant bonuses to spellcasting abilities
3749 and non-physical resistances.]]>
3750 </use>
3751 </type>
3752
3753 <!--####################################################################-->
3754 <type number="3" name="Rod">
3755 <ignore>
3756 <attribute arch="title" />
3757 </ignore>
3758 <description><![CDATA[
3759 A rod contains a spell. The player can use this spell by applying and
3760 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3761 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3762 used endlessly.]]>
3763 </description>
3764 <use><![CDATA[
3765 Rods with healing/curing spells are extremely powerful. Usually, potions have
3766 to be used for that purpose. Though, potions are expensive and only good for
3767 one-time-use.<br>]]>
3768 </use>
3769 <attribute arch="sp" editor="spell" type="spell">
3770 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3771 rods to players, since they can be used endlessly without any mana cost!
3772 Rods with heal/ restoration/ protection spells, IF available, MUST be
3773 very very VERY hard to get!
3774 </attribute>
3775 <attribute arch="level" editor="casting level" type="int">
3776 The casting level of the &lt;spell&gt; determines it's power.
3777 For attack spells, level should be set to something reasonable.
3778 </attribute>
3779 <attribute arch="hp" editor="initial spellpoints" type="int">
3780 This value represents the initial amount of spellpoints in the rod.
3781 Naturally, this is quite unimportant.
3782 </attribute>
3783 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3784 When the rod is fully charged up, it will hold this maximum amount of
3785 spellpoints. Make sure it is enough to cast the contained spell at least
3786 once. But don't set the value too high, as that might make the rod
3787 too effective.
3788 </attribute>
3789 <attribute arch="startequip" editor="godgiven item" type="bool">
3790 A godgiven item vanishes as soon as the player
3791 drops it to the ground.
3792 </attribute>
3793 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3794 This text may contain a description of the rod.
3795 </attribute>
3796 </type>
3797
3798 <!--####################################################################-->
3799 <type number="154" name="Rune">
3800 <ignore>
3801 <attribute arch="no_pick" />
3802 <attribute arch="title" />
3803 <attribute arch="name_pl" />
3804 <attribute arch="weight" />
3805 <attribute arch="value" />
3806 <attribute arch="material" />
3807 <attribute arch="unpaid" />
3808 </ignore>
3809 <description><![CDATA[
3810 A rune is a magical enscription on the dungeon floor.
3811 <br><br>
3812 Runes hit any monster or person who steps on them for 'dam' damage in
3813 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3814 and will cast this spell when it detonates. Yet another kind is the
3815 "summoning rune", summoning predefined monsters of any kind, at detonation.
3816 <br><br>
3817 Many runes are already defined in the archetypes.]]>
3818 </description>
3819 <use><![CDATA[
3820 Avoid monsters stepping on your runes. For example, summoning runes
3821 together with spellcasting- and attack-runes is usually a bad idea.]]>
3822 </use>
3823 <attribute arch="no_pick" value="1" type="fixed" />
3824 &move_on;
3825 <attribute arch="level" editor="rune level" type="int">
3826 This value sets the level the rune will cast the spell it contains at,
3827 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3828 (&lt;rune level&gt; 0 runes won't detonate at all!)
3829
3830 Level Also effects how easily a rune may be found and disarmed, and
3831 how much experience the player gets for doing so. Beware: High level
3832 runes can be quite a cheap source of experience! So either make them
3833 tough, or keep the level low.
3834 </attribute>
3835 <attribute arch="Cha" editor="visibility" type="int">
3836 This value determines what fraction of the time the rune is visible:
3837 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3838 how easily the rune may be found.
3839 </attribute>
3840 <attribute arch="hp" editor="number of charges" type="int">
3841 The rune will detonate &lt;number of charges&gt; times before disappearing.
3842 </attribute>
3843 <attribute arch="dam" editor="direct damage" type="int">
3844 &lt;direct damage&gt; specifies how much damage is done by the rune,
3845 if it doesn't contain a spell. This should be set in reasonable
3846 relation to the rune's level.
3847 </attribute>
3848 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3849 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3850 attribute defines what attacktype to use for direct damage when
3851 the rune detonates.
3852 </attribute>
3853 <section name="spellcraft">
3854 <attribute arch="sp" editor="spell" type="spell">
3855 The selected &lt;spell&gt; defines the spell in the rune, if any.
3856 (Many runes do direct damage).
3857 </attribute>
3858 <attribute arch="slaying" editor="spell name" type="string">
3859 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3860 but if present, overrides the &lt;spell&gt; setting.
3861 </attribute>
3862 <attribute arch="other_arch" editor="spell arch" type="string">
3863 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3864 is optional, but if present, overrides the &lt;spell&gt; setting.
3865 You can choose any of the existing arches.
3866 </attribute>
3867 <attribute arch="maxsp" editor="direction" type="list_direction">
3868 If set, the rune will cast it's containing spell (if any) in
3869 this &lt;direction&gt;.In most cases this appears useless because
3870 the spell directly hits the player.
3871 </attribute>
3872 <attribute arch="race" editor="summon monster" type="string">
3873 If this is set to the arch name of any monster, together with
3874 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3875 of those on detonation. (dam and attacktype will still be ignored
3876 in this case). Runes are even capable of summoning multi-square
3877 monsters, given enough space. You'd better test it though.
3878 </attribute>
3879 <attribute arch="maxhp" editor="summon amount" type="int">
3880 This should only be set to a summoning rune. It will then summon
3881 that many creatures of the kind &lt;summon monster&gt;.
3882 </attribute>
3883 </section>
3884 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3885 When the rune detonates, this text is displayed to the
3886 victim. For especially powerful runes, create an appropriate
3887 thrilling description. ;)
3888 </attribute>
3889 </type>
3890
3891 <!--####################################################################-->
3892 <type number="106" name="Savebed">
3893 <ignore>
3894 <ignore_list name="non_pickable" />
3895 </ignore>
3896 <description><![CDATA[
3897 When the player applies a savebed, he is not only saved. Both his
3898 respawn-after-death and his word-of-recall positions are pointing
3899 to the last-applied savebed.]]>
3900 </description>
3901 <use><![CDATA[
3902 Put savebed locations in towns, do not put them into dungeons.
3903 It is absolutely neccessary that a place with savebeds is 100% secure.
3904 That means:
3905 <UL>
3906 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3907 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3908 <LI> Insert a reliable exit! Make sure there is no possibility that
3909 players get trapped in a savebed location.
3910 <LI> If possible, mark the whole site as no-spell area (Insert this
3911 arch called "dungeon_magic" everywhere). This is not required,
3912 but it makes the place much more safe.
3913 </UL>]]>
3914 </use>
3915 <attribute arch="no_pick" value="1" type="fixed" />
3916 <attribute arch="no_magic" value="1" type="fixed" />
3917 <attribute arch="damned" value="1" type="fixed" />
3918 </type>
3919
3920 <!--####################################################################-->
3921 <type number="111" name="Scroll">
3922 <ignore>
3923 <attribute arch="title" />
3924 </ignore>
3925 <description><![CDATA[
3926 Scrolls contain spells (similar to spell-potions). Unlike potions,
3927 scrolls require a certain literacy skill to read successfully.
3928 Accordingly, for a successful reading, a small amount of
3929 experience is gained. Scrolls allow only one time usage, but
3930 usually they are sold in bulks.]]>
3931 </description>
3932 <use><![CDATA[
3933 For low level quests, scrolls of healing/curing-spells
3934 can be a nice reward. At higher levels, scrolls become less
3935 and less useful.]]>
3936 </use>
3937 <attribute arch="level" editor="casting level" type="int">
3938 The spell of the scroll will be casted at this level.
3939 This value should always be set, at least to 1.
3940 </attribute>
3941 <attribute arch="sp" editor="spell" type="spell">
3942 When a player/monster applies this scroll, the selected &lt;spell&gt;
3943 will be casted (once). This should work for any given spell.
3944 </attribute>
3945 <attribute arch="startequip" editor="godgiven item" type="bool">
3946 A godgiven item vanishes as soon as the player
3947 drops it to the ground.
3948 </attribute>
3949 </type>
3950
3951 <!--####################################################################-->
3952 <type number="33" name="Shield">
3953 <import_type name="Amulet" />
3954 <description><![CDATA[
3955 Wearing a shield, the object's stats will directly be inherited to
3956 the player. Shields usually provide good defense, only surpassed
3957 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3958 </description>
3959 <use><![CDATA[
3960 Feel free to create your own special artifacts. However, it is very
3961 important that you keep your artifact in balance with existing maps.]]>
3962 </use>
3963 <attribute arch="magic" editor="magic bonus" type="int">
3964 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3965 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3966 than direct armour-class bonus on the shield.
3967 </attribute>
3968 </type>
3969
3970 <!--####################################################################-->
3971 <type number="14" name="Shooting Weapon">
3972 <description><![CDATA[
3973 Shooting weapons like bows/crossbows are used to shoot projectiles
3974 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3975 wielded both at the same time. Like with any other equipment,
3976 stats/bonuses from shooting weapons are directly inherited to the player.
3977 <br><br>
3978 It's very easy to add new pairs of weapons &amp; projectiles.
3979 Just set matching &lt;ammunition class&gt; both for shooting
3980 weapon and projectile.]]>
3981 </description>
3982 <use><![CDATA[
3983 Shooting weapons should not add bonuses in general. There's already
3984 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3985 Shooting weapons should especially not add bonuses to the player
3986 that have nothing to do with schooting. A Wisdom bonus on a bow
3987 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3988 - still crap.]]>
3989 </use>
3990 <attribute arch="race" editor="ammunition class" type="string">
3991 Only projectiles with matching &lt;ammunition class&gt; can be fired
3992 with this weapon. For normal bows set "arrows", for normal
3993 crossbows set "crossbow bolts".
3994
3995 In certain cases, the ammunition class is displayed in the game.
3996 Hence, when you create a new ammunition class, choose an
3997 intuitive name like "missiles", "spirit bolts" - whatever.
3998 </attribute>
3999 <attribute arch="sp" editor="shooting speed" type="int">
4000 After shooting a projectile, the player is frozen for a short
4001 period of time (to prevent shooting arrows machine-gun-like).
4002 The greater &lt;shooting speed&gt;, the shorter this period of time.
4003 1 is minimum (=worst) and 100 is maximum (=best) value.
4004
4005 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4006 SET IT TO ZERO! (That would freeze the player for eternety).
4007 </attribute>
4008 <attribute arch="dam" editor="base damage" type="int">
4009 The &lt;base damage&gt; significantly affects the damage done
4010 by using this weapon. This damage is added to the projectile
4011 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4012 according to the player's strength is added.
4013 </attribute>
4014 <attribute arch="wc" editor="weaponclass" type="int">
4015 This value is supposed to be the base &lt;weaponclass&gt;,
4016 but it seems to have rather little effect.
4017 High values are good here, low values bad.
4018 </attribute>
4019 <attribute arch="item_power" editor="item power" type="int">
4020 The &lt;item power&gt; value measures how "powerful" an artifact is.
4021 Players will only be able to wear equipment with a certain total
4022 amount of &lt;item power&gt;, depending on their own level. This is the
4023 only way to prevent low level players to wear "undeserved" equipment
4024 (like gifts from other players or cheated items).
4025
4026 It is very important to adjust the &lt;item power&gt; value carefully
4027 for every artifact you create! If zero/unset, the Deliantra server will
4028 calculate a provisional value at runtime, but this is never
4029 going to be an accurate measurement of &lt;item power&gt;.
4030 </attribute>
4031 <attribute arch="no_strength" editor="ignore strength" type="bool">
4032 Usually the player's strentgh takes effect on the damage
4033 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4034 the player's strength is ignored.
4035 </attribute>
4036 <attribute arch="damned" editor="damnation" type="bool">
4037 A damned shooting weapon cannot be unwielded unless
4038 the curse is removed. Removing damnations is
4039 a tick harder than removing curses.
4040 </attribute>
4041 <attribute arch="cursed" editor="curse" type="bool">
4042 A cursed shooting weapon cannot be unwielded unless
4043 the curse is removed.
4044 </attribute>
4045 <attribute arch="unique" editor="unique item" type="bool">
4046 Unique items exist only one time on a server. If the item
4047 is taken, lost or destroyed - it's gone for good.
4048 </attribute>
4049 <attribute arch="startequip" editor="godgiven item" type="bool">
4050 A godgiven item vanishes as soon as the player
4051 drops it to the ground.
4052 </attribute>
4053 <section name="stats">
4054 <attribute arch="Str" editor="strength" type="int">
4055 The player's strentgh will rise/fall by the given value
4056 while wearing this shooting weapon.
4057 </attribute>
4058 <attribute arch="Dex" editor="dexterity" type="int">
4059 The player's dexterity will rise/fall by the given value
4060 while wearing this shooting weapon.
4061 </attribute>
4062 <attribute arch="Con" editor="constitution" type="int">
4063 The player's constitution will rise/fall by the given value
4064 while wearing this shooting weapon.
4065 </attribute>
4066 <attribute arch="Int" editor="intelligence" type="int">
4067 The player's intelligence will rise/fall by the given value
4068 while wearing this shooting weapon.
4069 </attribute>
4070 <attribute arch="Pow" editor="power" type="int">
4071 The player's power will rise/fall by the given value
4072 while wearing this shooting weapon.
4073 </attribute>
4074 <attribute arch="Wis" editor="wisdom" type="int">
4075 The player's wisdom will rise/fall by the given value while
4076 wearing this shooting weapon.
4077 </attribute>
4078 <attribute arch="Cha" editor="charisma" type="int">
4079 The player's charisma will rise/fall by the given value
4080 while wearing this shooting weapon.
4081 </attribute>
4082 </section>
4083 <section name="bonus">
4084 <attribute arch="luck" editor="luck bonus" type="int">
4085 With positive luck bonus, the player is more likely to
4086 succeed in all sorts of things (spellcasting, praying,...).
4087 Unless the &lt;luck bonus&gt; is very high, the effect will be
4088 barely visible in-game. Luck bonus on one piece of equipment
4089 should never exceed 3, and such bonus should not be too
4090 frequently available.
4091 </attribute>
4092 <attribute arch="magic" editor="magic bonus" type="int">
4093 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4094 I'm not sure what exactly is increased - maybe weaponclass?
4095 However, &lt;magic bonus&gt; seems to have a little bit of positive
4096 influence on your chance to hit.
4097 </attribute>
4098 </section>
4099 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4100 This text describes the weapons's "story". Every decent artifact weapon
4101 should have such a description.
4102 </attribute>
4103 </type>
4104
4105 <!--####################################################################-->
4106 <type number="68" name="Shop Floor">
4107 <ignore>
4108 <ignore_list name="non_pickable" />
4109 </ignore>
4110 <description><![CDATA[
4111 Shop floor is used for shops. It acts like a combination of the
4112 common floor- and the treasure type: When the map is loaded,
4113 randomitems (depending on the setings) are generated on it.
4114 These items are all flagged as unpaid.
4115 When a player drops an item onto shop floor, the item becomes
4116 unpaid and the player receives payment according to the item's
4117 selling-value.
4118 Shopfloor always prevents magic (To hinder players from burning
4119 or freezing the goods).]]>
4120 </description>
4121 <use><![CDATA[
4122 Tile your whole shop-interior space which shop floor.
4123 (That assures players receive payment for dropping items).
4124 Place shop mats to enter/leave the shop, and make sure
4125 there is no other exit than the shop mat.]]>
4126 </use>
4127 <attribute arch="is_floor" value="1" type="fixed" />
4128 <attribute arch="no_pick" value="1" type="fixed" />
4129 <attribute arch="no_magic" value="1" type="fixed" />
4130 <attribute arch="auto_apply" editor="generate goods" type="bool">
4131 If enabled, items will appear on this square when the map is loaded.
4132 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4133 are generated. The items will be unpaid.
4134 </attribute>
4135 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4136 This entry determines what kind of treasure will appear, when
4137 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4138 for details about existing treasurelists.
4139 </attribute>
4140 <attribute arch="exp" editor="quality level" type="int">
4141 The &lt;quality level&gt; will be used for the quality of the generated
4142 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4143 doesn't need to be set, unless you want extraordinarily good/bad
4144 quality. If you want to make a shop with very high quality, meaybe
4145 charge an entrance fee, or make the shop hard-to-come-by.
4146 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4147 and appearance of artifact-items.
4148 </attribute>
4149 <attribute arch="damned" editor="no prayers" type="bool">
4150 If enabled, it is impossible for players to use prayers
4151 on that spot. It also prevents players from saving.
4152 (Remember that &lt;no magic&gt; is always set for shop floors.)
4153 </attribute>
4154 </type>
4155
4156 <!--####################################################################-->
4157 <type number="69" name="Shop Mat">
4158 <ignore>
4159 <ignore_list name="non_pickable" />
4160 </ignore>
4161 <description><![CDATA[
4162 Shop mats are used for entering/leaving shops. You should always
4163 have exactly TWO shop mats on your shop-map: One inside the
4164 "shopping-area" and one outside. Shop mats don't use exit paths/
4165 or -destinations. When stepping onto a shopmat the player gets beamed
4166 to the nearest other mat. If the player has unpaid items in his
4167 inventory, the price gets charged from his coins automatically.
4168 If the player has insufficient coins to buy his unpaid items, he
4169 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4170 </description>
4171 <use><![CDATA[
4172 As stated above, always place TWO shop mats into your shop.
4173 Not more and not less than that.]]>
4174 </use>
4175 <attribute arch="no_pick" value="1" type="fixed" />
4176 &move_on;
4177 </type>
4178
4179 <!--####################################################################-->
4180 <type number="98" name="Sign &amp; MagicMouth">
4181 <ignore>
4182 <ignore_list name="non_pickable" />
4183 </ignore>
4184 <description><![CDATA[
4185 The purpose of a sign or magic_mouth is to display a certain message to
4186 the player. There are three ways to have the player get this message:
4187 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4188 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4189 </description>
4190 <use><![CDATA[
4191 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4192 some true roleplay feeling to your maps, support your storyline or give
4193 hints about hidden secrets/dangers. Place signs to provide the player
4194 with all kinds of useful information for getting along in your maps.]]>
4195 </use>
4196 <attribute arch="connected" editor="connection" type="string">
4197 When a connection value is set, the message will be printed whenever
4198 the connection is triggered. This should be used in combination with
4199 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4200 If activating your magic_mouth this way, the message will not only be
4201 printed to one player, but all players on the current map.
4202 </attribute>
4203 &activate_on;
4204 &move_on;
4205 <attribute arch="food" editor="counter" type="int">
4206 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4207 (printing the message) only that many times. For signs this really shouldn't
4208 be used, while for magic_mouths it is extremely helpful.
4209 Monsters walking over the magic_mouth do not decrease the counter.
4210
4211 Often, you might want to have a message displayed only one time. For example:
4212 The player enters your map and you put a magic_mouth to tell him about the
4213 monsters and how dangerous they look and all. Later, when all the monsters
4214 are killed and the player leaves the map, displaying the same message a
4215 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4216 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4217 </attribute>
4218 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4219 This text will be displayed to the player.
4220 </attribute>
4221 </type>
4222
4223 <type number="150" name="Shop Inventory">
4224 <ignore>
4225 <ignore_list name="non_pickable" />
4226 </ignore>
4227 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4228 </description>
4229 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4230 </use>
4231 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4232 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4233 the map that will be searched for unpaid items.
4234 </attribute>
4235 </type>
4236
4237 <!--####################################################################-->
4238 <type number="43" name="Skill">
4239 <ignore>
4240 <ignore_list name="system_object" />
4241 </ignore>
4242 <description><![CDATA[
4243 Skills are objects which exist in the player/monster inventory.
4244 Both NPC/monsters and players use the same skill archetypes. Not all skills
4245 are enabled for monster use however.]]>
4246 </description>
4247 <use><![CDATA[
4248 For mapmaking, Skill objects serve two purposes:
4249 <p>First, the predefined skill archtypes (in the 'skills' directory)
4250 can be seen as the global skill definitions. A skill which doesn't
4251 exists as an archtype cannot be learned or used by players. When you
4252 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4253 of defined skill archtypes, because those strings are used as a reference in
4254 many skill-related objects.
4255 </p><p>
4256 Secondly, in order to enable monsters to use skills, you will need to
4257 copy default skill archtypes into the monsters' inventories.
4258 You can even customize the skills by changing stats. It is not
4259 recommended however, to use skills in your maps which are totally
4260 unrelated to any predefined skill archtype.</p>]]>
4261 </use>
4262 <attribute arch="invisible" value="1" type="fixed" />
4263 <attribute arch="no_drop" value="1" type="fixed" />
4264 <attribute arch="skill" editor="skill name" type="string">
4265 The &lt;skill name&gt; is used for matchings. When a usable
4266 object has an identical &lt;skill name&gt;, players
4267 (or monsters) will need this skill to apply/use the object.
4268 </attribute>
4269 <attribute arch="expmul" editor="exp multiplier" type="float">
4270 This is the ratio of experience the players total should increase by
4271 when this skill is used. If this is zero, then experience only goes to
4272 to the skill. Values higher than 1 are allowed. Note that experience
4273 rewarded to the players total is in addition to that given to the
4274 skill. Eg, if player should get 500 exp for using a skill, and
4275 expmul is 1, the player will get 500 added to that skill as well as
4276 500 to their total.
4277 </attribute>
4278 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4279 The &lt;skill type&gt; defines the base functionality of the skill.
4280 Skill types are hardcoded in the Deliantra server. It isn't hard to
4281 create new skill types, but it requires a bit of server-coding.
4282 </attribute>
4283 <attribute arch="level" editor="level" type="int">
4284 </attribute>
4285 <attribute arch="exp" editor="experience" type="int">
4286 </attribute>
4287 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4288 The &lt;is native skill&gt; flag has an effect only when this
4289 skill object is placed in the inventory of a monster (or player).
4290 If it is set, the monster or player knows the skill natively, which
4291 means he does not need a skill tool to use it.
4292 </attribute>
4293 </type>
4294
4295 <!--####################################################################-->
4296 <type number="130" name="Skill Scroll">
4297 <description><![CDATA[
4298 By reading a skill scroll, a player has a chance to learn the
4299 contained skill.]]>
4300 </description>
4301 <use><![CDATA[
4302 Skill scrolls are very much sought for by players. Currently,
4303 all skill scrolls are sold in shops randomly, which is in fact not
4304 a good system. It would be nice to have some cool quests with
4305 skill scrolls rewarded at the end.]]>
4306 </use>
4307 <attribute arch="race" value="scrolls" type="fixed" />
4308 <attribute arch="skill" editor="skill name" type="string">
4309 The &lt;skill name&gt; matches the skill object that can
4310 be learned from this scroll.
4311 </attribute>
4312 </type>
4313
4314 <!--####################################################################-->
4315 <type number="21" name="Special Key">
4316 <ignore>
4317 <attribute arch="material" />
4318 </ignore>
4319 <description><![CDATA[
4320 When carrying the appropriate special key, a locked door can
4321 be opened. The key will dissapear.
4322 <br><br>
4323 This object-type can also be used for "passport"-like items:
4324 When walking onto an invetory checker, a gate for example might
4325 get opened. The "passport" will stay in the player's inventory.]]>
4326 </description>
4327 <use><![CDATA[
4328 How to make a "passport": You take the special key arch
4329 (archetype name is "key2"), set the face to something like
4330 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4331 certainly must match with the appropiate inventory checker.
4332 <br><br>
4333 Of course you can be creative with names and faces of
4334 key-objects. A "mysterious crystal" or a "big dragon claw"
4335 (with appropriate faces) appear more interesting than just
4336 a "strange key", or "passport".]]>
4337 </use>
4338 <attribute arch="slaying" editor="key string" type="string">
4339 This string must be identical with the &lt;key string&gt; in the
4340 locked door, then it can be unlocked. It can also be used
4341 to trigger inventory checkers.
4342 </attribute>
4343 <attribute arch="material" editor="material" type="bitmask_material">
4344 For Special Keys, material should always be unset or set
4345 to Adamantite. This prevents the key from getting
4346 burned or otherwise destroyed.
4347 </attribute>
4348 <attribute arch="unique" editor="unique item" type="bool">
4349 Unique items exist only one time on a server. If the item
4350 is taken, lost or destroyed - it's gone for good.
4351
4352 This can be used if you want to sell apartments on your
4353 map: Simply sell a unique passport/key, and place
4354 an inventory checker at the entrance of your apartment.
4355 </attribute>
4356 <attribute arch="startequip" editor="godgiven item" type="bool">
4357 A godgiven item vanishes as soon as the player
4358 drops it to the ground.
4359 </attribute>
4360 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4361 This will add a description to the object. The player can read
4362 this text by clicking on the item in his inventory. Use this
4363 message to describe what the key/passport is good for. A player
4364 might have 50 different keys on his key-ring. Don't expect
4365 players to recall their purpose just by their names.
4366 </attribute>
4367 </type>
4368
4369 <!--####################################################################-->
4370 <type number="101" name="Spell">
4371 <ignore>
4372 <ignore_list name="system_object" />
4373 </ignore>
4374 <description><![CDATA[
4375 Spell objects define a spell. When a spell is put in a spellbook,
4376 players can learn it by reading the book. Once learned, players
4377 can use the spell as often as they like. With increasing skill level
4378 of the player, spells may gain power but also increase cost.<br>
4379 Monsters can use spells which are put in their inventory (provided
4380 that certain "enabling" settings are correct). The monster's
4381 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4382 </description>
4383 <use><![CDATA[
4384 A lot of the spells' settings can be tuned and customized.
4385 When creating new spells which are accessible to players, it is
4386 important to think about balance. A single spell which is too
4387 powerful and/or too easy to use can eventually toss the whole skill
4388 and magic school system out of whack. Testing new spells is
4389 quite important therefore.]]>
4390 </use>
4391 <attribute arch="no_drop" value="1" type="fixed" />
4392 <attribute arch="invisible" value="1" type="fixed" />
4393 <attribute arch="skill" editor="skill name" type="string">
4394 The &lt;skill name&gt; matches the skill which is needed
4395 to cast this spell. This should be one out of "sorcery",
4396 "pyromancy", "evocation", "summoning" or "praying".
4397 If you want to fiddle with these, please take care not
4398 to upset the concept and balance of the various skills.
4399 </attribute>
4400 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4401 The &lt;spell type&gt; defines the basic type of spell.
4402 Some of these types are of a more generic nature than others.
4403 </attribute>
4404 <attribute arch="level" editor="spell level" type="int">
4405 </attribute>
4406 <attribute arch="casting_time" editor="casting time" type="int">
4407 </attribute>
4408 <attribute arch="duration" editor="duration" type="int">
4409 </attribute>
4410 <attribute arch="other_arch" editor="create object" type="string">
4411 </attribute>
4412 <attribute arch="sp" editor="cost spellpoints" type="int">
4413 </attribute>
4414 <attribute arch="grace" editor="cost grace" type="int">
4415 </attribute>
4416 <attribute arch="maxsp" editor="double cost per level" type="int">
4417 </attribute>
4418 </type>
4419
4420 <!--####################################################################-->
4421 <type number="85" name="Spellbook">
4422 <description><![CDATA[
4423 By reading a spellbook, the player has a chance of learning the
4424 contained spell. Once learned from a book, the spell is available
4425 forever. Spellbooks with high level spells require some skill-level
4426 to read.<br><br>
4427 You can create widely customized spells only by adjusting the
4428 spell object in the spellbooks inventory. Refer to the description
4429 of spell objects for detailed information how to customize spells.<br>
4430 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4431 with a compilation of spells that the book may contain.]]>
4432 </description>
4433 <use><![CDATA[
4434 Don't put any of the godgiven spells into a spellbook! These are
4435 reserved for the followers of the appropriate cults. Handing them
4436 out in a spellbook would violate the balance between different religions.
4437 <br><br>
4438 Note that there is no fundamental difference between the spellbooks
4439 of varying schools (pyromancy, sorcery, evocation, summoning, and
4440 even praying). The difference lies only in the spells they contain.
4441 It is up to you, the mapmaker, to pick the right type of book
4442 for your spells.]]>
4443 </use>
4444 <attribute arch="skill" value="literacy" type="fixed" />
4445 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4446 There are two ways to put spells into a spellbook:
4447 1. Put a spell object in the books inventory. In this case,
4448 treasurelist must be set to &lt;none&gt;.
4449 2. Choose a treasurelist which contains spells.
4450 In that way, a spell will be chosen randomly from the list.
4451 </attribute>
4452 <attribute arch="startequip" editor="godgiven item" type="bool">
4453 A godgiven item vanishes as soon as the player
4454 drops it to the ground.
4455 </attribute>
4456 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4457 This text may contain a nice description
4458 of the spellbook's cover or something.
4459 </attribute>
4460 </type>
4461
4462 <!--####################################################################-->
4463 <type number="90" name="Spinner">
4464 <ignore>
4465 <ignore_list name="non_pickable" />
4466 </ignore>
4467 <description><![CDATA[
4468 Spinners change the direction of spell objects and other projectiles
4469 that fly past. Unlike directors, it does make a difference from what
4470 angle you shoot into the spinner. The direction of objects flying past
4471 is always changed by a certain degree.]]>
4472 </description>
4473 <use><![CDATA[
4474 Spinners are very rarely used. I believe they are quite
4475 confusing and pointless. The only use I can think of is building
4476 some puzzle about where to shoot into spinners to shoot somewhere you
4477 otherwise couldn't.
4478
4479 When placing spinners on a map with magic walls, make sure the spell-
4480 projectiles from magic walls don't get to fly in loops.]]>
4481 </use>
4482 <attribute arch="sp" editor="direction number" type="int">
4483 The spinner will change the direction of flying objects by
4484 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4485 positive values counter clockwise.
4486
4487 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4488 </attribute>
4489 &move_on;
4490 </type>
4491
4492 <!--####################################################################-->
4493 <type number="138" name="Swamp">
4494 <ignore>
4495 <ignore_list name="non_pickable" />
4496 </ignore>
4497 <description><![CDATA[
4498 Swamp areas show a special behaviour:
4499 When a player stands still on a swamp-square for too long,
4500 he will start to sink in and eventually drown and die.
4501 Items dropped on the swamp sink in and dissapear.
4502 Players with knowledge of the woodsman skill are a lot less likely
4503 to die in the swamp.]]>
4504 </description>
4505 <attribute arch="is_floor" value="1" type="fixed" />
4506 <attribute arch="is_wooded" value="1" type="fixed" />
4507 <attribute arch="speed" editor="drowning speed" type="float">
4508 The higher the &lt;drowning speed&gt;, the faster will players and items
4509 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4510 and unexpected death-trap. Players should get a warning before such areas.
4511 </attribute>
4512 &speed_left;
4513 &move_on;
4514 &movement_types_terrain;
4515 <attribute arch="no_magic" editor="no spells" type="bool">
4516 If enabled, it is impossible for players to use (wizard-)
4517 spells on that spot.
4518 </attribute>
4519 <attribute arch="damned" editor="no prayers" type="bool">
4520 If enabled, it is impossible for players to use prayers
4521 on that spot. It also prevents players from saving.
4522 </attribute>
4523 </type>
4524
4525 <!--####################################################################-->
4526 <type number="41" name="Teleporter">
4527 <ignore>
4528 <ignore_list name="non_pickable" />
4529 </ignore>
4530 <description><![CDATA[
4531 When the player walks into a teleporter, he is transferred to a
4532 different location. The main difference to the object-type exit
4533 is the possibility to have teleporters connected to levers/buttons/etc.
4534 Sometimes teleporters are activated even against the players will.
4535 <br><br>
4536 Unlike exits, teleporters can also transfer items and
4537 monsters to different locations on the same map.]]>
4538 </description>
4539 <use><![CDATA[
4540 When creating maps, I guess sooner or later you'll want to have
4541 an invisible teleporter. If using "invisible 1", the teleporter
4542 can still be discovered with the show_invisible spell. And in
4543 some cases you can't place it under the floor to prevent this.
4544 <br><br>
4545 Fortunately, there is a cool trick to make a perfectly invisible
4546 teleporter: You simply add teleporter functionality to the floor
4547 itself. That means: You take the floor arch (e.g. "flagstone"),
4548 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4549 </use>
4550 <attribute arch="slaying" editor="exit path" type="string">
4551 The exit path specifies the map that the player is transferred to.
4552 &lt;exit path&gt; can be an absolute path, beginning with '/'
4553 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4554 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4555 for example I could use the relative path "Fire1"). Use relative
4556 paths whenever possible! Note that upper/lower case must always be
4557 set correctly. However, please use lower case only.
4558
4559 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4560 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4561 monsters and items. In this case, the destined map is automatically
4562 the same map the teleporter is on.
4563 </attribute>
4564 <attribute arch="hp" editor="destination X" type="int">
4565 The exit destinations define the (x, y)-coordinates where the exit
4566 leads to.
4567
4568 If both are set to zero and &lt;exit path&gt; is empty, the player will
4569 get teleported to another, randomly chosen teleporter on the same
4570 map (Slightly confusing for the player though). Make sure there
4571 actually *is* a second one in that case.
4572
4573 If both are set to zero and &lt;exit path&gt; is set, the player will
4574 be transferred to the "default enter location" of the destined map.
4575 The latter can be set in the map-properties as "Enter X/Y". Though,
4576 please DO NOT use that. It turned out to be a source for numerous
4577 map-bugs.
4578 </attribute>
4579 <attribute arch="sp" editor="destination Y" type="int">
4580 The exit destinations define the (x, y)-coordinates where the exit
4581 leads to.
4582
4583 If both are set to zero and &lt;exit path&gt; is empty, the player will
4584 get teleported to another, randomly chosen teleporter on the same
4585 map (Slightly confusing for the player though). Make sure there
4586 actually *is* a second one in that case.
4587
4588 If both are set to zero and &lt;exit path&gt; is set, the player will
4589 be transferred to the "default enter location" of the destined map.
4590 The latter can be set in the map-properties as "Enter X/Y". Though,
4591 please DO NOT use that. It turned out to be a source for numerous
4592 map-bugs.
4593 </attribute>
4594 <attribute arch="connected" editor="connection" type="string">
4595 If a connection value is set, the teleporter will be activated
4596 whenever the connection is triggered. To use this properly,
4597 &lt;activation speed&gt; must be zero.
4598 </attribute>
4599 &activate_on;
4600 <attribute arch="speed" editor="activation speed" type="float">
4601 If the &lt;activation speed&gt; is nonzero, the teleporter will
4602 automatically be activated in regular time-intervals. Hence, the
4603 player can just step on it and gets teleported sooner or later.
4604 The duration between two activates depends on the given value.
4605 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4606
4607 VERY IMPORTANT: If you want to have your teleporter activated via
4608 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4609 </attribute>
4610 &speed_left;
4611 </type>
4612
4613 <!--####################################################################-->
4614 <type number="26" name="Timed Gate">
4615 <ignore>
4616 <ignore_list name="non_pickable" />
4617 </ignore>
4618 <description><![CDATA[
4619 Gates play an important role in Deliantra. Gates can be opened
4620 by activating a button/trigger, by speaking passwords (-> magic_ear)
4621 or carrying special key-objects (-> inventory checker).
4622 Unlike locked doors, gates can get shut again after a player has
4623 passed, which makes them more practical in many cases. Unlike normal
4624 gates, timed gates open when triggered but automatically close again
4625 after some time.]]>
4626 </description>
4627 <use><![CDATA[
4628 Use gates to divide your maps into separated areas. After solving
4629 area A, the player gains access to area B, and so on. Make your
4630 maps more complex than "one-way".]]>
4631 </use>
4632 <attribute arch="no_pick" value="1" type="fixed" />
4633 <attribute arch="connected" editor="connection" type="string">
4634 Whenever the inventory checker is triggered, all objects with identical
4635 &lt;connection&gt; value get activated. This only makes sense together with
4636 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4637 after some time.
4638 </attribute>
4639 &activate_on;
4640 <attribute arch="wc" editor="position state" type="int">
4641 The &lt;position state&gt; defines the position of the gate:
4642 Zero means completely open/down, the "number of animation-steps" (usually
4643 about 6 or 7) means completely closed/up state. I suggest you don't
4644 mess with this value - Leave the default in place.
4645 </attribute>
4646 &movement_types_terrain;
4647 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled.
4650 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool">
4652 Restricting the use of prayers to pass this door. This has
4653 an effect only if &lt;block view&gt; is disabled.
4654 </attribute>
4655 <attribute arch="hp" editor="open duration" type="int">
4656 Defines the duration the gate remains closed. This only takes effect
4657 if the gate is not connected.
4658 </attribute>
4659 </type>
4660
4661 <!--####################################################################-->
4662 <type number="155" name="Trap">
4663 <ignore>
4664 <attribute arch="no_pick" />
4665 <attribute arch="title" />
4666 <attribute arch="name_pl" />
4667 <attribute arch="weight" />
4668 <attribute arch="value" />
4669 <attribute arch="material" />
4670 <attribute arch="unpaid" />
4671 </ignore>
4672 <description><![CDATA[
4673 A trap is a object that can either do damage or trigger another connected object
4674 when detonated. Traps are like runes except they are not magical in nature,
4675 and generally have either a physical attack or trigger a reaction.
4676 <br><br>
4677 Traps hit any monster or person who steps on them for 'dam' damage in
4678 'attacktype' attacktype and/or trigger a reaction.
4679 <br><br>
4680 Many traps are already defined in the archetypes.]]>
4681 </description>
4682 <use><![CDATA[
4683 Avoid monsters stepping on your traps. For example, a party of orcs setting
4684 off your lightning wall and pit trap is usually a bad idea.]]>
4685 </use>
4686 <attribute arch="no_pick" value="1" type="fixed" />
4687 &move_on;
4688 <attribute arch="level" editor="trap level" type="int">
4689 Level effects how easily a trap may be found and disarmed, and
4690 how much experience the player gets for doing so. Beware: High level
4691 traps can be quite a cheap source of experience! So either make them
4692 tough, or keep the level low.
4693 </attribute>
4694 <attribute arch="Cha" editor="visibility" type="int">
4695 This value determines what fraction of the time the trap is visible:
4696 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4697 how easily the trap may be found.
4698 </attribute>
4699 <attribute arch="hp" editor="number of charges" type="int">
4700 The trap will detonate &lt;number of charges&gt; times before disappearing.
4701 </attribute>
4702 <attribute arch="dam" editor="direct damage" type="int">
4703 &lt;direct damage&gt; specifies how much damage is done by the trap.
4704 This should be set in reasonable relation to the trap's level.
4705 </attribute>
4706 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4707 This attribute defines what attacktype to use for direct damage when
4708 the trap detonates.
4709 </attribute>
4710 <attribute arch="connected" editor="connection" type="string">
4711 When the trap is detonated, all objects with the same
4712 connection value get activated.
4713 </attribute>
4714 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4715 When the trap detonates, this text is displayed to the
4716 victim. For especially powerful or complex traps, create an appropriate
4717 and thrilling description. ;)
4718 </attribute>
4719 </type>
4720
4721 <!--####################################################################-->
4722 <type number="95" name="Trapdoor">
4723 <ignore>
4724 <ignore_list name="non_pickable" />
4725 </ignore>
4726 <description><![CDATA[
4727 Trapdoors are very similar to pits. The difference is that they
4728 can not be closed. Instead, the weight of the object on the
4729 trapdoor determines weither it slams the trapdoor open and falls through
4730 or not.<br>
4731 Once a trapdoor has been opened (by a creature or items of sufficient
4732 weight,) it remains open, acting like an opened pit.]]>
4733 </description>
4734 <use><![CDATA[
4735 Trapdoors should be used in the same fashion as pits:
4736 They should always drop the victims to some kind of lower level. They
4737 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4738 </use>
4739 <attribute arch="no_pick" value="1" type="fixed" />
4740 &move_on;
4741 <attribute arch="weight" editor="hold weight" type="int">
4742 This value defines how much weight the trapdoor can hold.
4743 Once items or creatures are gathered on the trapdoor, with
4744 a total weight surpassing this value, then the trapdoor will
4745 open and things start falling through.
4746 </attribute>
4747 <attribute arch="hp" editor="destination X" type="int">
4748 The trapdoor will transport creatures (and items) randomly into
4749 a two-square radius of the destination coordinates.
4750 If the destination square becomes blocked, the trapdoor will act like
4751 being filled up and not work anymore!
4752 </attribute>
4753 <attribute arch="sp" editor="destination Y" type="int">
4754 The trapdoor will transport creatures (and items) randomly into
4755 a two-square radius of the destination coordinates.
4756 If the destination square becomes blocked, the trapdoor will act like
4757 being filled up and not work anymore!
4758 </attribute>
4759 </type>
4760
4761 <!--####################################################################-->
4762 <type number="4" name="Treasure">
4763 <ignore>
4764 <attribute arch="nrof" />
4765 <attribute arch="title" />
4766 <attribute arch="name_pl" />
4767 <attribute arch="weight" />
4768 <attribute arch="value" />
4769 <attribute arch="material" />
4770 </ignore>
4771 <description><![CDATA[
4772 A treasure-object turns into certain randomitems when the map is loaded
4773 into the game.]]>
4774 </description>
4775 <use><![CDATA[
4776 About usage of the "random-artifact" treasurelist:
4777 This will generate powerful stuff like girdles, xray helmets, special
4778 swords etc. If you put this as reward to your quest, players might be
4779 motivated to do it more than once. BUT, by doing so they will get a huge
4780 number of different artifacts! Besides, players will always seek the place
4781 with the most easy-to-get random artifact and ignore all others.
4782 My advice: Don't use it! Attract players with good fighting experience
4783 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4784 </use>
4785 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4786 This entry determines what kind of treasure will appear. Look into
4787 /crossfire/share/crossfire/treasures for details about existing
4788 treasurelists.
4789 </attribute>
4790 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4791 "Auto-generate" must be set in order to have the treasure be created
4792 when the map is loaded.
4793 If you want to create a random treasure chest, you unset this flag.
4794 That way, the player has to apply the object (the chest), then the
4795 treasure is generated.
4796 </attribute>
4797 <attribute arch="hp" editor="create number" type="int">
4798 "Create number" specifies how many pieces of the given treasurelist
4799 will appear. Note that for every piece there is a chance that nothing is
4800 generated. Also, sometimes there can be stacks of items generated, like
4801 for gems/money.
4802 </attribute>
4803 <attribute arch="exp" editor="quality level" type="int">
4804 The &lt;quality level&gt; will be used for the quality of the generated
4805 treasure instead of the map difficulty (as was done with shops).
4806 If zero/unset, the map difficulty will instead be used.
4807 (Example for comparison: Shop floors generate treasure of
4808 &lt;quality level&gt; 5 per default).
4809 </attribute>
4810 </type>
4811
4812 <!--####################################################################-->
4813 <type number="52" name="Trigger Marker">
4814 <ignore>
4815 <ignore_list name="system_object" />
4816 </ignore>
4817 <description><![CDATA[
4818 A trigger marker is an object that inserts an invisible force (a mark) into a
4819 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4820 &lt;key string&gt; which can be discovered by detectors or inventory
4821 checkers. It is also possible to use markers for removing marks again.
4822 <br><br>
4823 Note that the player has no possibility to "see" his own marks,
4824 except by the effect that they cause on the maps.]]>
4825 </description>
4826 <use><![CDATA[
4827 Markers hold real cool possibilities for map-making. I encourage
4828 you to use them frequently. However there is one negative point
4829 about markers: Players don't "see" what's going on with them. It is
4830 your task, as map-creator, to make sure the player is always well
4831 informed and never confused.
4832 <br><br>
4833 Please avoid infinite markers when they aren't needed. They're
4834 using a little space in the player file after all, so if there
4835 is no real purpose, set an expire time.]]>
4836 </use>
4837 <attribute arch="no_pick" value="1" type="fixed" />
4838 <attribute arch="slaying" editor="key string" type="string">
4839 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4840 If the player already has a force with that &lt;key string&gt;,
4841 there won't be inserted a second one.
4842 </attribute>
4843 <attribute arch="connected" editor="connection" type="string">
4844 Unlike a regular marker this is the connection that triggers this marker to activate.
4845 </attribute>
4846 <attribute arch="food" editor="mark duration" type="int">
4847 This value defines the duration of the force it inserts.
4848 If nonzero, the duration of the player's mark is finite:
4849 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4850 means the mark will stay on the player forever.
4851 </attribute>
4852 <attribute arch="name" editor="delete mark" type="string">
4853 When the player steps onto the marker, all existing forces in
4854 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4855 will be removed. If you don't want to remove any marks, leave
4856 this textfield empty.
4857
4858 Note that the string &lt;delete mark&gt; is set as the name of
4859 this marker. So don't be confused, and remember changing the
4860 name will take effect on the marker's functionality.
4861 </attribute>
4862 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4863 In the moment when the player gets marked, this text is displayed
4864 to him. You should really set a message in any marker you create,
4865 because it's the only way for the player to notice what's going on.
4866 </attribute>
4867 </type>
4868
4869 <!--####################################################################-->
4870 <type number="0" name="Wall">
4871 <required>
4872 <attribute arch="is_floor" value="0" />
4873 <attribute arch="alive" value="0" />
4874 <attribute arch="no_pass" value="1" />
4875 </required>
4876 <ignore>
4877 <attribute arch="nrof" />
4878 <attribute arch="title" />
4879 <attribute arch="name_pl" />
4880 <attribute arch="value" />
4881 <attribute arch="unpaid" />
4882 </ignore>
4883 <description><![CDATA[
4884 Walls usually block passage and sight.]]>
4885 </description>
4886 &movement_types_terrain;
4887 <attribute arch="can_roll" editor="moveable" type="bool">
4888 If set, the object is able to "roll", so it can be pushed around.
4889 This setting is used for boulders and barrels.
4890 </attribute>
4891 <attribute arch="no_magic" editor="restrict spells" type="bool">
4892 This takes effect only with &lt;blocksview&gt; disabled.
4893 Restricting the use of spells to pass this wall.
4894 </attribute>
4895 <attribute arch="damned" editor="restrict prayers" type="bool">
4896 This takes effect only with &lt;blocksview&gt; disabled.
4897 Restricting the use of spells to pass this wall.
4898 </attribute>
4899 </type>
4900
4901 <!--####################################################################-->
4902 <type number="109" name="Wand &amp; Staff">
4903 <description><![CDATA[
4904 Wands contain a certain spell. The player can apply (ready) and
4905 fire the wand. After a defined number of casts, the wand is
4906 "used up". It is possible to recharge a wand with scrolls of
4907 charging, but usually that isn't worth the cost.]]>
4908 </description>
4909 <use><![CDATA[
4910 Wands are quite seldomly used. The reason prolly is that they're
4911 generally not cost-efficient. Handing out high-level wands with
4912 powerful special spells isn't a good idea either, because of
4913 the recharge ability.
4914 <br><br>
4915 For low levels, staffs of healing/cure and word of recall are
4916 quite desirable though. Ideal rewards for low level quests.]]>
4917 </use>
4918 <attribute arch="sp" editor="spell" type="spell">
4919 The &lt;spell&gt; specifies the contained spell.
4920 </attribute>
4921 <attribute arch="level" editor="casting level" type="int">
4922 The &lt;casting level&gt; of the wand determines it's power.
4923 An average level for wands in shops is about 10.
4924 </attribute>
4925 <attribute arch="food" editor="number of charges" type="int">
4926 The wand can be used &lt;number of charges&gt; times before it is
4927 used up. It can be recharged with scrolls of charging.
4928 </attribute>
4929 <attribute arch="startequip" editor="godgiven item" type="bool">
4930 A godgiven item vanishes as soon as the player
4931 drops it to the ground.
4932 </attribute>
4933 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4934 This text may contain a description of the wand.
4935 </attribute>
4936 </type>
4937
4938 <!--####################################################################-->
4939 <type number="0" name="Weak Wall">
4940 <required>
4941 <attribute arch="is_floor" value="0" />
4942 <attribute arch="alive" value="1" />
4943 <attribute arch="tear_down" value="1" />
4944 </required>
4945 <ignore>
4946 <ignore_list name="non_pickable" />
4947 </ignore>
4948 <description><![CDATA[
4949 A weak wall is a breakable spot amidsts a solid wall. Typically
4950 these weak walls look similar to their solid "relatives" except
4951 for a small crack or little chunks of wall on the ground.]]>
4952 </description>
4953 <use><![CDATA[
4954 If you want to create hidden rooms, using weak walls is alot
4955 better than completely indiscernible passages in a wall.<br>
4956 Anyways, there can be a lot more to weak walls than just finding
4957 them: Rising their defensive stats, weak walls can become a
4958 serious obstacle. An ice wall might only be torn down by a fire
4959 attack for example. A granite wall for instance might be very
4960 hard to destroy.]]>
4961 </use>
4962 <attribute arch="alive" value="1" type="fixed" />
4963 <attribute arch="no_pick" value="1" type="fixed" />
4964 <attribute arch="tear_down" value="1" type="fixed" />
4965 <attribute arch="race" editor="race" type="string">
4966 For weak walls, &lt;race&gt; should always be set to "wall",
4967 unless you create something fancy like a building which
4968 is in fact meant to be a huge animal.
4969 Note that shovels slay walls, so they do tripple damage
4970 against weak walls.
4971 </attribute>
4972 <attribute arch="level" editor="level" type="int">
4973 The &lt;level&gt; of a weak wall works similar to monster levels.
4974 Due to the fact that weak walls cannot attack, the level
4975 is much less important though.
4976 </attribute>
4977 <attribute arch="hp" editor="health points" type="int">
4978 The &lt;health points&gt; of a weak wall define how long it takes to
4979 tear it down. With every successful hit from an opponent,
4980 &lt;health points&gt; get drained.
4981 </attribute>
4982 <attribute arch="maxhp" editor="max health" type="int">
4983 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4984 weak wall can have. Since walls generally don't heal, I doubt
4985 this has much real effect.
4986 </attribute>
4987 <attribute arch="ac" editor="armour class" type="int">
4988 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4989 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4990 </attribute>
4991 &resistances_basic;
4992 </type>
4993
4994 <!--####################################################################-->
4995 <type number="15" name="Weapon">
4996 <description><![CDATA[
4997 Wielding a weapon, the object's stats will directly be inherited to the
4998 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4999 be improved with scrolls.]]>
5000 </description>
5001 <use><![CDATA[
5002 If you create artifacts (equipment) with stats- or resistance-bonus:
5003 Keep playbalance in mind! Such items mustn't be reachable without hard
5004 fighting AND questing.]]>
5005 </use>
5006 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5007 This number is a bitmask, specifying the weapon's attacktypes.
5008 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5009 have no more than one or two attacktypes. Keep in mind that all weapons
5010 can be blessed by the player's diety, thus adding an additional attacktype.
5011
5012 When a player hits a monster with a weapon that has more than one attacktype,
5013 then he will do as much damage as the "best" of his attacktypes does. So,
5014 the more attacktypes you've got, the better your chance to take advantage
5015 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5016 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5017 </attribute>
5018 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5019 The &lt;weapontype&gt; characterizes the weapon's type of physical
5020 attack. It could best be considered a "subclassification"
5021 of the physical attacktype. For now, this is only used for
5022 attack messages!
5023
5024 You should always set this correctly when creating new
5025 weapons for your maps.
5026 </attribute>
5027 <attribute arch="skill" editor="skill name" type="string">
5028 Matching &lt;skill name&gt; of the skill that is required
5029 to use this weapon.
5030 </attribute>
5031 <attribute arch="dam" editor="damage" type="int">
5032 The damage value is used as base value for how much damage the weapon
5033 does per hit. The actual damage involves more dependencies,
5034 like wielder's level and defender's level. Look at existing weapons
5035 to get a feel for the range of weapon damage values.
5036 </attribute>
5037 <attribute arch="slaying" editor="slaying race" type="string">
5038 Slaying means the weapon does tripple (3x) damage to monsters of the
5039 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5040 only monsters of that archtype are hit with tripple damage.
5041
5042 No god blessings are possible for weapons with a race set in this entry
5043 (That's because god blessings add tripple damage against their own
5044 enemy races). Tripple damage is very effective.
5045 </attribute>
5046 <attribute arch="last_sp" editor="weapon speed" type="int">
5047 The weapon speed determines how often the wielder can swing the weapon
5048 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5049 is best (that is lightning- fast). A typical average value is 8.
5050 Speed and damage should be kept in reasonable relation.
5051 </attribute>
5052 <attribute arch="wc" editor="weapon class" type="int">
5053 The weapon class value adds to the overall weapon class of the wielder's
5054 melee attacks. Weapon class improves the chance of hitting the opponent.
5055 </attribute>
5056 <attribute arch="magic" editor="magic bonus" type="int">
5057 For a weapon, magic bonus works just like weapon class, except that
5058 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5059 less useful than direct weapon class value on a weapon.
5060 </attribute>
5061 <attribute arch="item_power" editor="item power" type="int">
5062 The &lt;item power&gt; value measures how "powerful" an artifact is.
5063 Players will only be able to wear equipment with a certain total
5064 amount of &lt;item power&gt;, depending on their own level. This is the
5065 only way to prevent low level players to wear "undeserved" equipment
5066 (like gifts from other players or cheated items).
5067
5068 It is very important to adjust the &lt;item power&gt; value carefully
5069 for every artifact you create! If zero/unset, the Deliantra server will
5070 calculate a provisional value at runtime, but this is never
5071 going to be an accurate measurement of &lt;item power&gt;.
5072 </attribute>
5073 <attribute arch="damned" editor="damnation" type="bool">
5074 A damned weapon cannot be unwielded unless
5075 the curse is removed. Removing damnations is
5076 a tick harder than removing curses.
5077 </attribute>
5078 <attribute arch="cursed" editor="curse" type="bool">
5079 A cursed weapon cannot be unwielded unless
5080 the curse is removed.
5081 </attribute>
5082 <attribute arch="lifesave" editor="save life" type="bool">
5083 An item with this flag enabled will save the players life
5084 for one time: When the player is wearing this item and his
5085 health points reach zero, the item disappears, replenishing
5086 half of the player's health.
5087
5088 An item with &lt;save life&gt; should not have
5089 any decent additional bonuses!
5090 </attribute>
5091 <attribute arch="unique" editor="unique item" type="bool">
5092 Unique items exist only one time on a server. If the item
5093 is taken, lost or destroyed - it's gone for good.
5094 </attribute>
5095 <attribute arch="startequip" editor="godgiven item" type="bool">
5096 A godgiven item vanishes as soon as the player
5097 drops it to the ground.
5098 </attribute>
5099 &player_stat_resist_sections;
5100 <section name="misc">
5101 <attribute arch="luck" editor="luck bonus" type="int">
5102 With positive luck bonus, the player is more likely to
5103 succeed in all sorts of things (spellcasting, praying,...).
5104 Unless the &lt;luck bonus&gt; is very high, the effect will be
5105 barely visible in-game. Luck bonus on one piece of equipment
5106 should never exceed 3, and such bonus should not be too
5107 frequently available.
5108 </attribute>
5109 <attribute arch="hp" editor="health regen." type="int">
5110 Positive &lt;health regen.&gt; bonus speeds up the
5111 player's healing process. Negative values slow it down.
5112 </attribute>
5113 <attribute arch="sp" editor="mana regen." type="int">
5114 Positive &lt;mana regen.&gt; bonus speeds up the
5115 player's mana regeneration. Negative values slow it down.
5116 </attribute>
5117 <attribute arch="grace" editor="grace regen." type="int">
5118 Positive &lt;grace regen.&gt; bonus speeds up the
5119 player's grace regeneration. Negative values slow it down.
5120 Since grace can be regenerated rather easy with praying,
5121 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5122 </attribute>
5123 <attribute arch="food" editor="food bonus" type="int">
5124 Positive &lt;food bonus&gt; slows down the player's digestion,
5125 thus he consumes less food. Negative values speed it up.
5126
5127 Note that food is consumed not only for "being alive", but
5128 also for healing and mana-regeneration.
5129 &lt;food bonus&gt; only affects the amount of food consumed
5130 for "being alive". Hence, even with high &lt;food bonus&gt;,
5131 during a fight a player can run out of food quickly.
5132 </attribute>
5133 <attribute arch="xrays" editor="xray vision" type="bool">
5134 Xray vision allows the player to see through obstacles
5135 in a two-square-wide radius. This is extremely helpful and
5136 desirable, so don't give it away for cheap on equipment.
5137 </attribute>
5138 <attribute arch="stealth" editor="stealth" type="bool">
5139 Stealth allows the player to move silently.
5140 This comes to effect if a player turns himself
5141 invisible and tries to sneak around monsters.
5142 (At least that was the idea behind it)
5143 </attribute>
5144 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5145 If a player is wearing any piece of equipment with
5146 the ability to &lt;reflect spells&gt;, all kinds of
5147 spell-bullets and -beams will bounce off him.
5148 This works only about 90% of all times, to
5149 avoid players being completely immune to certain
5150 types of attacks.
5151
5152 This is a very powerful ability and it
5153 shouldn't be handed out cheap!
5154 </attribute>
5155 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5156 If a player is wearing any piece of equipment with
5157 the ability to &lt;reflect missiles&gt;, all kinds of
5158 projectiles (e.g. arrows, bolts, boulders) will
5159 bounce off him. This works only about 90% of all
5160 times, to avoid players being completely immune to
5161 certain types of attacks.
5162 </attribute>
5163 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5164 Click on the &lt;attuned paths&gt; button to select spellpaths.
5165 The player will get attuned to the specified spellpaths
5166 while wearing this weapon.
5167 </attribute>
5168 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5169 Click on the &lt;repelled paths&gt; button to select spellpaths.
5170 The player will get repelled to the specified spellpaths
5171 while wearing this weapon.
5172 </attribute>
5173 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5174 Click on the &lt;denied paths&gt; button to select spellpaths.
5175 The specified spellpaths will be denied to the player
5176 while wearing this weapon.
5177 </attribute>
5178 </section>
5179 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5180 This text describes the weapons's "story". Every decent artifact weapon
5181 should have such a description.
5182 </attribute>
5183 </type>
5184
5185 <type number="116" name="Event Connector">
5186 <description><![CDATA[
5187 Event connectors link specific events that happen to objects to
5188 a crossfire plug-in. They are not used at all in Deliantra.]]>
5189 </description>
5190 </type>
5191
5192 </types>