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Revision: 1.54
Committed: Thu Oct 22 06:07:50 2009 UTC (14 years, 7 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.53: +11 -4 lines
Log Message:
fixed torch description a bit.

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 that offer the option of lighting them
861 up without using a lighter (These torches are usually
862 called 'pyrophor torches'. See also the 'reignitable' setting).
863 The other kind of torches, that are reignitable, can be put out and
864 put on again using a lighter.]]>
865 </description>
866 <attribute arch="is_lightable" editor="reignitable" type="bool">
867 This flag controls whether the torch can be lit up again using
868 a lighter or whether it can only be used once, in which case
869 they can be enabled by simply applying them without any special tools.
870 </attribute>
871 <attribute arch="food" editor="burning duration" type="int">
872 This field specifies the burning duration of the torch.
873 </attribute>
874 <attribute arch="range" editor="enabled glow radius" type="int">
875 This field sets the glow radius of the torch if it is enabled.
876 If you want to make a torch that is already burning set the
877 "glow radius" field.
878 </attribute>
879 <attribute arch="level" editor="level" type="int">
880 If this field specyfies the cursed effect's level. If it is
881 0 no cursed effect will be generate. See also the "cursed" flag.
882 </attribute>
883 <attribute arch="cursed" editor="cursed" type="bool">
884 Cursed torches, which have a level above 0, explode if the
885 player applies them.
886 </attribute>
887 </type>
888
889 <type number="82" name="Lamp">
890 <description><![CDATA[
891 Lamps are carryable light sources for players with a fuel tank.]]>
892 </description>
893 <attribute arch="speed" editor="burn speed" type="float">
894 This field is the speed of the lamp. (If the value 0.00208 is given
895 here the fuel field will specify the burning duration in minutes.)
896 </attribute>
897 <attribute arch="food" editor="fuel" type="int">
898 This field sets the burning duration of the lamp, which depends on the speed
899 field of this object.
900 </attribute>
901 <attribute arch="range" editor="enabled glow radius" type="int">
902 This field sets the glow radius of the lamp if it is enabled.
903 If you want to make a lamp that is already burning set the
904 "glow radius" field.
905 </attribute>
906 <attribute arch="level" editor="level" type="int">
907 If this field specyfies the cursed effect's level. If it is
908 0 no cursed effect will be generate. See also the "cursed" flag.
909 </attribute>
910 <attribute arch="cursed" editor="cursed" type="bool">
911 Cursed lamps, which have a level above 0, explode if the
912 player applies them.
913 </attribute>
914 </type>
915
916 <!--####################################################################-->
917 <type number="18" name="Altar">
918 <ignore>
919 <ignore_list name="non_pickable" />
920 </ignore>
921 <description><![CDATA[
922 When a player puts a defined number of certain items on the altar,
923 then either a spell is casted (on the player) or a connector is
924 triggered. If the latter is the case, the altar works only once.
925 Either way, the sacrificed item disappears.]]>
926 </description>
927 <attribute arch="no_pick" value="1" type="fixed" />
928 &move_on;
929 <attribute arch="slaying" editor="match item name" type="string">
930 This string specifies the item that must be put on the altar to
931 activate it. It can either be the name of an archetype, or directly
932 the name of an object. Yet, titles are not recognized by altars.
933 If you want the player to have to drop a specific amount of money use "money".
934 See also the "drop amount" attribute.
935 &match_compat;
936 </attribute>
937 <attribute arch="food" editor="drop amount" type="int">
938 The drop amount specifies the amount of items (specified
939 in &lt;match item name&gt;) that must be dropped to activate the altar.
940
941 If &lt;match item name&gt; is set to "money", then the value of the
942 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
943 200 silver, 20 gold, or 4 platinum will all work.)
944
945 Note that the maximum possible for &lt;drop amount&gt; is 32767.
946 </attribute>
947 <attribute arch="connected" editor="connection" type="string">
948 If a connection value is set, the altar will trigger all objects
949 with the same value, when activated. This will only work once.
950 </attribute>
951 <attribute arch="sp" editor="spell" type="spell">
952 When activated, the selected &lt;spell&gt; will be casted (once, on the
953 player). This should work for any given spell. The altar will work
954 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
955 one altar.
956 </attribute>
957 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
958 This text will be displayed to the player
959 in the exact moment when the altar is activated.
960 </attribute>
961 </type>
962
963 <!--####################################################################-->
964 <type number="31" name="Altar Trigger">
965 <ignore>
966 <ignore_list name="non_pickable" />
967 </ignore>
968 <description><![CDATA[
969 Altar_triggers work pretty much like normal altars
970 (drop sacrifice -> connection activated), except for the fact that
971 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
972 </description>
973 <use><![CDATA[
974 Altar_triggers are very useful if you want to charge a price for...
975 <UL>
976 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
977 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
978 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
979 </UL>
980 The big advantage over normal altars is the infinite usability
981 of altar_triggers! If there are ten players on one server, they're
982 quite grateful if things work more than once. =)]]>
983 </use>
984 <attribute arch="no_pick" value="1" type="fixed" />
985 <attribute arch="slaying" editor="match item name" type="string">
986 This string specifies the item that must be put on the altar to
987 activate it. It can either be the name of an archetype, or directly
988 the name of an object. Yet, titles are not recognized by altars.
989 If you want the player to have to drop a specific amount of money use "money".
990 See also the "drop amount" attribute.
991 &match_compat;
992 </attribute>
993 <attribute arch="food" editor="drop amount" type="int">
994 The drop amount specifies the amount of items (specified
995 in &lt;match item name&gt;) that must be dropped to activate the altar.
996
997 If &lt;match item name&gt; is set to "money", then the value of the
998 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
999 200 silver, 20 gold, or 4 platinum will all work.)
1000
1001 Note that the maximum possible for &lt;drop amount&gt; is 32767.
1002 </attribute>
1003 <attribute arch="connected" editor="connection" type="string">
1004 If a connection value is set, the altar will trigger all objects
1005 with the same value, when activated. This will only work once.
1006 </attribute>
1007 <attribute arch="sp" editor="spell" type="spell">
1008 When activated, this &lt;spell&gt; will be casted (once, on the player).
1009 This should work for any given spell. The altar will work infinitely
1010 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1011 </attribute>
1012 <attribute arch="exp" editor="reset time" type="int">
1013 Being activated, the altar will reset after &lt;reset time&gt; ticks.
1014 After reset, the altar is ready to be activated once again.
1015 The default &lt;reset time&gt; is 30.
1016 </attribute>
1017 <attribute arch="last_sp" editor="ignore reset" type="bool">
1018 If this attribute is enabled, the altar_trigger won't push the
1019 connected value by altar reset. Only ONCE by dropping the sacrifice.
1020 This is typically used when the altar is connected to a creator,
1021 e.g. for selling tickets.
1022
1023 If this attribute is disabled (default), the altar_trigger
1024 will push the connected value TWICE per sacrifice: First by
1025 dropping sacrifice, second by reset. This mode is typically
1026 used for altars being connected to gates, resulting in the
1027 gate being opened and closed again.
1028 </attribute>
1029 &move_on;
1030 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1031 This text will be displayed to the player
1032 in the exact moment when the altar is activated.
1033 </attribute>
1034 </type>
1035
1036 <!--####################################################################-->
1037 <type number="74" name="Skill Tool">
1038 <description><![CDATA[
1039 Wearing a skill tool will give the player the ability to use a skill.
1040 ]]>
1041 </description>
1042 <use><![CDATA[
1043 Feel free to assign resistancies and stats to a skill tools or change
1044 the skill that is given.
1045 ]]>
1046 </use>
1047 <attribute arch="skill" editor="skill name" type="string">
1048 This field describes which skill the player will be able to use wearing this item.
1049 </attribute>
1050 &player_stat_resist_sections;
1051 </type>
1052 <!--####################################################################-->
1053 <type number="39" name="Amulet">
1054 <description><![CDATA[
1055 Wearing an amulet, the object's stats will directly be inherited to
1056 the player. Amulets are usually meant for protection and defense.]]>
1057 </description>
1058 <use><![CDATA[
1059 Feel free to create your own special artifacts. However, it is very
1060 important that you keep your artifact in balance with existing maps.]]>
1061 </use>
1062 <attribute arch="ac" editor="armour class" type="int">
1063 This value defines the amount of armour-class bonus for wearing
1064 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1065 values are better. It should usually be set only for armour-like equipment.
1066 </attribute>
1067 <attribute arch="wc" editor="weapon class" type="int">
1068 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1069 melee attacks. Weapon class improves the chance of hitting the opponent.
1070 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1071 be set only for weapon-like items. Lower values are better.
1072 </attribute>
1073 <attribute arch="item_power" editor="item power" type="int">
1074 The &lt;item power&gt; value measures how "powerful" an artifact is.
1075 Players will only be able to wear equipment with a certain total
1076 amount of &lt;item power&gt;, depending on their own level. This is the
1077 only way to prevent low level players to wear "undeserved" equipment
1078 (like gifts from other players or cheated items).
1079
1080 It is very important to adjust the &lt;item power&gt; value carefully
1081 for every artifact you create! If zero/unset, the Deliantra server will
1082 calculate a provisional value at runtime, but this is never
1083 going to be an accurate measurement of &lt;item power&gt;.
1084 </attribute>
1085 <attribute arch="damned" editor="damnation" type="bool">
1086 A damned piece of equipment cannot be unwielded unless the curse
1087 is removed. Removing damnations is a tick harder than removing curses.
1088 </attribute>
1089 <attribute arch="cursed" editor="curse" type="bool">
1090 A cursed piece of equipment cannot be unwielded
1091 unless the curse is removed.
1092 </attribute>
1093 <attribute arch="lifesave" editor="save life" type="bool">
1094 An item with this flag enabled will save the players life
1095 for one time: When the player is wearing this item and his
1096 health points reach zero, the item disappears, replenishing
1097 half of the player's health.
1098
1099 An item with &lt;save life&gt; should not have
1100 any decent additional bonuses!
1101 </attribute>
1102 <attribute arch="unique" editor="unique item" type="bool">
1103 Unique items exist only one time on a server. If the item
1104 is taken, lost or destroyed - it's gone for good.
1105 </attribute>
1106 <attribute arch="startequip" editor="godgiven item" type="bool">
1107 A godgiven item vanishes as soon as the player
1108 drops it to the ground.
1109 </attribute>
1110 <attribute arch="applied" editor="is applied" type="bool">
1111 If you put this item into the inventory of a monster, and
1112 you want the monster to use/wear the item - you must set
1113 &lt;is applied&gt;.
1114 Enabling this flag doesn't make any sense if the item
1115 is NOT in a monster's inventory.
1116 </attribute>
1117 &player_stat_resist_sections;
1118 <section name="misc">
1119 <attribute arch="luck" editor="luck bonus" type="int">
1120 With positive luck bonus, the player is more likely to
1121 succeed in all sorts of things (spellcasting, praying,...).
1122 Unless the &lt;luck bonus&gt; is very high, the effect will be
1123 barely visible in-game. Luck bonus on one piece of equipment
1124 should never exceed 3, and such bonus should not be too
1125 frequently available.
1126 </attribute>
1127 <attribute arch="hp" editor="health regen." type="int">
1128 Positive &lt;health regen.&gt; bonus speeds up the
1129 player's healing process. Negative values slow it down.
1130 </attribute>
1131 <attribute arch="sp" editor="mana regen." type="int">
1132 Positive &lt;mana regen.&gt; bonus speeds up the
1133 player's mana regeneration. Negative values slow it down.
1134 </attribute>
1135 <attribute arch="grace" editor="grace regen." type="int">
1136 Positive &lt;grace regen.&gt; bonus speeds up the
1137 player's grace regeneration. Negative values slow it down.
1138 Since grace can be regenerated rather easy with praying,
1139 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1140 </attribute>
1141 <attribute arch="food" editor="food bonus" type="int">
1142 Positive &lt;food bonus&gt; slows down the player's digestion,
1143 thus he consumes less food. Negative values speed it up.
1144
1145 Note that food is consumed not only for "being alive", but
1146 also for healing and mana-regeneration.
1147 &lt;food bonus&gt; only affects the amount of food consumed
1148 for "being alive". Hence, even with high &lt;food bonus&gt;,
1149 during a fight a player can run out of food quickly.
1150 </attribute>
1151 <attribute arch="xrays" editor="xray vision" type="bool">
1152 Xray vision allows the player to see through obstacles
1153 in a two-square-wide radius. This is extremely helpful and
1154 desirable, so don't give it away for cheap on equipment.
1155 </attribute>
1156 <attribute arch="stealth" editor="stealth" type="bool">
1157 Stealth allows the player to move silently.
1158 This comes to effect if a player turns himself
1159 invisible and tries to sneak around monsters.
1160 (At least that was the idea behind it)
1161 </attribute>
1162 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1163 If a player is wearing any piece of equipment with
1164 the ability to &lt;reflect spells&gt;, all kinds of
1165 spell-bullets and -beams will bounce off him.
1166 This works only about 90% of all times, to
1167 avoid players being completely immune to certain
1168 types of attacks.
1169
1170 This is a very powerful ability and it
1171 shouldn't be handed out cheap!
1172 </attribute>
1173 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1174 If a player is wearing any piece of equipment with
1175 the ability to &lt;reflect missiles&gt;, all kinds of
1176 projectiles (e.g. arrows, bolts, boulders) will
1177 bounce off him. This works only about 90% of all
1178 times, to avoid players being completely immune to
1179 certain types of attacks.
1180 </attribute>
1181 &move_type;
1182 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1183 Click on the &lt;attuned paths&gt; button to select spellpaths.
1184 The player will get attuned to the specified spellpaths
1185 while wearing this item.
1186 </attribute>
1187 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1188 Click on the &lt;repelled paths&gt; button to select spellpaths.
1189 The player will get repelled to the specified spellpaths
1190 while wearing this item.
1191 </attribute>
1192 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1193 Click on the &lt;denied paths&gt; button to select spellpaths.
1194 The specified spellpaths will be denied to the player
1195 while wearing this item.
1196 </attribute>
1197 </section>
1198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1199 This text describes the item's "story". Every decent artifact
1200 should have such a description.
1201 </attribute>
1202 </type>
1203
1204 <!--####################################################################-->
1205 <type number="58" name="Battleground">
1206 <ignore>
1207 <ignore_list name="non_pickable" />
1208 </ignore>
1209 <description><![CDATA[
1210 Battleground is very special: In short, players can die on battleground
1211 without any death penalties. They don't loose or gain experience
1212 while on battleground. Acid, draining and depletion effects don't
1213 work either.
1214 When a player dies on battleground, he gets teleported to an exit
1215 location which is defined in the battleground object.]]>
1216 </description>
1217 <use><![CDATA[
1218 Battleground is only meant for player vs. player duels. You can
1219 design combat arenas similiar to the one in scorn.<br>
1220 What should NEVER be done is placing battleground tiles in
1221 open dungeons or other free kinds of land.
1222 It must not be possible to gain significant treasure for fighting
1223 on battleground, because it bears no risk.<br><br>
1224 (Battleground will cease to work when the image or name is changed,
1225 or when it is placed beneath another floor tile.
1226 This is not a bug, it is there to prevent any attempts of placing
1227 "hidden" battleground tiles anywhere.)]]>
1228 </use>
1229 <attribute arch="no_pick" value="1" type="fixed" />
1230 <attribute arch="is_floor" value="1" type="fixed" />
1231 <attribute arch="hp" editor="destination X" type="int">
1232 The exit destinations define the (x, y)-coordinates where players
1233 get teleported after they died on this battleground.
1234 </attribute>
1235 <attribute arch="sp" editor="destination Y" type="int">
1236 The exit destinations define the (x, y)-coordinates where players
1237 get teleported after they died on this battleground.
1238 </attribute>
1239 </type>
1240
1241 <!--####################################################################-->
1242 <type number="165" name="Safe ground">
1243 <ignore>
1244 <ignore_list name="non_pickable" />
1245 </ignore>
1246 <description><![CDATA[
1247 Safe ground is a special object that prevents any effects that might
1248 be harmful for the map, other players or items on the map.
1249 It blocks all magic and prayers, usage of alchemy, prevents potions
1250 from being used and blocks bombs from exploding. Note that altars that
1251 do cast spells still work.
1252 ]]>
1253 </description>
1254 <use><![CDATA[
1255 Safe ground can be used to prevents any means of burning
1256 or destroying the items in a shop. Put this object below all floor tiles
1257 in your map and your shop will be safe. It's generally useful for making
1258 areas where really no kind of spell should be invoked by a player.
1259 ]]>
1260 </use>
1261 &movement_types_terrain;
1262 <attribute arch="no_pick" value="1" type="fixed" />
1263 </type>
1264
1265 <!--####################################################################-->
1266 <type number="8" name="Book">
1267 <description><![CDATA[
1268 Applying a book, the containing message is displayed to the player.]]>
1269 </description>
1270 <attribute arch="level" editor="literacy level" type="int">
1271 If this value is set to be greater than zero, the player needs a
1272 certain literacy level to succeed reading the book. The book can be
1273 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1274 book can be a nice idea, personally I like it when a player needs
1275 more than his fighting skills to solve a quest. However, keep the
1276 booklevel at least below 15 because it is quite hard to gain high
1277 mental levels.
1278 </attribute>
1279 <attribute arch="startequip" editor="godgiven item" type="bool">
1280 A godgiven item vanishes as soon as the player
1281 drops it to the ground.
1282 </attribute>
1283 <attribute arch="unique" editor="unique item" type="bool">
1284 Unique items exist only one time on a server. If the item
1285 is taken, lost or destroyed - it's gone for good.
1286 </attribute>
1287 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1288 This is the text that appears "written" in the book.
1289 </attribute>
1290 <attribute arch="slaying" editor="key string" type="string">
1291 This is the key string of the book. The key string is checked by an inventory checker.
1292 (This is used eg. for the gate/port passes in scorn)
1293 </attribute>
1294 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1295 If this flag is true the player won't be able to identify this
1296 item with by using a skill.
1297 </attribute>
1298 </type>
1299
1300 <!--####################################################################-->
1301 <type number="110" name="Inscribable">
1302 <description><![CDATA[
1303 Inscribable Item - when inscribed, it becomes another object.]]>
1304 </description>
1305 <attribute arch="startequip" editor="godgiven item" type="bool">
1306 A godgiven item vanishes as soon as the player
1307 drops it to the ground.
1308 </attribute>
1309 <attribute arch="unique" editor="unique item" type="bool">
1310 Unique items exist only one time on a server. If the item
1311 is taken, lost or destroyed - it's gone for good.
1312 </attribute>
1313 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1314 This is the item created after being inscribed - scrolls are treated
1315 like spell scrolls, all else will have it's message replaced.
1316 </attribute>
1317 </type>
1318
1319 <!--####################################################################-->
1320 <type number="99" name="Boots">
1321 <import_type name="Amulet" />
1322 <description><![CDATA[
1323 Wearing boots, the object's stats will directly be inherited to
1324 the player. Usually enhancing his speed, or granting some minor
1325 protection bonus.]]>
1326 </description>
1327 <use><![CDATA[
1328 Feel free to create your own special artifacts. However, it is very
1329 important that you keep your artifact in balance with existing maps.]]>
1330 </use>
1331 <attribute arch="exp" editor="speed bonus" type="int">
1332 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1333 while worn. This kind of bonus is quite desirable for players of low-
1334 and medium level. High level players usually have fastest possible
1335 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1336 Still, this bonus is good for nice artifacts - not everything has
1337 to be for highest level.
1338 </attribute>
1339 <attribute arch="magic" editor="magic bonus" type="int">
1340 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1341 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1342 than direct armour-class bonus on the boots.
1343
1344 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1345 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1346 </attribute>
1347 </type>
1348
1349 <!--####################################################################-->
1350 <type number="104" name="Bracers">
1351 <import_type name="Amulet" />
1352 <description><![CDATA[
1353 Bracers are armour-plates worn around the wrists.
1354 Wearing bracer, the object's stats will directly be inherited to
1355 the player. Usually enhancing his defense.]]>
1356 </description>
1357 <use><![CDATA[
1358 Feel free to create your own special artifacts. However, it is very
1359 important that you keep your artifact in balance with existing maps.]]>
1360 </use>
1361 <attribute arch="magic" editor="magic bonus" type="int">
1362 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1363 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1364 than direct armour-class bonus on the bracers.
1365 </attribute>
1366 </type>
1367
1368 <!--####################################################################-->
1369 <type number="16" name="Brestplate Armour">
1370 <import_type name="Amulet" />
1371 <description><![CDATA[
1372 Wearing an armour, the object's stats will directly be inherited to
1373 the player. Usually enhancing his defense.]]>
1374 </description>
1375 <use><![CDATA[
1376 Feel free to create your own special artifacts. However, it is very
1377 important that you keep your artifact in balance with existing maps.]]>
1378 </use>
1379 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1380 This poses a penalty to spell regeneration speed, for wearing the armour.
1381 The bigger the spellpoint penalty, the worse.
1382 </attribute>
1383 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1384 Slowdown penalty reduces the player's walking speed when wearing the
1385 armour. Bigger values are worse - zero is best.
1386 </attribute>
1387 <attribute arch="magic" editor="magic bonus" type="int">
1388 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1389 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1390 than direct armour-class bonus on the armour.
1391 </attribute>
1392 </type>
1393
1394 <!--####################################################################-->
1395 <type number="92" name="Button">
1396 <ignore>
1397 <ignore_list name="non_pickable" />
1398 </ignore>
1399 <description><![CDATA[
1400 When a predefined amount of weigh is placed on a button, the
1401 &lt;connection&gt; value is triggered. In most cases this happens when a
1402 player or monster steps on it. When the button is "released", the
1403 &lt;connection&gt; value get's triggered a second time.]]>
1404 </description>
1405 &move_on;
1406 &move_off;
1407 <attribute arch="no_pick" value="1" type="fixed" />
1408 <attribute arch="weight" editor="press weight" type="int">
1409 The button is pressed (triggered), as soon as
1410 &lt;press weigh&gt; gram are placed ontop of it.
1411 </attribute>
1412 <attribute arch="connected" editor="connection" type="string">
1413 Every time the button is pressed or released, all objects
1414 with the same &lt;connection&gt; value are activated.
1415 </attribute>
1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1417 This text may describe the item. You can use this
1418 message to explain the button's purpose to the player.
1419 </attribute>
1420 </type>
1421
1422 <!--####################################################################-->
1423 <type number="30" name="Button Trigger">
1424 <import_type name="Button" />
1425 <ignore>
1426 <ignore_list name="non_pickable" />
1427 </ignore>
1428 <description><![CDATA[
1429 Handle buttons are buttons which reset after a short period
1430 of time. Every time it is either applied or reset, the
1431 &lt;connection&gt; value is triggered.]]>
1432 </description>
1433 </type>
1434
1435 <!--####################################################################-->
1436 <type number="37" name="Class Changer">
1437 <ignore>
1438 <ignore_list name="non_pickable" />
1439 </ignore>
1440 <description><![CDATA[
1441 Class changer are used while creating a character.]]>
1442 </description>
1443 <attribute arch="randomitems" editor="class items" type="treasurelist">
1444 This entry determines which initial items the character receives.
1445 </attribute>
1446 <section name="stats">
1447 <attribute arch="Str" editor="strength" type="int">
1448 The player's strength will rise by the given value if he chooses this
1449 class. (Negative values make strength fall)
1450 </attribute>
1451 <attribute arch="Dex" editor="dexterity" type="int">
1452 The player's dexterity will rise by the given value if he chooses this
1453 class. (Negative values make dexterity fall)
1454 </attribute>
1455 <attribute arch="Con" editor="constitution" type="int">
1456 The player's constitution will rise by the given value if he chooses this
1457 class. (Negative values make constitution fall)
1458 </attribute>
1459 <attribute arch="Int" editor="intelligence" type="int">
1460 The player's intelligence will rise by the given value if he chooses this
1461 class. (Negative values make intelligence fall)
1462 </attribute>
1463 <attribute arch="Pow" editor="power" type="int">
1464 The player's power will rise by the given value if he chooses this
1465 class. (Negative values make power fall)
1466 </attribute>
1467 <attribute arch="Wis" editor="wisdom" type="int">
1468 The player's wisdom will rise by the given value if he chooses this
1469 class. (Negative values make wisdom fall)
1470 </attribute>
1471 <attribute arch="Cha" editor="charisma" type="int">
1472 The player's charisma will rise by the given value if he chooses this
1473 class. (Negative values make charisma fall)
1474 </attribute>
1475 </section>
1476 </type>
1477
1478 <!--####################################################################-->
1479 <type number="87" name="Cloak">
1480 <import_type name="Amulet" />
1481 <description><![CDATA[
1482 Wearing a cloak, the object's stats will directly be inherited to
1483 the player. Cloaks usually add minor &lt;armour class&gt; and
1484 sometimes a bit of resistance.]]>
1485 </description>
1486 <use><![CDATA[
1487 Feel free to create your own special artifacts. However, it is very
1488 important that you keep your artifact in balance with existing maps.]]>
1489 </use>
1490 <attribute arch="magic" editor="magic bonus" type="int">
1491 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1492 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1493 than direct armour-class bonus on the cloak.
1494
1495 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1496 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1497 </attribute>
1498 </type>
1499
1500 <!--####################################################################-->
1501 <type number="9" name="Clock">
1502 <description><![CDATA[
1503 Applying a clock, the time is displayed to the player.]]>
1504 </description>
1505 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1506 This text may describe the item
1507 </attribute>
1508 </type>
1509
1510 <!--####################################################################-->
1511 <type number="122" name="Container">
1512 <description><![CDATA[
1513 A player can put (certain kinds of) items in the container.
1514 The overall weight of items is reduced when put inside a
1515 container, depending on the settings.
1516 <br><br>
1517 A special feature of containers is the "cauldron",
1518 capable of mixing alchemical receipes.]]>
1519 </description>
1520 <use><![CDATA[
1521 Note on chests - There are two types of chests:
1522 <UL>
1523 <LI> First the random treasure chests - Those are NOT containers
1524 (but object type Treasure), they create random treasures when
1525 applied. Archetype name is "chest".
1526 <LI> Second there are the permanent chests - Those are containers,
1527 they can be opened and closed again. Archetype name is "chest_2".
1528 </UL>]]>
1529 </use>
1530 <attribute arch="race" editor="container class" type="string">
1531 If set, the container will hold only certain types of objects.
1532 Possible choices for &lt;container class&gt; are: "gold and jewels",
1533 "arrows" and "keys".
1534
1535 Unfortunately it is not easy to create new container
1536 classes, because items need a matching counterpiece-attribute
1537 to the &lt;container class&gt; before they can be put inside a
1538 container. This attribute ("race") is set only for the existing
1539 container classes.
1540 </attribute>
1541 <attribute arch="slaying" editor="key string" type="string">
1542 If &lt;key string&gt; is set, only players with a special key
1543 of matching &lt;key string&gt; are able to open the container.
1544 </attribute>
1545 <attribute arch="container" editor="maximum weight" type="int">
1546 The container can hold a maximum total weight of the given value
1547 in gram. Note that this weight limit is calculated *after* the
1548 weight reduction (&lt;reduce weight&gt;) has been applied.
1549 </attribute>
1550 <attribute arch="Str" editor="reduce weight %" type="int">
1551 This value determines how much the weight of items is reduced in
1552 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1553 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1554 Most default values are in the range of ten.
1555 </attribute>
1556 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1557 If set, the container can be used as alchemy-cauldron.
1558 The player can put ingredients inside, close it, cast alchemy
1559 and if his formulae is true, he'll get what he longed for.
1560 </attribute>
1561 <attribute arch="unique" editor="unique item" type="bool">
1562 Unique items exist only one time on a server. If the item
1563 is taken, lost or destroyed - it's gone for good.
1564 All contents of a unique container are unique as well.
1565 </attribute>
1566 <attribute arch="startequip" editor="godgiven item" type="bool">
1567 A godgiven item vanishes as soon as the player
1568 drops it to the ground.
1569 </attribute>
1570 <attribute arch="other_arch" editor="animation arch" type="string">
1571 This is used for a certain kind of... "animation" when
1572 opening the container. Stick to the default arches here
1573 and you won't get into trouble.
1574 </attribute>
1575 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1576 This text may contain a description of the container.
1577 </attribute>
1578 </type>
1579
1580 <!--####################################################################-->
1581 <type number="103" name="Converter">
1582 <ignore>
1583 <attribute arch="value" />
1584 <attribute arch="nrof" />
1585 <attribute arch="name_pl" />
1586 <attribute arch="no_pick" />
1587 <attribute arch="unpaid" />
1588 <attribute arch="title" />
1589 </ignore>
1590 <description><![CDATA[
1591 Converters are like "exchange tables". When the player drops a
1592 specific type of items, they get converted into other items, at a
1593 predefined exchange-ratio.]]>
1594 </description>
1595 <use><![CDATA[
1596 Converters are better than shopping with doormats, because the
1597 converters never get sold out. For some items like food or jewels
1598 those "exchange tables" are really nice, while for the more important
1599 stuff like potions converters should not exist.
1600 <br><br>
1601 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1602 items on a converter, the stuff you get must be of equal or lesser
1603 value than before! (Except if you are using "rare" items like
1604 dragonscales for payment). The code will not check if your ratio is
1605 sane, so the player could gain infinite wealth by using your converter.]]>
1606 </use>
1607 <attribute arch="no_pick" value="1" type="fixed" />
1608 <attribute arch="slaying" editor="cost arch" type="string">
1609 &lt;cost arch&gt; is the name of the archetype the player has to
1610 put on the converter, as payment.
1611 </attribute>
1612 <attribute arch="food" editor="cost number" type="int">
1613 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1614 on the converter, in order to get &lt;receive number&gt; items
1615 of &lt;receive arch&gt;.
1616 </attribute>
1617 <attribute arch="other_arch" editor="receive arch" type="string">
1618 &lt;receive arch&gt; is the name of the archetype to convert into.
1619 This field is ignored if the converter has items in inventory. In this
1620 case one of the inventory items is duplicated. The duplicated item is
1621 randomly chosen from all items present.
1622 </attribute>
1623 <attribute arch="sp" editor="receive number" type="int">
1624 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1625 on the converter, in order to get &lt;receive number&gt; items
1626 of &lt;receive arch&gt;.
1627 </attribute>
1628 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1629 This text may contain a description of the converter.
1630 </attribute>
1631 <attribute arch="precious" editor="output unpaid" type="bool">
1632 If the converter has this flag set the generated items will
1633 be flagged as unpaid. Useful if you want to make a converter in a shop.
1634 (For instance for 'dragon scale' to 'dragon shield' converters in some
1635 armour shops.)
1636 </attribute>
1637 </type>
1638
1639 <!--####################################################################-->
1640 <type number="42" name="Creator">
1641 <ignore>
1642 <ignore_list name="system_object" />
1643 </ignore>
1644 <description><![CDATA[
1645 A creator is an object which creates another object when it
1646 is triggered. The child object can be anything. Creators are
1647 VERY useful for all kinds of map-mechanisms. They can even
1648 periodically create things.]]>
1649 </description>
1650 <use><![CDATA[
1651 Don't hesitate to hide your creators under the floor.
1652 The created items will still always appear ontop of the floor.]]>
1653 </use>
1654 <attribute arch="no_pick" value="1" type="fixed" />
1655 <attribute arch="other_arch" editor="create arch" type="string">
1656 This string defines the object that will be created.
1657 You can choose any of the existing arches.
1658 This field is ignored if the creator has items in inventory. In this case
1659 one of the inventory items is duplicated. The duplicated item is randomly
1660 chosen from all items present.
1661 </attribute>
1662 <attribute arch="connected" editor="connection" type="string">
1663 Whenever the connection value is activated,
1664 the creator gets triggered.
1665 </attribute>
1666 &activate_on;
1667 <attribute arch="lifesave" editor="infinit uses" type="bool">
1668 If &lt;infinit uses&gt; is set, the creator will work
1669 infinitely, regardless of the value in &lt;number of uses&gt;.
1670 </attribute>
1671 <attribute arch="speed" editor="speed" type="float">
1672 When this field is set the creator will periodically create stuff
1673 (and will still do so when the connection is triggered).
1674 A value of 1 means roughly 8 times a second.
1675 </attribute>
1676 <attribute arch="hp" editor="number of uses" type="int">
1677 The creator can be triggered &lt;number of uses&gt; times, thus
1678 creating that many objects, before it dissappears.
1679 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1680 </attribute>
1681 <attribute arch="slaying" editor="name of creation" type="string">
1682 The created object will bear the name and title specified in &lt;name of
1683 creation&gt;. If nothing is set, the standard name and title of the
1684 archetype is used.
1685 </attribute>
1686 <attribute arch="level" editor="level of creation" type="int">
1687 The created object will be of that level. If zero/unset,
1688 the standard level of the archetype is used.
1689 </attribute>
1690 </type>
1691
1692 <!--####################################################################-->
1693 <type number="51" name="Detector">
1694 <ignore>
1695 <ignore_list name="system_object" />
1696 </ignore>
1697 <description><![CDATA[
1698 Detectors work quite much like inv. checkers/pedestals: If the detector
1699 finds a specific object, it toggles its connected value.
1700 <br><br>
1701 What is "unique" about them, compared to inv. checkers/ pedestals?
1702 - First, detectors check their square for a match periodically, not
1703 instantly, so generate much higher server load
1704 Second, detectors check directly for object names. Third,
1705 detectors do not check the inventory of players/monsters.]]>
1706 </description>
1707 <use>
1708 Best avoid this type at all costs, use a pedestal instead.
1709 </use>
1710 <attribute arch="no_pick" value="1" type="fixed" />
1711 <attribute arch="slaying" editor="match name" type="string">
1712 &lt;match name&gt; specifies the name of the object we are looking for.
1713 Actually it does also check for the &lt;key string&gt; in key-objects,
1714 but for this case inventory checkers are often more powerful to use.
1715 </attribute>
1716 <attribute arch="connected" editor="connection" type="string">
1717 When the detector is triggered, all objects with the same
1718 connection value get activated.
1719 </attribute>
1720 <attribute arch="speed" editor="detection speed" type="float">
1721 This value defines the time between two detector-checks.
1722 If you want the detector to behave almost like pedestals/buttons,
1723 set speed rather high, like &lt;detection speed&gt; 1.0.
1724 </attribute>
1725 &speed_left;
1726 <attribute arch="speed_left" editor="speed left" type="float">
1727 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1728 If it is larger than 0, the detector checks, and the speed is decremented
1729 by 1.
1730 </attribute>
1731 </type>
1732
1733 <!--####################################################################-->
1734 <type number="164" name="Map Script">
1735 <ignore>
1736 <ignore_list name="system_object" />
1737 </ignore>
1738 <description><![CDATA[
1739 The map script object is a very special object that can react to connected
1740 events and executes a perl script in the msg slot.
1741 ]]>
1742 </description>
1743 <use><![CDATA[
1744 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1745 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1746 ]]>
1747 </use>
1748 <attribute arch="connected" editor="connection" type="string">
1749 When the map script object is triggered, it will execute
1750 the perl script with the triggering object as $activator.
1751 </attribute>
1752 &activate_on;
1753 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1754 This perl script will be executed each time the objetc is triggered.
1755 </attribute>
1756 </type>
1757
1758 <!--####################################################################-->
1759 <type number="112" name="Director">
1760 <ignore>
1761 <ignore_list name="non_pickable" />
1762 </ignore>
1763 <description><![CDATA[
1764 Directors change the direction of spell objects and other projectiles
1765 that fly past. Unlike spinners, directors always move objects in the
1766 same direction. It does not make a difference from what angle you
1767 shoot into it.<br>
1768 Directors are visible per default.]]>
1769 </description>
1770 <use><![CDATA[
1771 Directors are rarely used in maps. Sometimes they are placed to
1772 change the direction of spells coming out of magic walls,
1773 "channeling" spell-projectiles in some direction. When doing this,
1774 <B>never place directors facing each other with magic walls fireing
1775 into them!</B> The spell-projectiles bouncing between the directors
1776 would accumulate to huge numbers and at some point slow down the
1777 server by eating memory- and CPU-time.
1778 <br><br>
1779 You'd better not place directors in monster vs. player combat
1780 areas too much, because that freaks out wizard-type players.]]>
1781 </use>
1782 <attribute arch="sp" editor="direction" type="list_direction">
1783 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1784 A director with direction &lt;none&gt; simply stops projectiles.
1785 (The latter works out a bit strange for some spells).
1786 </attribute>
1787 &move_on;
1788 </type>
1789
1790 <!--####################################################################-->
1791 <type number="158" name="Disease">
1792 <ignore>
1793 <ignore_list name="system_object" />
1794 </ignore>
1795 <description><![CDATA[
1796 Diseases are an intersting form of spellcraft in Deliantra.
1797 Once casted, they can spread out and infect creatures in a large
1798 area. Being infected can have various effects, from amusing farts
1799 to horrible damage - almost everything is possible.]]>
1800 </description>
1801 <use><![CDATA[
1802 Diseases are extremely flexible and usable in a many ways.
1803 So far they are mostly used for causing bad, unwanted effects.
1804 You could just as well create a disease which helps the player
1805 (recharging mana for example).
1806 Infection with a "positive disease" could even be a quest reward.]]>
1807 </use>
1808 <attribute arch="invisible" value="1" type="fixed" />
1809 <attribute arch="level" editor="plaque level" type="int">
1810 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1811 This mainly reflects in the &lt;damage&gt;. It has no effect on
1812 most other symptoms. Neverthless, it is a very important value for
1813 all damage-inflicting diseases.
1814 </attribute>
1815 <attribute arch="race" editor="infect race" type="string">
1816 The disease will only infect creatures of the specified &lt;race&gt;.
1817 "&lt;race&gt; *" means every creature can be infected.
1818 </attribute>
1819 <attribute arch="ac" editor="progressiveness" type="int">
1820 Every time the disease "moves" the severity of the symptoms are increased
1821 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1822 </attribute>
1823 <section name="spreading">
1824 <attribute arch="wc" editor="infectiosness" type="int">
1825 The &lt;infectiosness&gt; defines the chance of new creatures getting
1826 infected. If you set this too high, the disease is very likely to
1827 be too effective.
1828
1829 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1830 </attribute>
1831 <attribute arch="last_grace" editor="attenuation" type="int">
1832 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1833 everytime it infects someone new. This limits how many generations
1834 a disease can propagate.
1835 </attribute>
1836 <attribute arch="magic" editor="infection range" type="int">
1837 &lt;infection range&gt; sets the range at which infection may occur.
1838 If positive, the &lt;infection range&gt; is level dependant - If negative,
1839 it is not:
1840 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1841 six square range, and &lt;plaque level&gt; doesn't modify that.
1842 </attribute>
1843 <attribute arch="maxhp" editor="persistence" type="int">
1844 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1845 The disease can "move" &lt;persistence&gt; times outside a host before it
1846 vanishes. A negative value means the disease lasts for permanent
1847 (which is only recommended to use in maps without monsters).
1848 </attribute>
1849 <attribute arch="maxgrace" editor="curing duration" type="int">
1850 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1851 (Assuming the host survives and doesn't use a curing spell).
1852 After this period the disease is naturally cured, which provides the
1853 host with immunity from this particular disease of lower or equal level.
1854
1855 A negative value means the disease can never be cured naturally.
1856
1857 Note that this value can be further modulated by spell-parameters,
1858 if the disease is registered as spell in the code. Due to that,
1859 most default diseases take a lot longer to cure than it seems.
1860 </attribute>
1861 <attribute arch="speed" editor="moving speed" type="float">
1862 The &lt;speed&gt; of the disease determines how fast the disease will
1863 "move", thus how fast the symptoms strike the host.
1864 </attribute>
1865 &speed_left;
1866 </section>
1867 <section name="symptoms">
1868 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1869 The disease will attack the host with the given &lt;attacktype&gt;.
1870 Godpower attacktype is commonly used for "unresistable" diseases.
1871 </attribute>
1872 <attribute arch="dam" editor="damage" type="int">
1873 A disease with a positive &lt;damage&gt; value will strike the player for that
1874 amount of damage every time the symptoms occur.
1875 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1876 the player's health is reduced by 10% every time the symptoms strike.
1877
1878 Diseases with %-based damage can be dangerous - but not deadly -
1879 for players of all levels.
1880 </attribute>
1881 <attribute arch="other_arch" editor="create arch" type="string">
1882 If set, the specified arch is created and dropped every time the
1883 symptoms strike.
1884
1885 This can be various things: farts, body pieces, eggs ...
1886 Even monsters can be created that way. You could also make a
1887 disease where some exotic stuff like money/gems is created.
1888 </attribute>
1889 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1890 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1891 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1892 </attribute>
1893 <attribute arch="exp" editor="exp. for curing" type="int">
1894 When the player manages to cure this disease (with a curing spell),
1895 he is awarded with &lt;exp. for curing&gt; experience.
1896 </attribute>
1897 <attribute arch="maxsp" editor="mana depletion" type="int">
1898 Every time the disease "moves", the player's mana is
1899 reduced by the value of &lt;mana depletion&gt;.
1900 For negative values, a %-based amount is taken.
1901 </attribute>
1902 <attribute arch="last_eat" editor="food depletion" type="int">
1903 Every time the disease "moves", the player's food is
1904 reduced by the value of &lt;food depletion&gt;.
1905 For negative values, a %-based amount is taken.
1906 </attribute>
1907 <attribute arch="hp" editor="health regen." type="int">
1908 This value increases the player's healing rate.
1909 Negative values decrease it.
1910 </attribute>
1911 <attribute arch="sp" editor="mana regen." type="int">
1912 This value increases the player's rate of mana regeneration.
1913 Negative values decrease it.
1914 </attribute>
1915 </section>
1916 <section name="disability">
1917 <attribute arch="Str" editor="strength" type="int">
1918 The player's strength will rise by the given value
1919 while being infected. (Negative values make strength fall)
1920 </attribute>
1921 <attribute arch="Dex" editor="dexterity" type="int">
1922 The player's dexterity will rise by the given value
1923 while being infected. (Negative values make dexterity fall)
1924 </attribute>
1925 <attribute arch="Con" editor="constitution" type="int">
1926 The player's constitution will rise by the given value
1927 while being infected. (Negative values make constitution fall)
1928 </attribute>
1929 <attribute arch="Int" editor="intelligence" type="int">
1930 The player's intelligence will rise by the given value
1931 while being infected. (Negative values make intelligence fall)
1932 </attribute>
1933 <attribute arch="Pow" editor="power" type="int">
1934 The player's power will rise by the given value
1935 while being infected. (Negative values make power fall)
1936 </attribute>
1937 <attribute arch="Wis" editor="wisdom" type="int">
1938 The player's wisdom will rise by the given value
1939 while being infected. (Negative values make wisdom fall)
1940 </attribute>
1941 <attribute arch="Cha" editor="charisma" type="int">
1942 The player's charisma will rise by the given value
1943 while being infected. (Negative values make charisma fall)
1944 </attribute>
1945 </section>
1946 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1947 This text is displayed to the player every time the
1948 symptoms strike.
1949 </attribute>
1950 </type>
1951
1952 <!--####################################################################-->
1953 <type number="23" name="Door">
1954 <ignore>
1955 <ignore_list name="non_pickable" />
1956 </ignore>
1957 <description><![CDATA[
1958 A door can be opened with a normal key. It also can be broken by attacking
1959 it, and it can be defeated with the lockpicking skill. If a door is
1960 defeated, horizontally and vertically adjacent doors are automatically
1961 removed.]]>
1962 </description>
1963 <attribute arch="no_pick" value="1" type="fixed" />
1964 <attribute arch="alive" value="1" type="fixed" />
1965 &movement_types_terrain;
1966 <attribute arch="hp" editor="hitpoints" type="int">
1967 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1968 </attribute>
1969 <attribute arch="ac" editor="armour class" type="int">
1970 Doors of high &lt;armour class&gt; are less likely to get hit.
1971 &lt;armour class&gt; can be considered the "counterpiece" to
1972 &lt;weapon class&gt;.
1973 </attribute>
1974 <attribute arch="other_arch" editor="drop arch" type="string">
1975 This string defines the object that will be created when the door was
1976 defeated.
1977 </attribute>
1978 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1979 This entry determines what kind of traps will appear in the door.
1980 </attribute>
1981 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1982 Set this flag to move treasure items created into the environment (map)
1983 instead of putting them into the object.
1984 </attribute>
1985 </type>
1986
1987 <!--####################################################################-->
1988 <type number="83" name="Duplicator">
1989 <ignore>
1990 <ignore_list name="system_object" />
1991 </ignore>
1992 <description><![CDATA[
1993 When activated, a duplicator can duplicate, multiply or destroy a pile of
1994 objects which lies somewhere on top of the duplicator.
1995 The duplicator has one arch name specified as &lt;target arch&gt;,
1996 and only objects of this archetype can be affected.<br>
1997 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1998 If the latter is set to zero, it will destroy objects.]]>
1999 </description>
2000 <use><![CDATA[
2001 I hope it is clear that one must be very cautious when inserting a duplicator
2002 anywhere with &lt;multiply factor&gt; greater than one.
2003 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2004 It is <b>not acceptable</b> to allow duplication of anything other than
2005 coins, gold and jewels. Besides, it is very important that the chance to
2006 loose the input matches the chance to earn winnings.<br>
2007 A duplicator with &lt;multiply factor&gt; 3 for example should have a
2008 loosing rate of 2/3 = 67%.]]>
2009 </use>
2010 <attribute arch="other_arch" editor="target arch" type="string">
2011 Only objects of matching archtype, lying ontop of the duplicator will be
2012 duplicated, multiplied or removed. All other objects will be ignored.
2013 </attribute>
2014 <attribute arch="level" editor="multiply factor" type="int">
2015 The number of items in the target pile will be multiplied by the
2016 &lt;multiply factor&gt;. If it is set to zero, all target objects
2017 will be destroyed.
2018 </attribute>
2019 <attribute arch="connected" editor="connection" type="string">
2020 An activator (lever, altar, button, etc) with matching connection value
2021 is able to trigger this duplicator. Be very careful that players cannot
2022 abuse it to create endless amounts of money or other valuable stuff!
2023 </attribute>
2024 &activate_on;
2025 </type>
2026
2027 <!--####################################################################-->
2028 <type number="66" name="Exit">
2029 <ignore>
2030 <ignore_list name="non_pickable" />
2031 </ignore>
2032 <description><![CDATA[
2033 When the player applies an exit, he is transferred to a different location.
2034 (Monsters cannot use exits.) Depending on how it is set, the player applies
2035 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2036 the exit. ]]>
2037 </description>
2038 <use><![CDATA[
2039 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2040 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2041 detected with the show_invisible spell.
2042 <br><br>
2043 You can be quite creative with the outlook of secret exits (their "face").
2044 Don't forget to give the player relyable hints about them though.]]>
2045 </use>
2046 <attribute arch="slaying" editor="exit path" type="string">
2047 The exit path defines the map that the player is transferred to.
2048 You can enter an absolute path, beginning with '/' (for example
2049 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2050 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2051 relative path "Fire1"). Use relative paths whenever possible! Note that
2052 upper/lower case must always be set correctly. However, please use lower
2053 case only.
2054 It is well possible to have an exit pointing to the same map that the exit
2055 is on. If slaying is not set in an exit, the player will see a message like
2056 "the exit is closed".
2057 </attribute>
2058 <attribute arch="hp" editor="destination X" type="int">
2059 The exit destinations define the (x, y)-coordinates where the exit
2060 leads to.
2061 If both are set to zero, the player will be transferred to the "default
2062 enter location" of the destined map. The latter can be set in the map-
2063 properties as "Enter X/Y". Though, please DO NOT use that.
2064 It turned out to be a source for numerous map-bugs.
2065 </attribute>
2066 <attribute arch="sp" editor="destination Y" type="int">
2067 The exit destinations define the (x, y)-coordinates where the exit
2068 leads to.
2069 If both are set to zero, the player will be transferred to the "default
2070 enter location" of the destined map. The latter can be set in the map-
2071 properties as "Enter X/Y". Though, please DO NOT use that.
2072 It turned out to be a source for numerous map-bugs.
2073 </attribute>
2074 &move_on;
2075 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2076 If set, this message will be displayed to the player when he applies the exit.
2077 This is quite useful to throw in some "role-play feeling": "As you enter the
2078 dark cave you hear the sound of rustling dragonscales...". Well, my english
2079 is poor, but you get the point. =)
2080 </attribute>
2081 <attribute arch="damned" editor="set savebed" type="bool">
2082 If set, then players using this exit will have their savebed position
2083 set to the destination of the exit when passing through.
2084 </attribute>
2085 </type>
2086
2087 <!--####################################################################-->
2088 <type number="72" name="Flesh">
2089 <description><![CDATA[
2090 Just like with food, the player can fill his stomache and gain a
2091 little health by eating flesh-objects. <br>
2092 For dragon players, flesh plays a very special role though: If the
2093 flesh has resistances set, a dragon player has a chance to gain resistance in
2094 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2095 Don't forget that flesh items with resistances have to be balanced
2096 according to map/monster difficulty.]]>
2097 </description>
2098 <use><![CDATA[
2099 For dragon players, flesh items can be highly valuable. Note that many
2100 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2101 These flesh items "inherit" resistances and level from the monster they belong to.
2102 When you add special flesh items to the inventory of a monster, this is
2103 not the case - so you have to set it manually.
2104 <br><br>
2105 Generally adding special flesh-treaties for dragon players is a great thing
2106 to do. Always consider that dragon players might really not be interested
2107 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2108 out on the reward completely.]]>
2109 </use>
2110 <attribute arch="food" editor="foodpoints" type="int">
2111 The player's stomache will get filled with this amount of foodpoints.
2112 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2113 </attribute>
2114 <attribute arch="level" editor="flesh level" type="int">
2115 The &lt;flesh level&gt; is not visible to the players and it affects only
2116 dragon players. Normally this value reflects the level of the monster
2117 from which the flesh item originates.
2118 Dragon players always search for flesh of highest level possible,
2119 because it bears the best chance to gain high resistances.
2120 </attribute>
2121 <attribute arch="startequip" editor="godgiven item" type="bool">
2122 A godgiven item vanishes as soon as the player
2123 drops it to the ground.
2124 </attribute>
2125 &resistances_flesh_section;
2126 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2127 This text may describe the item.
2128 </attribute>
2129 </type>
2130
2131 <!--####################################################################-->
2132 <type number="0" name="Floor">
2133 <required>
2134 <attribute arch="is_floor" value="1" />
2135 <attribute arch="alive" value="0" />
2136 </required>
2137 <ignore>
2138 <ignore_list name="non_pickable" />
2139 </ignore>
2140 <description><![CDATA[
2141 Floor is a very basic thing whithout too much
2142 functionality. It's a floor - you stand on it.]]>
2143 </description>
2144 <attribute arch="is_floor" value="1" type="fixed" />
2145 <attribute arch="no_pick" value="1" type="fixed" />
2146 <section name="terrain">
2147 &movement_types_terrain;
2148 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2149 This flag indicates this spot contains wood or high grass.
2150 Players with activated woodsman skill can move faster here.
2151 </attribute>
2152 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2153 This flag indicates this spot contains hills or large rocks.
2154 Players with activated mountaineer skill can move faster here.
2155 </attribute>
2156 </section>
2157 <attribute arch="no_magic" editor="no spells" type="bool">
2158 If enabled, it is impossible for players to use (wizard-)
2159 spells on that spot.
2160 </attribute>
2161 <attribute arch="damned" editor="no prayers" type="bool">
2162 If enabled, it is impossible for players to use prayers
2163 on that spot. It also prevents players from saving.
2164 </attribute>
2165 <attribute arch="unique" editor="unique map" type="bool">
2166 Unique floor means that any items dropped on that spot
2167 will be saved beyond map reset. For permanent apartments,
2168 all floor tiles must be set &lt;unique map&gt;.
2169 </attribute>
2170 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2171 This text may describe the object.
2172 </attribute>
2173 </type>
2174
2175 <!--####################################################################-->
2176 <type number="67" name="Floor (Encounter)">
2177 <ignore>
2178 <ignore_list name="non_pickable" />
2179 </ignore>
2180 <description><![CDATA[
2181 Encounter-Floor is pretty much the same as normal floor.
2182 Most outdoor floor/ground-arches are set to be "encounters".
2183 That is kind of a relict from former code: When walking over
2184 encounter-floor, players sometimes got beamed to little maps
2185 with monsters on them. Nowadays this feature is disabled -
2186 Hence encounter floor is not different from normal floor.]]>
2187 </description>
2188 <attribute arch="is_floor" value="1" type="fixed" />
2189 <attribute arch="no_pick" value="1" type="fixed" />
2190 <section name="terrain">
2191 &movement_types_terrain;
2192 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2193 This flag indicates this spot contains wood or high grass.
2194 Players with activated woodsman skill can move faster here.
2195 </attribute>
2196 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2197 This flag indicates this spot contains hills or large rocks.
2198 Players with activated mountaineer skill can move faster here.
2199 </attribute>
2200 </section>
2201 <attribute arch="no_magic" editor="no spells" type="bool">
2202 If enabled, it is impossible for players to use (wizard-)
2203 spells on that spot.
2204 </attribute>
2205 <attribute arch="damned" editor="no prayers" type="bool">
2206 If enabled, it is impossible for players to use prayers
2207 on that spot. It also prevents players from saving.
2208 </attribute>
2209 <attribute arch="unique" editor="unique map" type="bool">
2210 Unique floor means that any items dropped on that spot
2211 will be saved beyond map reset. For permanent apartments,
2212 all floor tiles must be set &lt;unique map&gt;.
2213 </attribute>
2214 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2215 This text may describe the object.
2216 </attribute>
2217 </type>
2218
2219 <!--####################################################################-->
2220 <type number="6" name="Food">
2221 <description><![CDATA[
2222 By eating/drinking food-objects, the player can fill his
2223 stomache and gain a little health.]]>
2224 </description>
2225 <attribute arch="food" editor="foodpoints" type="int">
2226 The player's stomache will get filled with this amount of foodpoints.
2227 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2228 </attribute>
2229 <attribute arch="startequip" editor="godgiven item" type="bool">
2230 A godgiven item vanishes as soon as the player
2231 drops it to the ground.
2232 </attribute>
2233 </type>
2234
2235 <!--####################################################################-->
2236 <type number="91" name="Gate">
2237 <ignore>
2238 <ignore_list name="non_pickable" />
2239 </ignore>
2240 <description><![CDATA[
2241 Gates play an important role in Deliantra. Gates can be opened
2242 by activating a button/trigger, by speaking passwords (-> magic_ear)
2243 or carrying special key-objects (-> inventory checker).
2244 Unlike locked doors, gates can get shut again after a player has
2245 passed, which makes them more practical in many cases.]]>
2246 </description>
2247 <use><![CDATA[
2248 Use gates to divide your maps into seperated areas. After solving
2249 area A, the player gains access to area B, and so on. Make your
2250 maps more complex than "one-way".]]>
2251 </use>
2252 <attribute arch="no_pick" value="1" type="fixed" />
2253 <attribute arch="speed" value="1" type="float">
2254 The speed of the gate affects how fast it is closing/opening.
2255 </attribute>
2256 <attribute arch="connected" editor="connection" type="string">
2257 Whenever the inventory checker is triggered, all objects with identical
2258 &lt;connection&gt; value get activated. This only makes sense together with
2259 &lt;blocking passage&gt; disabled.
2260 </attribute>
2261 <attribute arch="wc" editor="position state" type="int">
2262 The &lt;position state&gt; defines the position of the gate:
2263 Zero means completely open/down, the "number of animation-steps" (usually
2264 about 6 or 7) means completely closed/up state. I suggest you don't
2265 mess with this value - Leave the default in place.
2266 </attribute>
2267 &movement_types_terrain;
2268 <attribute arch="no_magic" editor="restrict spells" type="bool">
2269 Restricting the use of spells to pass this gate. This has
2270 an effect only if &lt;block view&gt; is disabled.
2271 </attribute>
2272 <attribute arch="damned" editor="restrict prayers" type="bool">
2273 Restricting the use of prayers to pass this door. This has
2274 an effect only if &lt;block view&gt; is disabled.
2275 </attribute>
2276 </type>
2277
2278 <!--####################################################################-->
2279 <type number="113" name="Girdle">
2280 <import_type name="Amulet" />
2281 <description><![CDATA[
2282 Wearing a girdle, the object's stats will directly be inherited to
2283 the player. Girdles usually provide stats- or damage bonuses and no
2284 defense.]]>
2285 </description>
2286 <use><![CDATA[
2287 Feel free to create your own special artifacts. However, it is very
2288 important that you keep your artifact in balance with existing maps.]]>
2289 </use>
2290 <attribute arch="magic" editor="magic bonus" type="int">
2291 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2292 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2293 than direct armour-class bonus on the helmet.
2294
2295 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2296 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2297 &lt;magic bonus&gt; is pointless here.
2298 </attribute>
2299 </type>
2300
2301 <!--####################################################################-->
2302 <type number="100" name="Gloves">
2303 <import_type name="Amulet" />
2304 <description><![CDATA[
2305 Wearing gloves, the object's stats will directly be inherited to
2306 the player. Gloves can add defense or damage bonuses.]]>
2307 </description>
2308 <use><![CDATA[
2309 Feel free to create your own special artifacts. However, it is very
2310 important that you keep your artifact in balance with existing maps.]]>
2311 </use>
2312 <attribute arch="magic" editor="magic bonus" type="int">
2313 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2314 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2315 will increase that.
2316 </attribute>
2317 </type>
2318
2319 <!--####################################################################-->
2320 <type number="93" name="Handle">
2321 <ignore>
2322 <ignore_list name="non_pickable" />
2323 </ignore>
2324 <description><![CDATA[
2325 A handle can be applied by players and (certain) monsters.
2326 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2327 </description>
2328 <use><![CDATA[
2329 Handles are commonly used to move gates. When placing your lever,
2330 don't forget that some monsters are able to apply it.
2331 The ability to apply levers is rare among monsters -
2332 but vampires can do it for example.]]>
2333 </use>
2334 <attribute arch="no_pick" value="1" type="fixed" />
2335 <attribute arch="connected" editor="connection" type="string">
2336 Every time the handle is applied, all objects
2337 with the same &lt;connection&gt; value are activated.
2338 </attribute>
2339 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2340 This text may describe the item. You can use this
2341 message to explain the handle's purpose to the player.
2342 </attribute>
2343 </type>
2344
2345 <!--####################################################################-->
2346 <type number="27" name="Handle Trigger">
2347 <import_type name="Handle" />
2348 <ignore>
2349 <ignore_list name="non_pickable" />
2350 </ignore>
2351 <description><![CDATA[
2352 Handle triggers are handles which reset after a short period
2353 of time. Every time it is either applied or reset, the
2354 &lt;connection&gt; value is triggered.]]>
2355 </description>
2356 <use><![CDATA[
2357 When you connect an ordinary handle to a gate, the gate normally remains
2358 opened after the first player passed. If you want to keep the gate shut,
2359 connecting it to a handle trigger is an easy solution. ]]>
2360 </use>
2361 </type>
2362
2363 <!--####################################################################-->
2364 <type number="88" name="Hazard Floor">
2365 <required>
2366 <attribute arch="is_floor" value="1" />
2367 </required>
2368 <ignore>
2369 <ignore_list name="non_pickable" />
2370 </ignore>
2371 <description><![CDATA[
2372 The best example for Hazard Floor is lava. It works like standard
2373 floor, but damages all creatures standing on it.
2374 Damage is taken in regular time intervals.]]>
2375 </description>
2376 <use><![CDATA[
2377 The default lava for example does minor damage. But you can turn
2378 it up so that your hazard floor poses a real threat.<br>
2379 Like magic walls, such floors add a permanent thrill to your map.
2380 You can use that to safely chase off too-weak players, or just
2381 to have something different.]]>
2382 </use>
2383 <attribute arch="is_floor" value="1" type="fixed" />
2384 <attribute arch="lifesave" value="1" type="fixed" />
2385 &move_on;
2386 <attribute arch="no_pick" value="1" type="fixed" />
2387 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2388 This attribute specifys the attacktypes that this floor uses to
2389 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2390 If you want a real tough hazard floor, add more than just one attacktype.
2391 </attribute>
2392 <attribute arch="dam" editor="base damage" type="int">
2393 The &lt;base damage&gt; defines how much damage is inflicted to the
2394 victim per hit. The final damage is influenced by several other
2395 factors like the victim's resistance and level.
2396 </attribute>
2397 <attribute arch="wc" editor="weaponclass" type="int">
2398 &lt;weapon class&gt; improves the chance of hitting the victim.
2399 Lower values are better.
2400 Usually, hazard floors like lava are supposed to hit the
2401 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2402 to something like -30.
2403 </attribute>
2404 <attribute arch="level" editor="attack level" type="int">
2405 I guess this value is supposed to work similar to monster levels.
2406 But in fact, it does not seem to have an effect. Set any non-zero
2407 value to be on the safe side.
2408 </attribute>
2409 <section name="terrain">
2410 &movement_types_terrain;
2411 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2412 This flag indicates this spot contains wood or high grass.
2413 Players with activated woodsman skill can move faster here.
2414 </attribute>
2415 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2416 This flag indicates this spot contains hills or large rocks.
2417 Players with activated mountaineer skill can move faster here.
2418 </attribute>
2419 </section>
2420 <attribute arch="no_magic" editor="no spells" type="bool">
2421 If enabled, it is impossible for players to use (wizard-)
2422 spells on that spot.
2423 </attribute>
2424 <attribute arch="damned" editor="no prayers" type="bool">
2425 If enabled, it is impossible for players to use prayers
2426 on that spot. It also prevents players from saving.
2427 </attribute>
2428 <attribute arch="unique" editor="unique map" type="bool">
2429 Unique floor means that any items dropped on that spot
2430 will be saved beyond map reset. For permanent apartments,
2431 all floor tiles must be set &lt;unique map&gt;.
2432 </attribute>
2433 </type>
2434
2435 <!--####################################################################-->
2436 <type number="34" name="Helmet">
2437 <import_type name="Amulet" />
2438 <description><![CDATA[
2439 Wearing a helmet, the object's stats will directly be inherited to
2440 the player. Normal helmets usually increase defense, while crowns
2441 add more special bonuses like stats/resistances paired with
2442 low defense.]]>
2443 </description>
2444 <use><![CDATA[
2445 Feel free to create your own special artifacts. However, it is very
2446 important that you keep your artifact in balance with existing maps.]]>
2447 </use>
2448 <attribute arch="magic" editor="magic bonus" type="int">
2449 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2450 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2451 than direct armour-class bonus on the helmet.
2452
2453 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2454 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2455 Crowns for instance typically provide no &lt;amour class&gt;.
2456 </attribute>
2457 </type>
2458
2459 <!--####################################################################-->
2460 <type number="56" name="Holy Altar">
2461 <ignore>
2462 <ignore_list name="non_pickable" />
2463 </ignore>
2464 <description><![CDATA[
2465 Holy Altars are altars for the various religions. Praying
2466 at a Holy_altar will make you a follower of that god, and
2467 if you already follow that god, you may get some extra bonus.]]>
2468 </description>
2469 <attribute arch="no_pick" value="1" type="fixed" />
2470 <attribute arch="other_arch" editor="god name" type="string">
2471 The altar belongs to the god of the given name. Possible options for
2472 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2473 Gorokh, Valriel and Sorig.
2474
2475 If you want to have an unconsecrated altar, set
2476 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2477 </attribute>
2478 <attribute arch="level" editor="reconsecrate level" type="int">
2479 To re-consecrate an altar, the player's wisdom level must be as
2480 high or higher than this value. In that way, some altars can not
2481 be re-consecrated, while other altars, like those in dungeons, could be.
2482
2483 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2484 Some characters might need those altars, they would be very unhappy to
2485 see them re-consecrated to another cult.
2486 </attribute>
2487 </type>
2488
2489 <!--####################################################################-->
2490 <type number="35" name="Horn">
2491 <ignore>
2492 <attribute arch="title" />
2493 </ignore>
2494 <description><![CDATA[
2495 Horns are very similar to rods. The difference is that horns regenerate
2496 spellpoints faster and thus are more valuable than rods.
2497 <br><br>
2498 A horn contains a spell. The player can use this spell by applying and
2499 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2500 used endlessly.]]>
2501 </description>
2502 <use><![CDATA[
2503 Horns are powerful due to their fast recharge rate. They should
2504 never contain high level attacking spells. Even curing/healing spells
2505 are almost too good on a horn.]]>
2506 </use>
2507 <attribute arch="sp" editor="spell" type="spell">
2508 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2509 horns to players, since they can be used endlessly without any mana cost!
2510 Horns with heal/ restoration/ protection spells, IF available, MUST be
2511 very very VERY hard to get!
2512 </attribute>
2513 <attribute arch="level" editor="casting level" type="int">
2514 The casting level of the &lt;spell&gt; determines it's power.
2515 For attack spells, level should not be set too high.
2516 </attribute>
2517 <attribute arch="hp" editor="initial spellpoints" type="int">
2518 This value represents the initial amount of spellpoints in the horn.
2519 Naturally, this is quite unimportant.
2520 </attribute>
2521 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2522 When the horn is fully charged up, it will hold this maximum amount of
2523 spellpoints. Make sure it is enough to cast the contained spell at least
2524 once. But don't set the value too high, as that might make the horn way
2525 too effective.
2526 </attribute>
2527 <attribute arch="startequip" editor="godgiven item" type="bool">
2528 A godgiven item vanishes as soon as the player
2529 drops it to the ground.
2530 </attribute>
2531 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2532 This text may contain a description of the horn.
2533 </attribute>
2534 </type>
2535
2536 <!--####################################################################-->
2537 <type number="73" name="Inorganic">
2538 <description><![CDATA[
2539 Inorganic materials are generally used as ingredients for
2540 alchemical receipes. By themselves, they have no special
2541 functionalities.]]>
2542 </description>
2543 <attribute arch="is_dust" editor="is dust" type="bool">
2544 </attribute>
2545 &resistances_basic;
2546 </type>
2547
2548 <!--####################################################################-->
2549 <type number="64" name="Inventory Checker">
2550 <ignore>
2551 <ignore_list name="system_object" />
2552 </ignore>
2553 <description><![CDATA[
2554 Inventory checkers passively check the players inventory for a
2555 specific object. You can set a connected value that is triggered
2556 either if that object is present or missing (-&gt; "last_sp") when a
2557 player walks over the inv. checker. A valid option is to remove the
2558 matching object (usually not recommended, see "last_heal").
2559 <br><br>
2560 Alternatively, you can set your inv. checker to block all players
2561 that do/don't carry the matching object.
2562 <br><br>
2563 As you can see, inv. checkers are quite powerful, holding a
2564 great variety of possibilities.]]>
2565 </description>
2566 <use><![CDATA[
2567 Putting a check_inventory space in front of a gate (one below) and
2568 one on the opposite side works reasonably well as a control mechanism.
2569 Unlike the key/door-combo, this one works infinite since it is
2570 independant from map reset. Use it to put a "structure" into your
2571 maps: Player must solve area A to gain access to area B. This concept
2572 can be found in nearly every RPG - simple but effective.]]>
2573 </use>
2574 <attribute arch="no_pick" value="1" type="fixed" />
2575 <attribute arch="slaying" editor="match key string" type="string">
2576 This string specifies the object we are looking for: We have a match
2577 if the player does/don't carry a key object or a mark with identical
2578 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2579 this context. A typical example is the city gate mechanism of scorn.
2580 </attribute>
2581 <attribute arch="race" editor="match arch name" type="string">
2582 This string specifies the object we are looking for: We have a match
2583 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2584 </attribute>
2585 <attribute arch="hp" editor="match type" type="int">
2586 This value specifies the object we are looking for: We have a match
2587 if the player does/don't carry an object that is of type &lt;match type&gt;.
2588
2589 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2590 enabled. Now you have an inv. checker blocking all players that carry any
2591 kind of melee weapon. To pass, a player is forced to leave behind all
2592 his weaponry... bad news for a warrior. ;)
2593 </attribute>
2594 <attribute arch="last_sp" editor="match = having" type="bool">
2595 Enabled means having that object is a match.
2596 Disabled means not having that object is a match.
2597 </attribute>
2598 <attribute arch="connected" editor="connection" type="string">
2599 Whenever the inventory checker is triggered, all objects with identical
2600 &lt;connection&gt; value get activated. This only makes sense together with
2601 &lt;blocking passage&gt; disabled.
2602 </attribute>
2603 &movement_types_terrain;
2604 <attribute arch="last_heal" editor="remove match" type="bool">
2605 &lt;remove match&gt; means remove object if found. Setting this is usually not
2606 recommended because inv. checkers are in general invisible. So, unlike
2607 for altars/ locked doors, the player won't expect to lose an object when
2608 walking over that square. And he doesn't even get a message either.
2609
2610 So, *if* you enable &lt;remove match&gt;, make sure
2611 to inform the player what's going on!
2612 </attribute>
2613 </type>
2614
2615 <!--####################################################################-->
2616 <type number="163" name="Item Transformer">
2617 <description><![CDATA[
2618 An item transformer is simply applied, after having marked a 'victim'
2619 item. If the victim is suitable, it will be transformed into something
2620 else.]]>
2621 </description>
2622 <use><![CDATA[
2623 To make an item transformable, you just have to fill the 'slaying' field.
2624 The syntax is:
2625 <br>
2626 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2627 <br>
2628 with [] denoting optional part, and * any number of preceding [].
2629 'new_item' must be the name of an existing archetype.
2630 <br><br>
2631 Example, for object apple: slaying knife:2 half_apple
2632 <br><br>
2633 This means that, when applying a knife (should be an Item Transformer),
2634 one 'apple' will be transformed into 2 'half_apple'.]]>
2635 </use>
2636 <attribute arch="food" editor="number of uses" type="int">
2637 &lt;number of uses&gt; controls how many times the item transformer can
2638 be used. The value 0 means "unlimited"
2639 </attribute>
2640 <attribute arch="slaying" editor="verb" type="string">
2641 Contains the verb that is used to construct a message to the player
2642 applying the item transformer.
2643 </attribute>
2644 <attribute arch="startequip" editor="godgiven item" type="bool">
2645 A godgiven item vanishes as soon as the player
2646 drops it to the ground.
2647 </attribute>
2648 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2649 This text may contain a description of the item transformer.
2650 </attribute>
2651 </type>
2652
2653 <!--####################################################################-->
2654 <type number="60" name="Jewel">
2655 <description><![CDATA[
2656 Items of the type Gold &amp; Jewels are handled like a currency.
2657 Unlike for any other type of item, in shops, the buy- and selling
2658 prices differ only marginally.]]>
2659 </description>
2660 <attribute arch="race" value="gold and jewels" type="fixed" />
2661 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2662 This text may describe the object.
2663 </attribute>
2664 </type>
2665
2666 <!--####################################################################-->
2667 <type number="24" name="Key">
2668 <description><![CDATA[
2669 When carrying a key, a normal door can be opened. The key will
2670 disappear.]]>
2671 </description>
2672 <attribute arch="startequip" editor="godgiven item" type="bool">
2673 A godgiven item vanishes as soon as the player
2674 drops it to the ground.
2675 </attribute>
2676 </type>
2677
2678 <!--####################################################################-->
2679 <type number="20" name="Locked Door">
2680 <ignore>
2681 <ignore_list name="non_pickable" />
2682 </ignore>
2683 <description><![CDATA[
2684 A locked door can be opened only when carrying
2685 the appropriate special key.]]>
2686 </description>
2687 <use><![CDATA[
2688 If you want to create a locked door that cannot be opened (no key),
2689 set a &lt;key string&gt; like "no_key_available". This will clearify things
2690 and only a fool would create a key matching that string.
2691
2692 Door-objects can not only be used for "doors". In many maps these
2693 are used with all kinds of faces/names, especially often as
2694 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2695 There you have magic forces (door objects) put under certain artifact
2696 items. To get your hands on the artifacts, you need to bring up the
2697 appropriate quest items (key objects).]]>
2698 </use>
2699 <attribute arch="move_type" value="0" type="fixed" />
2700 <attribute arch="no_pick" value="1" type="fixed" />
2701 <attribute arch="slaying" editor="key string" type="string">
2702 The &lt;key string&gt; in the door must be identical with the
2703 &lt;key string&gt; in the special key, then the door is unlocked.
2704 It is VERY important to set the &lt;key string&gt; to something that
2705 is unique among the Deliantra mapset.
2706
2707 DONT EVER USE the default string "set_individual_value".
2708 </attribute>
2709 <attribute arch="no_magic" editor="restrict spells" type="bool">
2710 Restricting the use of spells to pass this door.
2711 This should be set in most cases.
2712 (Don't forget that the spell "dimension door" is easily
2713 available at about wisdom level 10).
2714 </attribute>
2715 <attribute arch="damned" editor="restrict prayers" type="bool">
2716 Restricting the use of prayers to pass this door.
2717 This should be set in most cases.
2718 </attribute>
2719 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2720 When a player is trying to open the door without carrying the
2721 appropriate key, this text is displayed to the player. This is
2722 a good opportunity to place hints about the special key needed
2723 to unlock the door.
2724 </attribute>
2725 </type>
2726
2727 <!--####################################################################-->
2728 <type number="29" name="Magic Ear">
2729 <ignore>
2730 <ignore_list name="system_object" />
2731 </ignore>
2732 <description><![CDATA[
2733 Magic_ears trigger a connected value
2734 when the player speaks a specific keyword.]]>
2735 </description>
2736 <use><![CDATA[
2737 Whenever you put magic_ears on your maps, make sure there are
2738 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2739 something like a gate that is opened by speaking "open" or
2740 "sesame", expecting the player to figure this out all by himself.
2741 <br><br>
2742 Magic_ears are typically used for interaction with NPCs. You
2743 can create the impression that the NPC actually *does* something
2744 according to his conversation with a player. Mostly this means
2745 opening a gate or handing out some item, but you could be quite
2746 creative here.]]>
2747 </use>
2748 <attribute arch="no_pick" value="1" type="fixed" />
2749 <attribute arch="connected" editor="connection" type="string">
2750 The Magic_ear will trigger all objects with the
2751 same connection value, every time it is activated.
2752 </attribute>
2753 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2754 This textfield contains the keyword-matching-syntax. The text should
2755 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2756 Any number of keywords from one to infinite is allowed. Make sure
2757 they are seperated by a '|'.
2758
2759 Examples: "@match yes", "@match gold|treasure". The connected
2760 value will be triggerd when the player speaks any of the given
2761 keywords within a two-square radius. IMPORTANT: Upper/lower case
2762 does not make a difference!
2763 </attribute>
2764 </type>
2765
2766 <!--####################################################################-->
2767 <type number="62" name="Magic Wall">
2768 <ignore>
2769 <ignore_list name="non_pickable" />
2770 </ignore>
2771 <description><![CDATA[
2772 Magic walls fire spells in a given direction, in regular intervals.
2773 Magic walls can contain any spell. However, some spells do not
2774 operate very successfully in them. The only way to know is to test
2775 the spell you want to use with a wall.
2776 <br><br>
2777 Several types of magical walls are predefined for you in the
2778 archetypes, and can be found on the "connected" Pickmap.]]>
2779 </description>
2780 <use><![CDATA[
2781 Spellcasting walls pose an interesting alternative to monsters.
2782 Usually they are set to be undestroyable. Thus, while monsters
2783 in a map can be cleared out, the magic walls remain. Low level
2784 characters for example will not be able to pass through their
2785 spell-area, hence they cannot loot a map that a high level character
2786 might have cleared out.
2787 <br><br>
2788 Another point of magic walls is that if the player dies, he has to face
2789 them all again. Magic walls can add a kind of "permanent thrill" to
2790 your maps.
2791 <br><br>
2792 Be careful that your magic walls don't kill the monsters on a map. If
2793 placing monsters, eventually take ones that are immune to the
2794 walls' spell(s).
2795 <br><br>
2796 It is possible to make walls rotate when triggered. But that is so
2797 confusing (and useless IMHO) that I did not mention it above. You
2798 can find a working example on the map
2799 "/pup_land/castle_eureca/castle_eureca8".]]>
2800 </use>
2801 <attribute arch="dam" editor="spell" type="spell">
2802 The magic wall will cast this &lt;spell&gt;.
2803 </attribute>
2804 <attribute arch="level" editor="spell level" type="int">
2805 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2806 walls cast spells at minimal strength. "level 100" walls cast deadly
2807 spells. Arch default is level 1 - you should always set this value
2808 to meet the overall difficulty of your map.
2809 </attribute>
2810 <attribute arch="connected" editor="connection" type="string">
2811 Every time the &lt;connection&gt; value is triggered, the wall will cast
2812 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2813 have much visible effect.
2814 </attribute>
2815 &activate_on;
2816 <attribute arch="speed" editor="casting speed" type="float">
2817 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2818 You can fine-tune how long the duration between two casts shall
2819 be. If you want to create a wall that can be activated (cast per
2820 trigger) via connected lever/button/etc, you must set "speed 0".
2821 </attribute>
2822 &speed_left;
2823 <attribute arch="sp" editor="direction" type="list_direction">
2824 The magic wall will cast it's spells always in the specified
2825 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2826 always fire in a random direction.
2827 </attribute>
2828 &movement_types_terrain;
2829 <section name="destroyable">
2830 <attribute arch="alive" editor="is destroyable" type="bool">
2831 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2832 destroyed by the player. If disabled, all other attributes on
2833 this tab, as well as resistances, are meaningless.
2834 </attribute>
2835 <attribute arch="hp" editor="hitpoints" type="int">
2836 The more &lt;hitpoints&gt; the wall has, the longer
2837 it takes to be destroyed.
2838 </attribute>
2839 <attribute arch="maxhp" editor="max hitpoints" type="int">
2840 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2841 can have. This only makes sense if the wall can regain health.
2842 </attribute>
2843 <attribute arch="ac" editor="armour class" type="int">
2844 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2845 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2846 to &lt;weapon class&gt;.
2847 </attribute>
2848 </section>
2849 &resistances_basic;
2850 </type>
2851
2852 <!--####################################################################-->
2853 <type number="55" name="Marker">
2854 <ignore>
2855 <ignore_list name="system_object" />
2856 </ignore>
2857 <description><![CDATA[
2858 A marker is an object that inserts an invisible force (a mark) into a
2859 player stepping on it. This force does nothing except containing a
2860 &lt;key string&gt; which can be discovered by detectors or inventory
2861 checkers. It is also possible to use markers for removing marks again.
2862 <br><br>
2863 Note that the player has no possibility to "see" his own marks,
2864 except by the effect that they cause on the maps.]]>
2865 </description>
2866 <use><![CDATA[
2867 Markers hold real cool possibilities for map-making. I encourage
2868 you to use them frequently. However there is one negative point
2869 about markers: Players don't "see" what's going on with them. It is
2870 your task, as map-creator, to make sure the player is always well
2871 informed and never confused.
2872 <br><br>
2873 Please avoid infinite markers when they aren't needed. They're
2874 using a little space in the player file after all, so if there
2875 is no real purpose, set an expire time.]]>
2876 </use>
2877 <attribute arch="no_pick" value="1" type="fixed" />
2878 <attribute arch="slaying" editor="key string" type="string">
2879 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2880 If the player already has a force with that &lt;key string&gt;,
2881 there won't be inserted a second one.
2882 </attribute>
2883 <attribute arch="connected" editor="connection" type="string">
2884 When the detector is triggered, all objects with the same
2885 connection value get activated.
2886 </attribute>
2887 <attribute arch="speed" editor="marking speed" type="float">
2888 The &lt;marking speed&gt; defines how quickly it will mark something
2889 standing on the marker. Set this value rather high to make
2890 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2891 should do fine.
2892 </attribute>
2893 &speed_left;
2894 <attribute arch="food" editor="mark duration" type="int">
2895 This value defines the duration of the force it inserts.
2896 If nonzero, the duration of the player's mark is finite:
2897 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2898 means the mark will stay on the player forever.
2899 </attribute>
2900 <attribute arch="name" editor="delete mark" type="string">
2901 When the player steps onto the marker, all existing forces in
2902 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2903 will be removed. If you don't want to remove any marks, leave
2904 this textfield empty.
2905
2906 Note that the string &lt;delete mark&gt; is set as the name of
2907 this marker. So don't be confused, and remember changing the
2908 name will take effect on the marker's functionality.
2909 </attribute>
2910 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2911 In the moment when the player gets marked, this text is displayed
2912 to him. You should really set a message in any marker you create,
2913 because it's the only way for the player to notice what's going on.
2914 </attribute>
2915 </type>
2916
2917 <!--####################################################################-->
2918 <type number="36" name="Money">
2919 <ignore>
2920 <attribute arch="unpaid" />
2921 </ignore>
2922 <description><![CDATA[
2923 Items of the type Money are handled as currency.
2924 Money cannot be sold/bought in shops. When money is dropped
2925 in a shop, it stays the same.<br>
2926 When a player picks an item from a shop and attempts to
2927 walk over the shop mat, the item's selling-price is automatically
2928 subtracted from the player's money.
2929 <br><br>
2930 For money, always use the default arches.
2931 Don't modify them.]]>
2932 </description>
2933 <attribute arch="race" value="gold and jewels" type="fixed" />
2934 </type>
2935
2936 <!--####################################################################-->
2937 <type number="0" name="Monster &amp; NPC">
2938 <required>
2939 <attribute arch="is_floor" value="0" />
2940 <attribute arch="alive" value="1" />
2941 <attribute arch="tear_down" value="0" />
2942 </required>
2943 <ignore>
2944 <attribute arch="material" />
2945 <attribute arch="name_pl" />
2946 <attribute arch="nrof" />
2947 <attribute arch="value" />
2948 <attribute arch="unpaid" />
2949 </ignore>
2950 <description><![CDATA[
2951 Monsters can behave in various kinds of ways.
2952 They can be aggressive, attacking the player. Or peaceful,
2953 helping the player - maybe joining him as pet.
2954 The unagressive creatures who communicate with players are
2955 usually called "NPCs" (Non Player Character), a well-known
2956 term in role-play environments.]]>
2957 </description>
2958 <use><![CDATA[
2959 Monsters play a central role in most maps. Choosing the right
2960 combination of monsters for your map is vital:
2961 <UL>
2962 <LI> Place only monsters of slightly varying (increasing) strength.
2963 It's no fun to play for two hours just to find out the last
2964 monster is unbeatable. Similar, it's not exciting to fight orcs
2965 after passing a room of dragons.<br>
2966 This rule applies only for linear maps (one room after the other),
2967 with treasure at the end. You can sprinkle the treasure around,
2968 or make non-linear maps - That is often more entertaining.
2969 <LI> Places with high level monsters must not be easy to reach.
2970 Balrogs, Dragonmen and the likes should be at the end of a quest,
2971 not at the beginning.
2972 <LI> Don't stick monsters together that tend to kill each other.
2973 Fire- and cold dragons in one room for example is a bad idea.
2974 By weakening and killing each other they are easy prey for players,
2975 not worth the experience they hold.
2976 <LI> Create your own monsters, especially for "boss"-type monsters.
2977 Having stage-bosses guarding treasure is a lot of fun when done right.
2978 Avoid to create monsters with completely non-intuitive abilities:
2979 Don't give ice-spells to firedragons or vice versa. Don't add
2980 draining attack to trolls, etc. Additionally, you should inform the
2981 player before he bumps right into some very special/unusual monster.
2982 <LI> Last but not least: Always keep an eye on the experience your monsters
2983 hold. Design your maps in a way that high experience
2984 is always well-defended. Don't make large rooms full with only one kind
2985 of monster. Keep in mind the different abilities/techniques players
2986 can use.
2987 </UL>
2988 I know it's impossible to make the perfectly balanced map. There's always
2989 some part which is found too easy or too hard for a certain kind of player.
2990 Just give it your best shot. And listen to feedback from players if you
2991 receive some. :-)]]>
2992 </use>
2993 <attribute arch="alive" value="1" type="fixed" />
2994 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2995 When the monster is killed, items from the treasurelist will
2996 drop to the ground. This is a common way to reward players
2997 for killing (masses of) monsters.
2998
2999 Note that you can always put items into the monster's
3000 inventory. Those will drop-at-kill just like the stuff
3001 from the &lt;treasurelist&gt;.
3002 </attribute>
3003 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3004 Set this flag to move treasure items created into the environment (map)
3005 instead of putting them into the object.
3006 </attribute>
3007 <attribute arch="level" editor="level" type="int">
3008 A monster's &lt;level&gt; is the most important attribute.
3009 &lt;level&gt; affects the power of a monster in various ways.
3010 </attribute>
3011 <attribute arch="race" editor="race" type="string">
3012 Every monster should have a race set to categorize it.
3013 The monster's &lt;race&gt; can have different effects:
3014 Slaying weapons inflict tripple damage against enemy races
3015 and holy word kills only enemy races of the god.
3016 </attribute>
3017 <attribute arch="exp" editor="experience" type="int">
3018 When a player kills this monster, he will get exactly this
3019 amount of &lt;experience&gt;. The experience will flow into
3020 the skill-category the player used for the kill.
3021
3022 If you create special monsters of tweaked strenght/abilities,
3023 always make sure that the &lt;experience&gt; is set to a
3024 reasonable value. Compare with existing arches to get a feeling
3025 what reasonable means. Keep in mind that spellcasting monsters
3026 are a lot harder to kill than non-spellcasters!
3027 </attribute>
3028 <attribute arch="speed" editor="speed" type="float">
3029 The &lt;speed&gt; determines how fast a monster will both move
3030 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3031 </attribute>
3032 &speed_left;
3033 <attribute arch="other_arch" editor="breed monster" type="string">
3034 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3035 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3036 can be set to any valid arch-name of a monster. Multipart monster
3037 should not be used.
3038 </attribute>
3039 <attribute arch="generator" editor="multiply" type="bool">
3040 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3041 every once in a while. Mice are a good example for this effect.
3042 If enabled, you must also set &lt;breed monster&gt; or check
3043 &lt;template generation&gt; and put other monsters in the inventory.
3044 </attribute>
3045 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3046 This only takes effect if &lt;multiply&gt; is enabled. The monster
3047 will create a new monster every once in a while by duplicating it's inventory.
3048 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3049 Each time the monster need to generate an object, it will be
3050 a randomly chosen item from the inventory. When generator is destroyed,
3051 inventory is destroyed.
3052 </attribute>
3053 &move_type;
3054 <attribute arch="undead" editor="undead" type="bool">
3055 Several spells only affect undead monsters:
3056 turn undead, banish undead, holy word, etc.
3057 </attribute>
3058 <attribute arch="carrying" editor="carries weight" type="int">
3059 If a monster has something in the inventory, this
3060 value can be set to reflect the slowdown due to
3061 the carried weight.
3062 </attribute>
3063 <attribute arch="precious" editor="precious" type="bool">
3064 Set this flag to indicate that this monster is precious, i.e.
3065 it should not be lightly destroyed. This is most useful on pets and
3066 keeps the server from destroying them on destroy_pets/monster floors
3067 and will try to save them when the player logs out.
3068 </attribute>
3069
3070 <section name="melee">
3071 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3072 This number is a bitmask, specifying the monster's attacktypes
3073 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3074 Strong monsters often have more than just physical attacktype.
3075
3076 When a monster with multiple attacktypes hits aan oponent, it will do
3077 as much damage as the "best" of it's attacktypes does. So, the more
3078 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3079 somehow exceptions.
3080 </attribute>
3081 <attribute arch="dam" editor="damage" type="int">
3082 Among other parameters, &lt;damage&gt; affects how much melee damage
3083 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3084 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3085 take effect on the melee damage of a monster.
3086 </attribute>
3087 <attribute arch="wc" editor="weapon class" type="int">
3088 Monsters of high &lt;weapon class&gt; are more likely to really hit
3089 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3090 to &lt;armour class&gt;.
3091 </attribute>
3092 <attribute arch="hp" editor="health points" type="int">
3093 The &lt;health points&gt; of a monster define how long it takes to
3094 kill it. With every successful hit from an opponent, &lt;health points&gt;
3095 get drained - The monster dies by zero &lt;health points&gt;.
3096 </attribute>
3097 <attribute arch="maxhp" editor="max health" type="int">
3098 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3099 monster can have.
3100 </attribute>
3101 <attribute arch="ac" editor="armour class" type="int">
3102 Monsters of low &lt;armour class&gt; are less likely to get hit from
3103 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3104 to &lt;weapon class&gt;.
3105 Values typically range between +20 (very bad) to -20 (quite good).
3106 </attribute>
3107 <attribute arch="Con" editor="healing rate" type="int">
3108 Monsters regenerate this many health points each 4 ticks. Hence, the
3109 healing rate is independent of &lt;speed&gt;.
3110 </attribute>
3111 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3112 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3113 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3114 bounce off.
3115 </attribute>
3116 <attribute arch="hitback" editor="hitback" type="bool">
3117 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3118 to the amount of damage the *attacker* inflicted. This damage
3119 is additional to the regular melee damage of the monster.
3120 As far as I know, hitback uses acid attacktype, and it only takes
3121 effect if the monster actually has acid attacktype at it's disposal.
3122 Acid spheres for example use this feature.
3123 </attribute>
3124 <attribute arch="one_hit" editor="one hit only" type="bool">
3125 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3126 to a player.
3127 </attribute>
3128 </section>
3129
3130 <section name="spellcraft">
3131 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3132 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3133 Only wands/rods/etc can be used, given the appropriate abilities.
3134 </attribute>
3135 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3136 A monster with this flag has the ability to &lt;reflect spells&gt;,
3137 all kinds of spell-bullets and -beams will bounce off.
3138
3139 Generally this flag should not be set because it puts
3140 wizard-type players at an unfair disadvantage.
3141 </attribute>
3142 <attribute arch="sp" editor="spellpoints" type="int">
3143 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3144 them for both wizard- and prayer-spells. However, this value defines
3145 only the amount of *initial* spellpoints the monster starts with.
3146 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3147 and &lt;spellpoint regen.&gt; are more important than just initial
3148 &lt;spellpoints&gt;.
3149 </attribute>
3150 <attribute arch="maxsp" editor="max spellpoints" type="int">
3151 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3152 can hold. Setting this to high values has little effect unless
3153 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3154 "regenerate mana" at it's disposal.
3155 </attribute>
3156 <attribute arch="Pow" editor="spellpoint regen." type="int">
3157 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3158 spellpoint regeneration rate is independent of &lt;speed&gt;.
3159
3160 To make a real tough spellcasting monster, the rate of spellpoint
3161 regeneration is most important. If your monster is still not casting
3162 fast enough, give it the spell-ability of "regenerate mana".
3163 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3164 </attribute>
3165 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3166 Click on the &lt;attuned paths&gt; button to select spellpaths.
3167 The creature will get attuned to the specified spellpaths.
3168 </attribute>
3169 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3170 Click on the &lt;repelled paths&gt; button to select spellpaths.
3171 The creature will get repelled to the specified spellpaths.
3172 </attribute>
3173 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3174 Click on the &lt;denied paths&gt; button to select spellpaths.
3175 The creature won't be able to cast spells of the specified paths.
3176 </attribute>
3177 </section>
3178
3179 <section name="ability">
3180 <attribute arch="Int" editor="detect hidden" type="int">
3181 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3182 hidden/invisible creatures. Higher values make for better
3183 detection-skills. Enabling &lt;see invisible&gt; makes this value
3184 obsolete.
3185 </attribute>
3186 <attribute arch="see_invisible" editor="see invisible" type="bool">
3187 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3188 with by invisible or hiding players. This flag is a must-have
3189 for high-level monsters. When a monster is unable to detect
3190 invisible players, it can be killed without fighting back.
3191 </attribute>
3192 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3193 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3194 by spells of darkness or dark maps. This flag is a "should-have"
3195 for high-level monsters. When a monster is unable to see in
3196 darkness, players can cast darkness and sneak around it safely.
3197 </attribute>
3198 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3199 Monster is able to wield weapon type objects.
3200 </attribute>
3201 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3202 Monster is able to use missile-weapon type objects.
3203 </attribute>
3204 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3205 Monster is able to wear protective equipment like brestplate
3206 armour, shields, helmets etc.
3207 </attribute>
3208 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3209 Monster is able to wear rings.
3210 </attribute>
3211 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3212 Monster is able to use wands and staves.
3213 </attribute>
3214 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3215 Monster is able to use rods.
3216 </attribute>
3217 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3218 Monster is able to read scrolls.
3219 </attribute>
3220 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3221 Monster is able to use skills from it's inventory.
3222 For example, you can put a throwing skill object and some
3223 boulders into the monster's object and set &lt;can use skills&gt;.
3224 </attribute>
3225 </section>
3226
3227 <section name="behave">
3228 <attribute arch="monster" editor="monster behaviour" type="bool">
3229 When &lt;monster behaviour&gt; is enabled, this object will behave
3230 like a monster: It can move and attack enemies (which are
3231 typically players).
3232 This flag should be set for all monsters as-such.
3233 Monsters which don't move, like guards, should also have
3234 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3235 It should *not* be set for things like immobile generators.
3236 </attribute>
3237 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3238 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3239 </attribute>
3240 <attribute arch="friendly" editor="friendly" type="bool">
3241 &lt;friendly&gt; monsters help the player, attacking any
3242 non-friendly monsters in range.
3243 </attribute>
3244 <attribute arch="stand_still" editor="stand still" type="bool">
3245 Monsters which &lt;stand still&gt; won't move to leave their position.
3246 When agressive, they will attack all enemies who get close to
3247 them. This behaviour is commonly known from castle guards.
3248
3249 In older versions of Deliantra it was possible to eventually
3250 push a &lt;stand still&gt;-monster out of position by force.
3251 I believe this is no longer possible. Neverthless, you should
3252 still be cautious when lining up &lt;stand still&gt;-monster in order
3253 to "defend" something: Such monsters are rather easy to kill.
3254 It's good for low level maps, but not much more.
3255 </attribute>
3256 <attribute arch="sleep" editor="asleep" type="bool">
3257 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3258 &lt;sensing range&gt; of the monster. Usually the sensing range is
3259 larger than the players line of sight. Due to that, in most cases
3260 the player won't ever notice weither a monster was asleep or not.
3261 </attribute>
3262 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3263 This entry defines which kinds of environment actions the
3264 creature is able to perform.
3265 </attribute>
3266 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3267 Click on the &lt;pick up&gt; button and select which types of objects
3268 the creature should try to pick up.
3269
3270 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3271 etc are set, then the creature will pick up the matching items even
3272 if this is not set here.
3273 </attribute>
3274 <attribute arch="Wis" editor="sensing range" type="int">
3275 &lt;sensing range&gt; determines how close a player needs to be before
3276 the creature wakes up. This is done as a square, for reasons of speed.
3277 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3278 11x11 square of the monster will wake the monster up. If the player
3279 has stealth, the size of this square is reduced in half plus 1.
3280 </attribute>
3281 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3282 If this is set to default, the standard mode of movement will be used.
3283 </attribute>
3284 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3285 This movement is not in effect when the monster has an enemy and should
3286 only be used for non agressive monsters.
3287 </attribute>
3288 <attribute arch="run_away" editor="run at % health" type="int">
3289 This is a percentage value in the range 0-100.
3290 When the monster's health points drop below this percentage
3291 (relative to max health), it attempts to run away from the
3292 attacker.
3293 </attribute>
3294 </section>
3295 &resistances_basic;
3296 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3297 </attribute>
3298 </type>
3299
3300 <!--####################################################################-->
3301 <type number="28" name="Monster (Grimreaper)">
3302 <import_type name="Monster &amp; NPC" />
3303 <ignore>
3304 <attribute arch="material" />
3305 <attribute arch="name_pl" />
3306 <attribute arch="nrof" />
3307 <attribute arch="value" />
3308 <attribute arch="unpaid" />
3309 </ignore>
3310 <description>
3311 A grimreaper is a monster that vanishes after it did some number of
3312 draining attacks.
3313 </description>
3314 <section name="grimreaper">
3315 <attribute arch="value" editor="attacks" type="int">
3316 The object vanishes after this number of draining attacks.
3317 </attribute>
3318 </section>
3319 </type>
3320
3321 <!--####################################################################-->
3322 <type number="65" name="Mood Floor">
3323 <ignore>
3324 <ignore_list name="system_object" />
3325 </ignore>
3326 <description><![CDATA[
3327 As the name implies, mood floors can change the "mood" of
3328 a monsters/NPC. For example, an unagressive monster could be
3329 turned mad to start attacking. Similar, an agressive monster
3330 could be calmed.]]>
3331 </description>
3332 <use><![CDATA[
3333 Mood floors are absolutely cool for NPC interaction. To make an
3334 unaggressive monster/NPC attack, put a creator with "other_arch
3335 furious_floor" under it. Connect the creator to a magic_ear, so the
3336 player speaks a keyword like "stupid sucker" - and the monster attacks.
3337 <br><br>
3338 To turn an NPC into a pet, put a charm_floor under it and connect
3339 it directly to a magic_ear. Then the player speaks a keyword like
3340 "help me" - and the NPC joins him as pet.
3341 <br><br>
3342 (Of course you must always give clear hints about keywords!
3343 And there is no reason why you couldn't use a button/lever/pedestal
3344 etc. instead of a magic_ear.)]]>
3345 </use>
3346 <attribute arch="no_pick" value="1" type="fixed" />
3347 <attribute arch="last_sp" editor="mood" type="list_mood">
3348 &lt;mood&gt; is used to determine what will happen to the
3349 monster when affected by the mood floor:
3350
3351 &lt;mood&gt; 'furious': Makes all monsters aggressive
3352
3353 &lt;mood&gt; 'angry': As above but pets are unaffected
3354
3355 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3356
3357 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3358
3359 &lt;mood&gt; 'charm': Turns monster into a pet of person
3360 who triggers the square. This setting is not
3361 enabled for continous operation, you need to
3362 insert a &lt;connection&gt; value!
3363 </attribute>
3364 <attribute arch="connected" editor="connection" type="string">
3365 This should only be set in combination with &lt;mood number&gt; 4.
3366 Normally, monsters are affected by the mood floor as soon as they
3367 step on it. But charming (monster -&gt; pet) is too powerful,
3368 so it needs to be activated.
3369
3370 Typically it is connected to an altar, for buying a "hireling".
3371 But a powerful pet could as well be the reward for solving a
3372 quest. Or even better: It could be *part* of a quest!
3373 </attribute>
3374 <attribute arch="no_magic" editor="no spells" type="bool">
3375 If enabled, it is impossible for players to use (wizard-)
3376 spells on that spot.
3377 </attribute>
3378 <attribute arch="damned" editor="no prayers" type="bool">
3379 If enabled, it is impossible for players to use prayers
3380 on that spot. It also prevents players from saving.
3381 </attribute>
3382 </type>
3383
3384 <!--####################################################################-->
3385 <type number="40" name="Mover">
3386 <ignore>
3387 <ignore_list name="non_pickable" />
3388 </ignore>
3389 <description><![CDATA[
3390 Movers move the objects above them. However, only living objects
3391 are affected (monsters/NPCs always, players optional). Movers have
3392 a direction, so players can be made to move in a pattern, and so
3393 can monsters. Motion is involuntary. Additionally, players or
3394 monsters can be "frozen" while ontop of movers so that they MUST
3395 move along a chain of them.
3396 <br><br>
3397 Multisquare monsters can be moved as well, given
3398 enough space. Movers are usually invisible.]]>
3399 </description>
3400 <use><![CDATA[
3401 NEVER EVER consider a mover being unpassable in the backwards
3402 direction. Setting "forced movement" makes it seemingly impossible
3403 but there is still a trick: One player can push a second player
3404 past the mover, in opposite to the mover's direction! The more
3405 movers, the more players needed. Hence, don't make a treasure
3406 room that is surrounded by movers instead of solid walls/gates.
3407 <br><br>
3408 Btw, it does not make a difference putting movers above or
3409 below the floor. Moreover, movers that are set to be invisible
3410 cannot be discovered with the show_invisible spell.
3411 <br><br>
3412 Note that Movers and Directors are seperate objects, even though
3413 they look and act similar. Directors only do spells/missiles,
3414 while movers only do living creatures (depending on how it
3415 is set: monsters and players).]]>
3416 </use>
3417 <attribute arch="attacktype" editor="forced movement" type="bool">
3418 If forced movement is enabled, the mover "freezes" anyone it
3419 moves (so they are forced to move along a chain).
3420 For players there is no way to escape this forced movement,
3421 except being pushed by a second player.
3422 </attribute>
3423 <attribute arch="maxsp" editor="freeze duration" type="int">
3424 The player will be "frozen" for that many moves.
3425 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3426 enabled, then &lt;freeze duration&gt; gets assigned the
3427 "default value" 2 automatically.
3428 </attribute>
3429 <attribute arch="speed" editor="movement speed" type="float">
3430 The movement speed value determines how fast a chain of
3431 these movers will push a player along (default is -0.2).
3432 </attribute>
3433 &speed_left;
3434 <attribute arch="sp" editor="direction" type="list_direction">
3435 The mover will push creatures in the specified &lt;direction&gt;.
3436 A mover with direction set to &lt;none&gt; will spin clockwise,
3437 thus pushing creatures in unpredictable directions.
3438 </attribute>
3439 <attribute arch="lifesave" editor="gets used up" type="bool">
3440 If enabled, the mover gets "used up" after a certain number of moves
3441 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3442 </attribute>
3443 <attribute arch="hp" editor="number of uses" type="int">
3444 This value has only a meaning if &lt;gets used up&gt; is set:
3445 &lt;number of uses&gt; is the number of times minus one, that it
3446 will move a creature before disappearing. (It will move
3447 someone &lt;number of uses&gt;+1 times, then vanish).
3448 </attribute>
3449 <section name="targets">
3450 <attribute arch="level" editor="move players" type="bool">
3451 If &lt;move players&gt; is enabled, both players and monsters will be
3452 moved. In the arches' default it is disabled - thus ONLY monsters
3453 get moved. Remember that "monsters" includes NPCs!
3454
3455 This feature provides you with the possibility to make NPCs
3456 literally "come to life". Example: The player is talking with an
3457 NPC, speaking a certain keyword. This triggers a magic_ear and
3458 activates creators, creating (per default: monster-only) movers
3459 under the NPC's feet. The NPC starts "walking" on a predefined
3460 route! Note that it's useful to set this NPC immune to everything,
3461 preventing the player to push the NPC off his trace.
3462 </attribute>
3463 <attribute arch="move_on" editor="movement type" type="movement_type">
3464 Which movement types activate the mover.
3465 </attribute>
3466 </section>
3467 </type>
3468
3469 <!--####################################################################-->
3470 <type number="17" name="Pedestal">
3471 <ignore>
3472 <ignore_list name="non_pickable" />
3473 </ignore>
3474 <description><![CDATA[
3475 Pedestals are designed to detect certain types of living objects.
3476 When a predefined type of living creature steps on the pedestal, the
3477 connected value is triggered.]]>
3478 </description>
3479 <use><![CDATA[
3480 If you want to create a place where only players of a certain race
3481 can enter, put a teleporter over your pedestal. So the teleporter is
3482 only activated for players of the matching race. Do not use gates,
3483 because many other players could sneak in. If you put powerful
3484 artifacts into such places, generally set "startequip 1", so that
3485 they are preserved for that one race and can't be traded to others.]]>
3486 </use>
3487 <attribute arch="no_pick" value="1" type="fixed" />
3488 <attribute arch="slaying" editor="match race" type="string">
3489 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3490 matches the monster's or the player's race, we have a match.
3491 Yes, pedestals can detect a player's race! E.g. you could create a
3492 place where only fireborns can enter, by setting "slaying unnatural".
3493
3494 If it is set to "player", any player stepping on the pedestal
3495 is a match. Very useful if you want to open a gate for players
3496 but not for monsters.
3497
3498 &match_compat;
3499 </attribute>
3500 <attribute arch="connected" editor="connection" type="string">
3501 When the pedestal is triggered, all objects with the same
3502 connection value get activated.
3503 </attribute>
3504 &move_on;
3505 </type>
3506
3507 <!--####################################################################-->
3508 <type number="19" name="Item Match">
3509 <ignore>
3510 <ignore_list name="non_pickable" />
3511 </ignore>
3512 <description><![CDATA[
3513 Match objects use the deliantra matching language
3514 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3515 to match items on the same mapspace (if move_on/off are unset) or
3516 items trying to enter (if move_blocked is set).
3517
3518 If a connected value is given, then it is triggered if the first object
3519 matching the expression is put on it, and the last is removed.]]>
3520 </description>
3521 <use><![CDATA[
3522 If you want to trigger something else (e.g. a gate) when an item is above this object,
3523 use the move_on/move_off settings.
3524
3525 If you want to keep something from entering if it has (or lacks) a specific item,
3526 use the move_blocked setting.]]>
3527 </use>
3528 <attribute arch="no_pick" value="1" type="fixed" />
3529 <attribute arch="slaying" editor="match expression" type="string">
3530 &match_compat;
3531
3532 Optionally you can leave out the "match " prefix.
3533 </attribute>
3534 <attribute arch="connected" editor="connection" type="string">
3535 When the match is triggered, all objects with the same
3536 connection value get activated.
3537 </attribute>
3538 &move_on;
3539 &move_off;
3540 &move_block;
3541 </type>
3542
3543 <!--####################################################################-->
3544 <type number="94" name="Pit">
3545 <ignore>
3546 <ignore_list name="non_pickable" />
3547 </ignore>
3548 <description><![CDATA[
3549 Pits are holes, transporting the player when he walks (and falls) into them.
3550 A speciality about pits is that they don't transport the player to
3551 the exact destination, but within a configurable radius of the destination
3552 (never on blocked squares).<br>
3553 Optionally, pits can get closed and opened, similar to gates.<br><br>
3554 Monsters and items are affected by pits just as well as players.
3555 Even multipart monsters can fall through them, given enough space.]]>
3556 </description>
3557 <use><![CDATA[
3558 Pits can add interesting effects to your map. When using them, make
3559 sure to use them in a "logical way": Pits should always drop the
3560 player to some kind of lower level. They should not be used to
3561 randomly interconnect maps like teleporters do.]]>
3562 </use>
3563 <attribute arch="no_pick" value="1" type="fixed" />
3564 <attribute arch="range" editor="spread radius" type="int">
3565 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3566 </attribute>
3567 <attribute arch="connected" editor="connection" type="string">
3568 When a &lt;connection&gt; value is set, the pit can be opened/closed
3569 by activating the connection.
3570 </attribute>
3571 &activate_on;
3572 <attribute arch="hp" editor="destination X" type="int">
3573 The pit will transport creatures (and items) randomly into a two-square
3574 radius of the destination coordinates.
3575 If the destination square becomes blocked, the pit will act like
3576 being filled up and not work anymore!
3577 </attribute>
3578 <attribute arch="sp" editor="destination Y" type="int">
3579 The pit will transport creatures (and items) randomly into a two-square
3580 radius of the destination coordinates.
3581 If the destination square becomes blocked, the pit will act like
3582 being filled up and not work anymore!
3583 </attribute>
3584 <attribute arch="wc" editor="position state" type="int">
3585 The &lt;position state&gt; defines the position of the gate:
3586 Zero means completely open/down, the "number of animation-steps" (usually
3587 about 6 or 7) means completely closed/up state. I suggest you don't
3588 mess with this value - Leave the default in place.
3589 </attribute>
3590 &move_on;
3591 </type>
3592
3593 <!--####################################################################-->
3594 <type number="7" name="Poison Food">
3595 <description><![CDATA[
3596 When eating, the player's stomache is drained by 1/4 of food.
3597 If his food drops to zero, the player might even die.]]>
3598 </description>
3599 </type>
3600
3601 <!--####################################################################-->
3602 <type number="5" name="Potion">
3603 <description><![CDATA[
3604 The player can drink these and gain various kinds of benefits
3605 (/penalties) by doing so.]]>
3606 </description>
3607 <use><![CDATA[
3608 One potion should never give multiple benefits at once.]]>
3609 </use>
3610 <attribute arch="level" editor="potion level" type="int">
3611 If the potion contains a spell, the spell is cast at this level.
3612 For other potions it should be set at least to 1.
3613 </attribute>
3614 <attribute arch="sp" editor="spell" type="spell">
3615 When a player drinks this potion, the selected spell
3616 will be casted (once). This should work for any given spell.
3617 E.g. heal is "sp 35", magic power is "sp 67".
3618 </attribute>
3619 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3620 There are two types of special effects for potions:
3621 'life restoration' - restore the player's stats lost by death or draining
3622 (this has nothing in common with the restoration spell!)
3623 'improvement' - increase the player's maximum health/mana/grace
3624 by a very small amount.
3625 </attribute>
3626 <attribute arch="cursed" editor="cursed" type="bool">
3627 If a potion is cursed, benefits generally turn into penalties.
3628 Note that potions can be "uncursed" by praying over an altar,
3629 with relative ease. *But* the potion must be identified to notice
3630 that it is cursed &gt;:)
3631 </attribute>
3632 <attribute arch="startequip" editor="godgiven item" type="bool">
3633 A godgiven item vanishes as soon as the player
3634 drops it to the ground.
3635 </attribute>
3636 &player_stat_resist_sections;
3637 </type>
3638
3639 <!--####################################################################-->
3640 <type number="156" name="Power Crystal">
3641 <description><![CDATA[
3642 Power crystals can store a player's mana:
3643 When the player applies the crystal with full mana, half of
3644 it flows into the crystal. When the player applies it with
3645 lacking mana, the crystal replenishes the player's mana.]]>
3646 </description>
3647 <attribute arch="sp" editor="initial mana" type="int">
3648 &lt;initial mana&gt; is the amount of spellpoints that the
3649 crystal holds when the map is loaded.
3650 </attribute>
3651 <attribute arch="maxsp" editor="mana capacity" type="int">
3652 The &lt;mana capacity&gt; defines how much mana can be stored
3653 in the crystal. This is what makes the crystal interesting.
3654 Wizard-players will always seek for crystals with large
3655 capacities.
3656 </attribute>
3657 </type>
3658
3659 <!--####################################################################-->
3660 <type number="13" name="Projectile">
3661 <description><![CDATA[
3662 Projectiles like arrows/crossbow bolts are used as ammunition
3663 for shooting weapons.
3664 <br><br>
3665 It's very easy to add new pairs of weapons &amp; projectiles.
3666 Just set matching &lt;ammunition class&gt; both for shooting
3667 weapon and projectile.]]>
3668 </description>
3669 <use><![CDATA[
3670 If you want to create new kinds of projectiles, you could
3671 add an alchemical receipe to create these.
3672
3673 Don't create new pairs of weapons &amp; projectiles unless
3674 they really fullfill a useful purpose. In fact, even bows
3675 and crossbows are rarely ever used.]]>
3676 </use>
3677 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3678 This number is a bitmask, specifying the projectile's attacktypes.
3679 Attacktypes are: physical, magical, fire, cold.. etc.
3680 This works identical to melee weapons. Note that shooting
3681 weapons cannot have attacktypes.
3682 </attribute>
3683 <attribute arch="race" editor="ammunition class" type="string">
3684 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3685 these projectiles. For arrows set "arrows", for crossbow bolts
3686 set "crossbow bolts" (big surprise).
3687
3688 In certain cases, the ammunition class is displayed in the game.
3689 Hence, when you create a new ammunition class, choose an
3690 intuitive name like "missiles", "spirit bolts" - whatever.
3691
3692 You can also make special containers holding these projectiles
3693 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3694 </attribute>
3695 <attribute arch="slaying" editor="slaying race" type="string">
3696 Slaying means the weapon does tripple (3x) damage to monsters
3697 of the specified race. If &lt;slaying race&gt; matches an arch name,
3698 only monsters of that archtype receive tripple damage.
3699 Tripple damage is very effective.
3700 </attribute>
3701 <attribute arch="dam" editor="damage" type="int">
3702 The projectile &lt;damage&gt; significantly affects the damage
3703 done. Damage can be further increased by the shooting
3704 weapon's attributes.
3705 </attribute>
3706 <attribute arch="wc" editor="weaponclass" type="int">
3707 This value is supposed to be the base &lt;weaponclass&gt;,
3708 but it seems to have rather little effect.
3709 High values are good here, low values bad.
3710 </attribute>
3711 <attribute arch="food" editor="chance to break" type="int">
3712 The &lt;chance to break&gt; defines the breaking probability when this
3713 projectile hits an obstacle, e.g. wall or monster.
3714 The value is the %-chance to break, ranging from 0 (never breaking)
3715 to 100 (breaking at first shot).
3716 </attribute>
3717 <attribute arch="magic" editor="magic bonus" type="int">
3718 Magic bonus increases chance to hit and damage a little bit.
3719 </attribute>
3720 <attribute arch="unique" editor="unique item" type="bool">
3721 Unique items exist only one time on a server. If the item
3722 is taken, lost or destroyed - it's gone for good.
3723 </attribute>
3724 <attribute arch="startequip" editor="godgiven item" type="bool">
3725 A godgiven item vanishes as soon as the player
3726 drops it to the ground.
3727 </attribute>
3728 <attribute arch="no_drop" editor="don't drop" type="bool">
3729 When a monster carries a projectile with &lt;don't drop&gt;,
3730 this item will never drop to the ground but
3731 vanish instead. If this object is shot, it can still drop
3732 after hitting an obstacle. You can prevent this by
3733 setting &lt;chance to break&gt; 100.
3734 </attribute>
3735 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3736 This text may describe the projectile. This
3737 could be nice for very special ones.
3738 </attribute>
3739 </type>
3740
3741 <!--####################################################################-->
3742 <type number="70" name="Ring">
3743 <import_type name="Amulet" />
3744 <description><![CDATA[
3745 Rings are worn on the hands - one ring each.
3746 Wearing rings, the object's stats will directly be inherited to
3747 the player. Usually enhancing his spellcasting potential.]]>
3748 </description>
3749 <use><![CDATA[
3750 When you create an artifact ring, never forget that players can
3751 wear <B>two</B> rings! Due to that it is extremely important to
3752 keep rings in balance with the game.
3753 <br><br>
3754 Also keep in mind that rings are generally the wizard's tools.
3755 They should primarily grant bonuses to spellcasting abilities
3756 and non-physical resistances.]]>
3757 </use>
3758 </type>
3759
3760 <!--####################################################################-->
3761 <type number="3" name="Rod">
3762 <ignore>
3763 <attribute arch="title" />
3764 </ignore>
3765 <description><![CDATA[
3766 A rod contains a spell. The player can use this spell by applying and
3767 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3768 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3769 used endlessly.]]>
3770 </description>
3771 <use><![CDATA[
3772 Rods with healing/curing spells are extremely powerful. Usually, potions have
3773 to be used for that purpose. Though, potions are expensive and only good for
3774 one-time-use.<br>]]>
3775 </use>
3776 <attribute arch="sp" editor="spell" type="spell">
3777 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3778 rods to players, since they can be used endlessly without any mana cost!
3779 Rods with heal/ restoration/ protection spells, IF available, MUST be
3780 very very VERY hard to get!
3781 </attribute>
3782 <attribute arch="level" editor="casting level" type="int">
3783 The casting level of the &lt;spell&gt; determines it's power.
3784 For attack spells, level should be set to something reasonable.
3785 </attribute>
3786 <attribute arch="hp" editor="initial spellpoints" type="int">
3787 This value represents the initial amount of spellpoints in the rod.
3788 Naturally, this is quite unimportant.
3789 </attribute>
3790 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3791 When the rod is fully charged up, it will hold this maximum amount of
3792 spellpoints. Make sure it is enough to cast the contained spell at least
3793 once. But don't set the value too high, as that might make the rod
3794 too effective.
3795 </attribute>
3796 <attribute arch="startequip" editor="godgiven item" type="bool">
3797 A godgiven item vanishes as soon as the player
3798 drops it to the ground.
3799 </attribute>
3800 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3801 This text may contain a description of the rod.
3802 </attribute>
3803 </type>
3804
3805 <!--####################################################################-->
3806 <type number="154" name="Rune">
3807 <ignore>
3808 <attribute arch="no_pick" />
3809 <attribute arch="title" />
3810 <attribute arch="name_pl" />
3811 <attribute arch="weight" />
3812 <attribute arch="value" />
3813 <attribute arch="material" />
3814 <attribute arch="unpaid" />
3815 </ignore>
3816 <description><![CDATA[
3817 A rune is a magical enscription on the dungeon floor.
3818 <br><br>
3819 Runes hit any monster or person who steps on them for 'dam' damage in
3820 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3821 and will cast this spell when it detonates. Yet another kind is the
3822 "summoning rune", summoning predefined monsters of any kind, at detonation.
3823 <br><br>
3824 Many runes are already defined in the archetypes.]]>
3825 </description>
3826 <use><![CDATA[
3827 Avoid monsters stepping on your runes. For example, summoning runes
3828 together with spellcasting- and attack-runes is usually a bad idea.]]>
3829 </use>
3830 <attribute arch="no_pick" value="1" type="fixed" />
3831 &move_on;
3832 <attribute arch="level" editor="rune level" type="int">
3833 This value sets the level the rune will cast the spell it contains at,
3834 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3835 (&lt;rune level&gt; 0 runes won't detonate at all!)
3836
3837 Level Also effects how easily a rune may be found and disarmed, and
3838 how much experience the player gets for doing so. Beware: High level
3839 runes can be quite a cheap source of experience! So either make them
3840 tough, or keep the level low.
3841 </attribute>
3842 <attribute arch="Cha" editor="visibility" type="int">
3843 This value determines what fraction of the time the rune is visible:
3844 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3845 how easily the rune may be found.
3846 </attribute>
3847 <attribute arch="hp" editor="number of charges" type="int">
3848 The rune will detonate &lt;number of charges&gt; times before disappearing.
3849 </attribute>
3850 <attribute arch="dam" editor="direct damage" type="int">
3851 &lt;direct damage&gt; specifies how much damage is done by the rune,
3852 if it doesn't contain a spell. This should be set in reasonable
3853 relation to the rune's level.
3854 </attribute>
3855 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3856 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3857 attribute defines what attacktype to use for direct damage when
3858 the rune detonates.
3859 </attribute>
3860 <section name="spellcraft">
3861 <attribute arch="sp" editor="spell" type="spell">
3862 The selected &lt;spell&gt; defines the spell in the rune, if any.
3863 (Many runes do direct damage).
3864 </attribute>
3865 <attribute arch="slaying" editor="spell name" type="string">
3866 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3867 but if present, overrides the &lt;spell&gt; setting.
3868 </attribute>
3869 <attribute arch="other_arch" editor="spell arch" type="string">
3870 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3871 is optional, but if present, overrides the &lt;spell&gt; setting.
3872 You can choose any of the existing arches.
3873 </attribute>
3874 <attribute arch="maxsp" editor="direction" type="list_direction">
3875 If set, the rune will cast it's containing spell (if any) in
3876 this &lt;direction&gt;.In most cases this appears useless because
3877 the spell directly hits the player.
3878 </attribute>
3879 <attribute arch="race" editor="summon monster" type="string">
3880 If this is set to the arch name of any monster, together with
3881 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3882 of those on detonation. (dam and attacktype will still be ignored
3883 in this case). Runes are even capable of summoning multi-square
3884 monsters, given enough space. You'd better test it though.
3885 </attribute>
3886 <attribute arch="maxhp" editor="summon amount" type="int">
3887 This should only be set to a summoning rune. It will then summon
3888 that many creatures of the kind &lt;summon monster&gt;.
3889 </attribute>
3890 </section>
3891 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3892 When the rune detonates, this text is displayed to the
3893 victim. For especially powerful runes, create an appropriate
3894 thrilling description. ;)
3895 </attribute>
3896 </type>
3897
3898 <!--####################################################################-->
3899 <type number="106" name="Savebed">
3900 <ignore>
3901 <ignore_list name="non_pickable" />
3902 </ignore>
3903 <description><![CDATA[
3904 When the player applies a savebed, he is not only saved. Both his
3905 respawn-after-death and his word-of-recall positions are pointing
3906 to the last-applied savebed.]]>
3907 </description>
3908 <use><![CDATA[
3909 Put savebed locations in towns, do not put them into dungeons.
3910 It is absolutely neccessary that a place with savebeds is 100% secure.
3911 That means:
3912 <UL>
3913 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3914 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3915 <LI> Insert a reliable exit! Make sure there is no possibility that
3916 players get trapped in a savebed location.
3917 <LI> If possible, mark the whole site as no-spell area (Insert this
3918 arch called "dungeon_magic" everywhere). This is not required,
3919 but it makes the place much more safe.
3920 </UL>]]>
3921 </use>
3922 <attribute arch="no_pick" value="1" type="fixed" />
3923 <attribute arch="no_magic" value="1" type="fixed" />
3924 <attribute arch="damned" value="1" type="fixed" />
3925 </type>
3926
3927 <!--####################################################################-->
3928 <type number="111" name="Scroll">
3929 <ignore>
3930 <attribute arch="title" />
3931 </ignore>
3932 <description><![CDATA[
3933 Scrolls contain spells (similar to spell-potions). Unlike potions,
3934 scrolls require a certain literacy skill to read successfully.
3935 Accordingly, for a successful reading, a small amount of
3936 experience is gained. Scrolls allow only one time usage, but
3937 usually they are sold in bulks.]]>
3938 </description>
3939 <use><![CDATA[
3940 For low level quests, scrolls of healing/curing-spells
3941 can be a nice reward. At higher levels, scrolls become less
3942 and less useful.]]>
3943 </use>
3944 <attribute arch="level" editor="casting level" type="int">
3945 The spell of the scroll will be casted at this level.
3946 This value should always be set, at least to 1.
3947 </attribute>
3948 <attribute arch="sp" editor="spell" type="spell">
3949 When a player/monster applies this scroll, the selected &lt;spell&gt;
3950 will be casted (once). This should work for any given spell.
3951 </attribute>
3952 <attribute arch="startequip" editor="godgiven item" type="bool">
3953 A godgiven item vanishes as soon as the player
3954 drops it to the ground.
3955 </attribute>
3956 </type>
3957
3958 <!--####################################################################-->
3959 <type number="33" name="Shield">
3960 <import_type name="Amulet" />
3961 <description><![CDATA[
3962 Wearing a shield, the object's stats will directly be inherited to
3963 the player. Shields usually provide good defense, only surpassed
3964 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3965 </description>
3966 <use><![CDATA[
3967 Feel free to create your own special artifacts. However, it is very
3968 important that you keep your artifact in balance with existing maps.]]>
3969 </use>
3970 <attribute arch="magic" editor="magic bonus" type="int">
3971 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3972 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3973 than direct armour-class bonus on the shield.
3974 </attribute>
3975 </type>
3976
3977 <!--####################################################################-->
3978 <type number="14" name="Shooting Weapon">
3979 <description><![CDATA[
3980 Shooting weapons like bows/crossbows are used to shoot projectiles
3981 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3982 wielded both at the same time. Like with any other equipment,
3983 stats/bonuses from shooting weapons are directly inherited to the player.
3984 <br><br>
3985 It's very easy to add new pairs of weapons &amp; projectiles.
3986 Just set matching &lt;ammunition class&gt; both for shooting
3987 weapon and projectile.]]>
3988 </description>
3989 <use><![CDATA[
3990 Shooting weapons should not add bonuses in general. There's already
3991 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3992 Shooting weapons should especially not add bonuses to the player
3993 that have nothing to do with schooting. A Wisdom bonus on a bow
3994 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3995 - still crap.]]>
3996 </use>
3997 <attribute arch="race" editor="ammunition class" type="string">
3998 Only projectiles with matching &lt;ammunition class&gt; can be fired
3999 with this weapon. For normal bows set "arrows", for normal
4000 crossbows set "crossbow bolts".
4001
4002 In certain cases, the ammunition class is displayed in the game.
4003 Hence, when you create a new ammunition class, choose an
4004 intuitive name like "missiles", "spirit bolts" - whatever.
4005 </attribute>
4006 <attribute arch="sp" editor="shooting speed" type="int">
4007 After shooting a projectile, the player is frozen for a short
4008 period of time (to prevent shooting arrows machine-gun-like).
4009 The greater &lt;shooting speed&gt;, the shorter this period of time.
4010 1 is minimum (=worst) and 100 is maximum (=best) value.
4011
4012 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4013 SET IT TO ZERO! (That would freeze the player for eternety).
4014 </attribute>
4015 <attribute arch="dam" editor="base damage" type="int">
4016 The &lt;base damage&gt; significantly affects the damage done
4017 by using this weapon. This damage is added to the projectile
4018 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4019 according to the player's strength is added.
4020 </attribute>
4021 <attribute arch="wc" editor="weaponclass" type="int">
4022 This value is supposed to be the base &lt;weaponclass&gt;,
4023 but it seems to have rather little effect.
4024 High values are good here, low values bad.
4025 </attribute>
4026 <attribute arch="item_power" editor="item power" type="int">
4027 The &lt;item power&gt; value measures how "powerful" an artifact is.
4028 Players will only be able to wear equipment with a certain total
4029 amount of &lt;item power&gt;, depending on their own level. This is the
4030 only way to prevent low level players to wear "undeserved" equipment
4031 (like gifts from other players or cheated items).
4032
4033 It is very important to adjust the &lt;item power&gt; value carefully
4034 for every artifact you create! If zero/unset, the Deliantra server will
4035 calculate a provisional value at runtime, but this is never
4036 going to be an accurate measurement of &lt;item power&gt;.
4037 </attribute>
4038 <attribute arch="no_strength" editor="ignore strength" type="bool">
4039 Usually the player's strentgh takes effect on the damage
4040 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4041 the player's strength is ignored.
4042 </attribute>
4043 <attribute arch="damned" editor="damnation" type="bool">
4044 A damned shooting weapon cannot be unwielded unless
4045 the curse is removed. Removing damnations is
4046 a tick harder than removing curses.
4047 </attribute>
4048 <attribute arch="cursed" editor="curse" type="bool">
4049 A cursed shooting weapon cannot be unwielded unless
4050 the curse is removed.
4051 </attribute>
4052 <attribute arch="unique" editor="unique item" type="bool">
4053 Unique items exist only one time on a server. If the item
4054 is taken, lost or destroyed - it's gone for good.
4055 </attribute>
4056 <attribute arch="startequip" editor="godgiven item" type="bool">
4057 A godgiven item vanishes as soon as the player
4058 drops it to the ground.
4059 </attribute>
4060 <section name="stats">
4061 <attribute arch="Str" editor="strength" type="int">
4062 The player's strentgh will rise/fall by the given value
4063 while wearing this shooting weapon.
4064 </attribute>
4065 <attribute arch="Dex" editor="dexterity" type="int">
4066 The player's dexterity will rise/fall by the given value
4067 while wearing this shooting weapon.
4068 </attribute>
4069 <attribute arch="Con" editor="constitution" type="int">
4070 The player's constitution will rise/fall by the given value
4071 while wearing this shooting weapon.
4072 </attribute>
4073 <attribute arch="Int" editor="intelligence" type="int">
4074 The player's intelligence will rise/fall by the given value
4075 while wearing this shooting weapon.
4076 </attribute>
4077 <attribute arch="Pow" editor="power" type="int">
4078 The player's power will rise/fall by the given value
4079 while wearing this shooting weapon.
4080 </attribute>
4081 <attribute arch="Wis" editor="wisdom" type="int">
4082 The player's wisdom will rise/fall by the given value while
4083 wearing this shooting weapon.
4084 </attribute>
4085 <attribute arch="Cha" editor="charisma" type="int">
4086 The player's charisma will rise/fall by the given value
4087 while wearing this shooting weapon.
4088 </attribute>
4089 </section>
4090 <section name="bonus">
4091 <attribute arch="luck" editor="luck bonus" type="int">
4092 With positive luck bonus, the player is more likely to
4093 succeed in all sorts of things (spellcasting, praying,...).
4094 Unless the &lt;luck bonus&gt; is very high, the effect will be
4095 barely visible in-game. Luck bonus on one piece of equipment
4096 should never exceed 3, and such bonus should not be too
4097 frequently available.
4098 </attribute>
4099 <attribute arch="magic" editor="magic bonus" type="int">
4100 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4101 I'm not sure what exactly is increased - maybe weaponclass?
4102 However, &lt;magic bonus&gt; seems to have a little bit of positive
4103 influence on your chance to hit.
4104 </attribute>
4105 </section>
4106 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4107 This text describes the weapons's "story". Every decent artifact weapon
4108 should have such a description.
4109 </attribute>
4110 </type>
4111
4112 <!--####################################################################-->
4113 <type number="68" name="Shop Floor">
4114 <ignore>
4115 <ignore_list name="non_pickable" />
4116 </ignore>
4117 <description><![CDATA[
4118 Shop floor is used for shops. It acts like a combination of the
4119 common floor- and the treasure type: When the map is loaded,
4120 randomitems (depending on the setings) are generated on it.
4121 These items are all flagged as unpaid.
4122 When a player drops an item onto shop floor, the item becomes
4123 unpaid and the player receives payment according to the item's
4124 selling-value.
4125 Shopfloor always prevents magic (To hinder players from burning
4126 or freezing the goods).]]>
4127 </description>
4128 <use><![CDATA[
4129 Tile your whole shop-interior space which shop floor.
4130 (That assures players receive payment for dropping items).
4131 Place shop mats to enter/leave the shop, and make sure
4132 there is no other exit than the shop mat.]]>
4133 </use>
4134 <attribute arch="is_floor" value="1" type="fixed" />
4135 <attribute arch="no_pick" value="1" type="fixed" />
4136 <attribute arch="no_magic" value="1" type="fixed" />
4137 <attribute arch="auto_apply" editor="generate goods" type="bool">
4138 If enabled, items will appear on this square when the map is loaded.
4139 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4140 are generated. The items will be unpaid.
4141 </attribute>
4142 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4143 This entry determines what kind of treasure will appear, when
4144 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4145 for details about existing treasurelists.
4146 </attribute>
4147 <attribute arch="exp" editor="quality level" type="int">
4148 The &lt;quality level&gt; will be used for the quality of the generated
4149 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4150 doesn't need to be set, unless you want extraordinarily good/bad
4151 quality. If you want to make a shop with very high quality, meaybe
4152 charge an entrance fee, or make the shop hard-to-come-by.
4153 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4154 and appearance of artifact-items.
4155 </attribute>
4156 <attribute arch="damned" editor="no prayers" type="bool">
4157 If enabled, it is impossible for players to use prayers
4158 on that spot. It also prevents players from saving.
4159 (Remember that &lt;no magic&gt; is always set for shop floors.)
4160 </attribute>
4161 </type>
4162
4163 <!--####################################################################-->
4164 <type number="69" name="Shop Mat">
4165 <ignore>
4166 <ignore_list name="non_pickable" />
4167 </ignore>
4168 <description><![CDATA[
4169 Shop mats are used for entering/leaving shops. You should always
4170 have exactly TWO shop mats on your shop-map: One inside the
4171 "shopping-area" and one outside. Shop mats don't use exit paths/
4172 or -destinations. When stepping onto a shopmat the player gets beamed
4173 to the nearest other mat. If the player has unpaid items in his
4174 inventory, the price gets charged from his coins automatically.
4175 If the player has insufficient coins to buy his unpaid items, he
4176 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4177 </description>
4178 <use><![CDATA[
4179 As stated above, always place TWO shop mats into your shop.
4180 Not more and not less than that.]]>
4181 </use>
4182 <attribute arch="no_pick" value="1" type="fixed" />
4183 &move_on;
4184 </type>
4185
4186 <!--####################################################################-->
4187 <type number="98" name="Sign &amp; MagicMouth">
4188 <ignore>
4189 <ignore_list name="non_pickable" />
4190 </ignore>
4191 <description><![CDATA[
4192 The purpose of a sign or magic_mouth is to display a certain message to
4193 the player. There are three ways to have the player get this message:
4194 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4195 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4196 </description>
4197 <use><![CDATA[
4198 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4199 some true roleplay feeling to your maps, support your storyline or give
4200 hints about hidden secrets/dangers. Place signs to provide the player
4201 with all kinds of useful information for getting along in your maps.]]>
4202 </use>
4203 <attribute arch="connected" editor="connection" type="string">
4204 When a connection value is set, the message will be printed whenever
4205 the connection is triggered. This should be used in combination with
4206 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4207 If activating your magic_mouth this way, the message will not only be
4208 printed to one player, but all players on the current map.
4209 </attribute>
4210 &activate_on;
4211 &move_on;
4212 <attribute arch="food" editor="counter" type="int">
4213 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4214 (printing the message) only that many times. For signs this really shouldn't
4215 be used, while for magic_mouths it is extremely helpful.
4216 Monsters walking over the magic_mouth do not decrease the counter.
4217
4218 Often, you might want to have a message displayed only one time. For example:
4219 The player enters your map and you put a magic_mouth to tell him about the
4220 monsters and how dangerous they look and all. Later, when all the monsters
4221 are killed and the player leaves the map, displaying the same message a
4222 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4223 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4224 </attribute>
4225 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4226 This text will be displayed to the player.
4227 </attribute>
4228 </type>
4229
4230 <type number="150" name="Shop Inventory">
4231 <ignore>
4232 <ignore_list name="non_pickable" />
4233 </ignore>
4234 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4235 </description>
4236 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4237 </use>
4238 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4239 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4240 the map that will be searched for unpaid items.
4241 </attribute>
4242 </type>
4243
4244 <!--####################################################################-->
4245 <type number="43" name="Skill">
4246 <ignore>
4247 <ignore_list name="system_object" />
4248 </ignore>
4249 <description><![CDATA[
4250 Skills are objects which exist in the player/monster inventory.
4251 Both NPC/monsters and players use the same skill archetypes. Not all skills
4252 are enabled for monster use however.]]>
4253 </description>
4254 <use><![CDATA[
4255 For mapmaking, Skill objects serve two purposes:
4256 <p>First, the predefined skill archtypes (in the 'skills' directory)
4257 can be seen as the global skill definitions. A skill which doesn't
4258 exists as an archtype cannot be learned or used by players. When you
4259 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4260 of defined skill archtypes, because those strings are used as a reference in
4261 many skill-related objects.
4262 </p><p>
4263 Secondly, in order to enable monsters to use skills, you will need to
4264 copy default skill archtypes into the monsters' inventories.
4265 You can even customize the skills by changing stats. It is not
4266 recommended however, to use skills in your maps which are totally
4267 unrelated to any predefined skill archtype.</p>]]>
4268 </use>
4269 <attribute arch="invisible" value="1" type="fixed" />
4270 <attribute arch="no_drop" value="1" type="fixed" />
4271 <attribute arch="skill" editor="skill name" type="string">
4272 The &lt;skill name&gt; is used for matchings. When a usable
4273 object has an identical &lt;skill name&gt;, players
4274 (or monsters) will need this skill to apply/use the object.
4275 </attribute>
4276 <attribute arch="expmul" editor="exp multiplier" type="float">
4277 This is the ratio of experience the players total should increase by
4278 when this skill is used. If this is zero, then experience only goes to
4279 to the skill. Values higher than 1 are allowed. Note that experience
4280 rewarded to the players total is in addition to that given to the
4281 skill. Eg, if player should get 500 exp for using a skill, and
4282 expmul is 1, the player will get 500 added to that skill as well as
4283 500 to their total.
4284 </attribute>
4285 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4286 The &lt;skill type&gt; defines the base functionality of the skill.
4287 Skill types are hardcoded in the Deliantra server. It isn't hard to
4288 create new skill types, but it requires a bit of server-coding.
4289 </attribute>
4290 <attribute arch="level" editor="level" type="int">
4291 </attribute>
4292 <attribute arch="exp" editor="experience" type="int">
4293 </attribute>
4294 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4295 The &lt;is native skill&gt; flag has an effect only when this
4296 skill object is placed in the inventory of a monster (or player).
4297 If it is set, the monster or player knows the skill natively, which
4298 means he does not need a skill tool to use it.
4299 </attribute>
4300 </type>
4301
4302 <!--####################################################################-->
4303 <type number="130" name="Skill Scroll">
4304 <description><![CDATA[
4305 By reading a skill scroll, a player has a chance to learn the
4306 contained skill.]]>
4307 </description>
4308 <use><![CDATA[
4309 Skill scrolls are very much sought for by players. Currently,
4310 all skill scrolls are sold in shops randomly, which is in fact not
4311 a good system. It would be nice to have some cool quests with
4312 skill scrolls rewarded at the end.]]>
4313 </use>
4314 <attribute arch="race" value="scrolls" type="fixed" />
4315 <attribute arch="skill" editor="skill name" type="string">
4316 The &lt;skill name&gt; matches the skill object that can
4317 be learned from this scroll.
4318 </attribute>
4319 </type>
4320
4321 <!--####################################################################-->
4322 <type number="21" name="Special Key">
4323 <ignore>
4324 <attribute arch="material" />
4325 </ignore>
4326 <description><![CDATA[
4327 When carrying the appropriate special key, a locked door can
4328 be opened. The key will dissapear.
4329 <br><br>
4330 This object-type can also be used for "passport"-like items:
4331 When walking onto an invetory checker, a gate for example might
4332 get opened. The "passport" will stay in the player's inventory.]]>
4333 </description>
4334 <use><![CDATA[
4335 How to make a "passport": You take the special key arch
4336 (archetype name is "key2"), set the face to something like
4337 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4338 certainly must match with the appropiate inventory checker.
4339 <br><br>
4340 Of course you can be creative with names and faces of
4341 key-objects. A "mysterious crystal" or a "big dragon claw"
4342 (with appropriate faces) appear more interesting than just
4343 a "strange key", or "passport".]]>
4344 </use>
4345 <attribute arch="slaying" editor="key string" type="string">
4346 This string must be identical with the &lt;key string&gt; in the
4347 locked door, then it can be unlocked. It can also be used
4348 to trigger inventory checkers.
4349 </attribute>
4350 <attribute arch="material" editor="material" type="bitmask_material">
4351 For Special Keys, material should always be unset or set
4352 to Adamantite. This prevents the key from getting
4353 burned or otherwise destroyed.
4354 </attribute>
4355 <attribute arch="unique" editor="unique item" type="bool">
4356 Unique items exist only one time on a server. If the item
4357 is taken, lost or destroyed - it's gone for good.
4358
4359 This can be used if you want to sell apartments on your
4360 map: Simply sell a unique passport/key, and place
4361 an inventory checker at the entrance of your apartment.
4362 </attribute>
4363 <attribute arch="startequip" editor="godgiven item" type="bool">
4364 A godgiven item vanishes as soon as the player
4365 drops it to the ground.
4366 </attribute>
4367 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4368 This will add a description to the object. The player can read
4369 this text by clicking on the item in his inventory. Use this
4370 message to describe what the key/passport is good for. A player
4371 might have 50 different keys on his key-ring. Don't expect
4372 players to recall their purpose just by their names.
4373 </attribute>
4374 </type>
4375
4376 <!--####################################################################-->
4377 <type number="101" name="Spell">
4378 <ignore>
4379 <ignore_list name="system_object" />
4380 </ignore>
4381 <description><![CDATA[
4382 Spell objects define a spell. When a spell is put in a spellbook,
4383 players can learn it by reading the book. Once learned, players
4384 can use the spell as often as they like. With increasing skill level
4385 of the player, spells may gain power but also increase cost.<br>
4386 Monsters can use spells which are put in their inventory (provided
4387 that certain "enabling" settings are correct). The monster's
4388 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4389 </description>
4390 <use><![CDATA[
4391 A lot of the spells' settings can be tuned and customized.
4392 When creating new spells which are accessible to players, it is
4393 important to think about balance. A single spell which is too
4394 powerful and/or too easy to use can eventually toss the whole skill
4395 and magic school system out of whack. Testing new spells is
4396 quite important therefore.]]>
4397 </use>
4398 <attribute arch="no_drop" value="1" type="fixed" />
4399 <attribute arch="invisible" value="1" type="fixed" />
4400 <attribute arch="skill" editor="skill name" type="string">
4401 The &lt;skill name&gt; matches the skill which is needed
4402 to cast this spell. This should be one out of "sorcery",
4403 "pyromancy", "evocation", "summoning" or "praying".
4404 If you want to fiddle with these, please take care not
4405 to upset the concept and balance of the various skills.
4406 </attribute>
4407 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4408 The &lt;spell type&gt; defines the basic type of spell.
4409 Some of these types are of a more generic nature than others.
4410 </attribute>
4411 <attribute arch="level" editor="spell level" type="int">
4412 </attribute>
4413 <attribute arch="casting_time" editor="casting time" type="int">
4414 </attribute>
4415 <attribute arch="duration" editor="duration" type="int">
4416 </attribute>
4417 <attribute arch="other_arch" editor="create object" type="string">
4418 </attribute>
4419 <attribute arch="sp" editor="cost spellpoints" type="int">
4420 </attribute>
4421 <attribute arch="grace" editor="cost grace" type="int">
4422 </attribute>
4423 <attribute arch="maxsp" editor="double cost per level" type="int">
4424 </attribute>
4425 </type>
4426
4427 <!--####################################################################-->
4428 <type number="85" name="Spellbook">
4429 <description><![CDATA[
4430 By reading a spellbook, the player has a chance of learning the
4431 contained spell. Once learned from a book, the spell is available
4432 forever. Spellbooks with high level spells require some skill-level
4433 to read.<br><br>
4434 You can create widely customized spells only by adjusting the
4435 spell object in the spellbooks inventory. Refer to the description
4436 of spell objects for detailed information how to customize spells.<br>
4437 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4438 with a compilation of spells that the book may contain.]]>
4439 </description>
4440 <use><![CDATA[
4441 Don't put any of the godgiven spells into a spellbook! These are
4442 reserved for the followers of the appropriate cults. Handing them
4443 out in a spellbook would violate the balance between different religions.
4444 <br><br>
4445 Note that there is no fundamental difference between the spellbooks
4446 of varying schools (pyromancy, sorcery, evocation, summoning, and
4447 even praying). The difference lies only in the spells they contain.
4448 It is up to you, the mapmaker, to pick the right type of book
4449 for your spells.]]>
4450 </use>
4451 <attribute arch="skill" value="literacy" type="fixed" />
4452 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4453 There are two ways to put spells into a spellbook:
4454 1. Put a spell object in the books inventory. In this case,
4455 treasurelist must be set to &lt;none&gt;.
4456 2. Choose a treasurelist which contains spells.
4457 In that way, a spell will be chosen randomly from the list.
4458 </attribute>
4459 <attribute arch="startequip" editor="godgiven item" type="bool">
4460 A godgiven item vanishes as soon as the player
4461 drops it to the ground.
4462 </attribute>
4463 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4464 This text may contain a nice description
4465 of the spellbook's cover or something.
4466 </attribute>
4467 </type>
4468
4469 <!--####################################################################-->
4470 <type number="90" name="Spinner">
4471 <ignore>
4472 <ignore_list name="non_pickable" />
4473 </ignore>
4474 <description><![CDATA[
4475 Spinners change the direction of spell objects and other projectiles
4476 that fly past. Unlike directors, it does make a difference from what
4477 angle you shoot into the spinner. The direction of objects flying past
4478 is always changed by a certain degree.]]>
4479 </description>
4480 <use><![CDATA[
4481 Spinners are very rarely used. I believe they are quite
4482 confusing and pointless. The only use I can think of is building
4483 some puzzle about where to shoot into spinners to shoot somewhere you
4484 otherwise couldn't.
4485
4486 When placing spinners on a map with magic walls, make sure the spell-
4487 projectiles from magic walls don't get to fly in loops.]]>
4488 </use>
4489 <attribute arch="sp" editor="direction number" type="int">
4490 The spinner will change the direction of flying objects by
4491 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4492 positive values counter clockwise.
4493
4494 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4495 </attribute>
4496 &move_on;
4497 </type>
4498
4499 <!--####################################################################-->
4500 <type number="138" name="Swamp">
4501 <ignore>
4502 <ignore_list name="non_pickable" />
4503 </ignore>
4504 <description><![CDATA[
4505 Swamp areas show a special behaviour:
4506 When a player stands still on a swamp-square for too long,
4507 he will start to sink in and eventually drown and die.
4508 Items dropped on the swamp sink in and dissapear.
4509 Players with knowledge of the woodsman skill are a lot less likely
4510 to die in the swamp.]]>
4511 </description>
4512 <attribute arch="is_floor" value="1" type="fixed" />
4513 <attribute arch="is_wooded" value="1" type="fixed" />
4514 <attribute arch="speed" editor="drowning speed" type="float">
4515 The higher the &lt;drowning speed&gt;, the faster will players and items
4516 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4517 and unexpected death-trap. Players should get a warning before such areas.
4518 </attribute>
4519 &speed_left;
4520 &move_on;
4521 &movement_types_terrain;
4522 <attribute arch="no_magic" editor="no spells" type="bool">
4523 If enabled, it is impossible for players to use (wizard-)
4524 spells on that spot.
4525 </attribute>
4526 <attribute arch="damned" editor="no prayers" type="bool">
4527 If enabled, it is impossible for players to use prayers
4528 on that spot. It also prevents players from saving.
4529 </attribute>
4530 </type>
4531
4532 <!--####################################################################-->
4533 <type number="41" name="Teleporter">
4534 <ignore>
4535 <ignore_list name="non_pickable" />
4536 </ignore>
4537 <description><![CDATA[
4538 When the player walks into a teleporter, he is transferred to a
4539 different location. The main difference to the object-type exit
4540 is the possibility to have teleporters connected to levers/buttons/etc.
4541 Sometimes teleporters are activated even against the players will.
4542 <br><br>
4543 Unlike exits, teleporters can also transfer items and
4544 monsters to different locations on the same map.]]>
4545 </description>
4546 <use><![CDATA[
4547 When creating maps, I guess sooner or later you'll want to have
4548 an invisible teleporter. If using "invisible 1", the teleporter
4549 can still be discovered with the show_invisible spell. And in
4550 some cases you can't place it under the floor to prevent this.
4551 <br><br>
4552 Fortunately, there is a cool trick to make a perfectly invisible
4553 teleporter: You simply add teleporter functionality to the floor
4554 itself. That means: You take the floor arch (e.g. "flagstone"),
4555 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4556 </use>
4557 <attribute arch="slaying" editor="exit path" type="string">
4558 The exit path specifies the map that the player is transferred to.
4559 &lt;exit path&gt; can be an absolute path, beginning with '/'
4560 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4561 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4562 for example I could use the relative path "Fire1"). Use relative
4563 paths whenever possible! Note that upper/lower case must always be
4564 set correctly. However, please use lower case only.
4565
4566 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4567 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4568 monsters and items. In this case, the destined map is automatically
4569 the same map the teleporter is on.
4570 </attribute>
4571 <attribute arch="hp" editor="destination X" type="int">
4572 The exit destinations define the (x, y)-coordinates where the exit
4573 leads to.
4574
4575 If both are set to zero and &lt;exit path&gt; is empty, the player will
4576 get teleported to another, randomly chosen teleporter on the same
4577 map (Slightly confusing for the player though). Make sure there
4578 actually *is* a second one in that case.
4579
4580 If both are set to zero and &lt;exit path&gt; is set, the player will
4581 be transferred to the "default enter location" of the destined map.
4582 The latter can be set in the map-properties as "Enter X/Y". Though,
4583 please DO NOT use that. It turned out to be a source for numerous
4584 map-bugs.
4585 </attribute>
4586 <attribute arch="sp" editor="destination Y" type="int">
4587 The exit destinations define the (x, y)-coordinates where the exit
4588 leads to.
4589
4590 If both are set to zero and &lt;exit path&gt; is empty, the player will
4591 get teleported to another, randomly chosen teleporter on the same
4592 map (Slightly confusing for the player though). Make sure there
4593 actually *is* a second one in that case.
4594
4595 If both are set to zero and &lt;exit path&gt; is set, the player will
4596 be transferred to the "default enter location" of the destined map.
4597 The latter can be set in the map-properties as "Enter X/Y". Though,
4598 please DO NOT use that. It turned out to be a source for numerous
4599 map-bugs.
4600 </attribute>
4601 <attribute arch="connected" editor="connection" type="string">
4602 If a connection value is set, the teleporter will be activated
4603 whenever the connection is triggered. To use this properly,
4604 &lt;activation speed&gt; must be zero.
4605 </attribute>
4606 &activate_on;
4607 <attribute arch="speed" editor="activation speed" type="float">
4608 If the &lt;activation speed&gt; is nonzero, the teleporter will
4609 automatically be activated in regular time-intervals. Hence, the
4610 player can just step on it and gets teleported sooner or later.
4611 The duration between two activates depends on the given value.
4612 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4613
4614 VERY IMPORTANT: If you want to have your teleporter activated via
4615 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4616 </attribute>
4617 &speed_left;
4618 </type>
4619
4620 <!--####################################################################-->
4621 <type number="26" name="Timed Gate">
4622 <ignore>
4623 <ignore_list name="non_pickable" />
4624 </ignore>
4625 <description><![CDATA[
4626 Gates play an important role in Deliantra. Gates can be opened
4627 by activating a button/trigger, by speaking passwords (-> magic_ear)
4628 or carrying special key-objects (-> inventory checker).
4629 Unlike locked doors, gates can get shut again after a player has
4630 passed, which makes them more practical in many cases. Unlike normal
4631 gates, timed gates open when triggered but automatically close again
4632 after some time.]]>
4633 </description>
4634 <use><![CDATA[
4635 Use gates to divide your maps into separated areas. After solving
4636 area A, the player gains access to area B, and so on. Make your
4637 maps more complex than "one-way".]]>
4638 </use>
4639 <attribute arch="no_pick" value="1" type="fixed" />
4640 <attribute arch="connected" editor="connection" type="string">
4641 Whenever the inventory checker is triggered, all objects with identical
4642 &lt;connection&gt; value get activated. This only makes sense together with
4643 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4644 after some time.
4645 </attribute>
4646 &activate_on;
4647 <attribute arch="wc" editor="position state" type="int">
4648 The &lt;position state&gt; defines the position of the gate:
4649 Zero means completely open/down, the "number of animation-steps" (usually
4650 about 6 or 7) means completely closed/up state. I suggest you don't
4651 mess with this value - Leave the default in place.
4652 </attribute>
4653 &movement_types_terrain;
4654 <attribute arch="no_magic" editor="restrict spells" type="bool">
4655 Restricting the use of spells to pass this gate. This has
4656 an effect only if &lt;block view&gt; is disabled.
4657 </attribute>
4658 <attribute arch="damned" editor="restrict prayers" type="bool">
4659 Restricting the use of prayers to pass this door. This has
4660 an effect only if &lt;block view&gt; is disabled.
4661 </attribute>
4662 <attribute arch="hp" editor="open duration" type="int">
4663 Defines the duration the gate remains closed. This only takes effect
4664 if the gate is not connected.
4665 </attribute>
4666 </type>
4667
4668 <!--####################################################################-->
4669 <type number="155" name="Trap">
4670 <ignore>
4671 <attribute arch="no_pick" />
4672 <attribute arch="title" />
4673 <attribute arch="name_pl" />
4674 <attribute arch="weight" />
4675 <attribute arch="value" />
4676 <attribute arch="material" />
4677 <attribute arch="unpaid" />
4678 </ignore>
4679 <description><![CDATA[
4680 A trap is a object that can either do damage or trigger another connected object
4681 when detonated. Traps are like runes except they are not magical in nature,
4682 and generally have either a physical attack or trigger a reaction.
4683 <br><br>
4684 Traps hit any monster or person who steps on them for 'dam' damage in
4685 'attacktype' attacktype and/or trigger a reaction.
4686 <br><br>
4687 Many traps are already defined in the archetypes.]]>
4688 </description>
4689 <use><![CDATA[
4690 Avoid monsters stepping on your traps. For example, a party of orcs setting
4691 off your lightning wall and pit trap is usually a bad idea.]]>
4692 </use>
4693 <attribute arch="no_pick" value="1" type="fixed" />
4694 &move_on;
4695 <attribute arch="level" editor="trap level" type="int">
4696 Level effects how easily a trap may be found and disarmed, and
4697 how much experience the player gets for doing so. Beware: High level
4698 traps can be quite a cheap source of experience! So either make them
4699 tough, or keep the level low.
4700 </attribute>
4701 <attribute arch="Cha" editor="visibility" type="int">
4702 This value determines what fraction of the time the trap is visible:
4703 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4704 how easily the trap may be found.
4705 </attribute>
4706 <attribute arch="hp" editor="number of charges" type="int">
4707 The trap will detonate &lt;number of charges&gt; times before disappearing.
4708 </attribute>
4709 <attribute arch="dam" editor="direct damage" type="int">
4710 &lt;direct damage&gt; specifies how much damage is done by the trap.
4711 This should be set in reasonable relation to the trap's level.
4712 </attribute>
4713 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4714 This attribute defines what attacktype to use for direct damage when
4715 the trap detonates.
4716 </attribute>
4717 <attribute arch="connected" editor="connection" type="string">
4718 When the trap is detonated, all objects with the same
4719 connection value get activated.
4720 </attribute>
4721 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4722 When the trap detonates, this text is displayed to the
4723 victim. For especially powerful or complex traps, create an appropriate
4724 and thrilling description. ;)
4725 </attribute>
4726 </type>
4727
4728 <!--####################################################################-->
4729 <type number="95" name="Trapdoor">
4730 <ignore>
4731 <ignore_list name="non_pickable" />
4732 </ignore>
4733 <description><![CDATA[
4734 Trapdoors are very similar to pits. The difference is that they
4735 can not be closed. Instead, the weight of the object on the
4736 trapdoor determines weither it slams the trapdoor open and falls through
4737 or not.<br>
4738 Once a trapdoor has been opened (by a creature or items of sufficient
4739 weight,) it remains open, acting like an opened pit.]]>
4740 </description>
4741 <use><![CDATA[
4742 Trapdoors should be used in the same fashion as pits:
4743 They should always drop the victims to some kind of lower level. They
4744 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4745 </use>
4746 <attribute arch="no_pick" value="1" type="fixed" />
4747 &move_on;
4748 <attribute arch="weight" editor="hold weight" type="int">
4749 This value defines how much weight the trapdoor can hold.
4750 Once items or creatures are gathered on the trapdoor, with
4751 a total weight surpassing this value, then the trapdoor will
4752 open and things start falling through.
4753 </attribute>
4754 <attribute arch="hp" editor="destination X" type="int">
4755 The trapdoor will transport creatures (and items) randomly into
4756 a two-square radius of the destination coordinates.
4757 If the destination square becomes blocked, the trapdoor will act like
4758 being filled up and not work anymore!
4759 </attribute>
4760 <attribute arch="sp" editor="destination Y" type="int">
4761 The trapdoor will transport creatures (and items) randomly into
4762 a two-square radius of the destination coordinates.
4763 If the destination square becomes blocked, the trapdoor will act like
4764 being filled up and not work anymore!
4765 </attribute>
4766 </type>
4767
4768 <!--####################################################################-->
4769 <type number="4" name="Treasure">
4770 <ignore>
4771 <attribute arch="nrof" />
4772 <attribute arch="title" />
4773 <attribute arch="name_pl" />
4774 <attribute arch="weight" />
4775 <attribute arch="value" />
4776 <attribute arch="material" />
4777 </ignore>
4778 <description><![CDATA[
4779 A treasure-object turns into certain randomitems when the map is loaded
4780 into the game.]]>
4781 </description>
4782 <use><![CDATA[
4783 About usage of the "random-artifact" treasurelist:
4784 This will generate powerful stuff like girdles, xray helmets, special
4785 swords etc. If you put this as reward to your quest, players might be
4786 motivated to do it more than once. BUT, by doing so they will get a huge
4787 number of different artifacts! Besides, players will always seek the place
4788 with the most easy-to-get random artifact and ignore all others.
4789 My advice: Don't use it! Attract players with good fighting experience
4790 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4791 </use>
4792 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4793 This entry determines what kind of treasure will appear. Look into
4794 /crossfire/share/crossfire/treasures for details about existing
4795 treasurelists.
4796 </attribute>
4797 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4798 "Auto-generate" must be set in order to have the treasure be created
4799 when the map is loaded.
4800 If you want to create a random treasure chest, you unset this flag.
4801 That way, the player has to apply the object (the chest), then the
4802 treasure is generated.
4803 </attribute>
4804 <attribute arch="hp" editor="create number" type="int">
4805 "Create number" specifies how many pieces of the given treasurelist
4806 will appear. Note that for every piece there is a chance that nothing is
4807 generated. Also, sometimes there can be stacks of items generated, like
4808 for gems/money.
4809 </attribute>
4810 <attribute arch="exp" editor="quality level" type="int">
4811 The &lt;quality level&gt; will be used for the quality of the generated
4812 treasure instead of the map difficulty (as was done with shops).
4813 If zero/unset, the map difficulty will instead be used.
4814 (Example for comparison: Shop floors generate treasure of
4815 &lt;quality level&gt; 5 per default).
4816 </attribute>
4817 </type>
4818
4819 <!--####################################################################-->
4820 <type number="52" name="Trigger Marker">
4821 <ignore>
4822 <ignore_list name="system_object" />
4823 </ignore>
4824 <description><![CDATA[
4825 A trigger marker is an object that inserts an invisible force (a mark) into a
4826 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4827 &lt;key string&gt; which can be discovered by detectors or inventory
4828 checkers. It is also possible to use markers for removing marks again.
4829 <br><br>
4830 Note that the player has no possibility to "see" his own marks,
4831 except by the effect that they cause on the maps.]]>
4832 </description>
4833 <use><![CDATA[
4834 Markers hold real cool possibilities for map-making. I encourage
4835 you to use them frequently. However there is one negative point
4836 about markers: Players don't "see" what's going on with them. It is
4837 your task, as map-creator, to make sure the player is always well
4838 informed and never confused.
4839 <br><br>
4840 Please avoid infinite markers when they aren't needed. They're
4841 using a little space in the player file after all, so if there
4842 is no real purpose, set an expire time.]]>
4843 </use>
4844 <attribute arch="no_pick" value="1" type="fixed" />
4845 <attribute arch="slaying" editor="key string" type="string">
4846 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4847 If the player already has a force with that &lt;key string&gt;,
4848 there won't be inserted a second one.
4849 </attribute>
4850 <attribute arch="connected" editor="connection" type="string">
4851 Unlike a regular marker this is the connection that triggers this marker to activate.
4852 </attribute>
4853 <attribute arch="food" editor="mark duration" type="int">
4854 This value defines the duration of the force it inserts.
4855 If nonzero, the duration of the player's mark is finite:
4856 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4857 means the mark will stay on the player forever.
4858 </attribute>
4859 <attribute arch="name" editor="delete mark" type="string">
4860 When the player steps onto the marker, all existing forces in
4861 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4862 will be removed. If you don't want to remove any marks, leave
4863 this textfield empty.
4864
4865 Note that the string &lt;delete mark&gt; is set as the name of
4866 this marker. So don't be confused, and remember changing the
4867 name will take effect on the marker's functionality.
4868 </attribute>
4869 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4870 In the moment when the player gets marked, this text is displayed
4871 to him. You should really set a message in any marker you create,
4872 because it's the only way for the player to notice what's going on.
4873 </attribute>
4874 </type>
4875
4876 <!--####################################################################-->
4877 <type number="0" name="Wall">
4878 <required>
4879 <attribute arch="is_floor" value="0" />
4880 <attribute arch="alive" value="0" />
4881 <attribute arch="no_pass" value="1" />
4882 </required>
4883 <ignore>
4884 <attribute arch="nrof" />
4885 <attribute arch="title" />
4886 <attribute arch="name_pl" />
4887 <attribute arch="value" />
4888 <attribute arch="unpaid" />
4889 </ignore>
4890 <description><![CDATA[
4891 Walls usually block passage and sight.]]>
4892 </description>
4893 &movement_types_terrain;
4894 <attribute arch="can_roll" editor="moveable" type="bool">
4895 If set, the object is able to "roll", so it can be pushed around.
4896 This setting is used for boulders and barrels.
4897 </attribute>
4898 <attribute arch="no_magic" editor="restrict spells" type="bool">
4899 This takes effect only with &lt;blocksview&gt; disabled.
4900 Restricting the use of spells to pass this wall.
4901 </attribute>
4902 <attribute arch="damned" editor="restrict prayers" type="bool">
4903 This takes effect only with &lt;blocksview&gt; disabled.
4904 Restricting the use of spells to pass this wall.
4905 </attribute>
4906 </type>
4907
4908 <!--####################################################################-->
4909 <type number="109" name="Wand &amp; Staff">
4910 <description><![CDATA[
4911 Wands contain a certain spell. The player can apply (ready) and
4912 fire the wand. After a defined number of casts, the wand is
4913 "used up". It is possible to recharge a wand with scrolls of
4914 charging, but usually that isn't worth the cost.]]>
4915 </description>
4916 <use><![CDATA[
4917 Wands are quite seldomly used. The reason prolly is that they're
4918 generally not cost-efficient. Handing out high-level wands with
4919 powerful special spells isn't a good idea either, because of
4920 the recharge ability.
4921 <br><br>
4922 For low levels, staffs of healing/cure and word of recall are
4923 quite desirable though. Ideal rewards for low level quests.]]>
4924 </use>
4925 <attribute arch="sp" editor="spell" type="spell">
4926 The &lt;spell&gt; specifies the contained spell.
4927 </attribute>
4928 <attribute arch="level" editor="casting level" type="int">
4929 The &lt;casting level&gt; of the wand determines it's power.
4930 An average level for wands in shops is about 10.
4931 </attribute>
4932 <attribute arch="food" editor="number of charges" type="int">
4933 The wand can be used &lt;number of charges&gt; times before it is
4934 used up. It can be recharged with scrolls of charging.
4935 </attribute>
4936 <attribute arch="startequip" editor="godgiven item" type="bool">
4937 A godgiven item vanishes as soon as the player
4938 drops it to the ground.
4939 </attribute>
4940 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4941 This text may contain a description of the wand.
4942 </attribute>
4943 </type>
4944
4945 <!--####################################################################-->
4946 <type number="0" name="Weak Wall">
4947 <required>
4948 <attribute arch="is_floor" value="0" />
4949 <attribute arch="alive" value="1" />
4950 <attribute arch="tear_down" value="1" />
4951 </required>
4952 <ignore>
4953 <ignore_list name="non_pickable" />
4954 </ignore>
4955 <description><![CDATA[
4956 A weak wall is a breakable spot amidsts a solid wall. Typically
4957 these weak walls look similar to their solid "relatives" except
4958 for a small crack or little chunks of wall on the ground.]]>
4959 </description>
4960 <use><![CDATA[
4961 If you want to create hidden rooms, using weak walls is alot
4962 better than completely indiscernible passages in a wall.<br>
4963 Anyways, there can be a lot more to weak walls than just finding
4964 them: Rising their defensive stats, weak walls can become a
4965 serious obstacle. An ice wall might only be torn down by a fire
4966 attack for example. A granite wall for instance might be very
4967 hard to destroy.]]>
4968 </use>
4969 <attribute arch="alive" value="1" type="fixed" />
4970 <attribute arch="no_pick" value="1" type="fixed" />
4971 <attribute arch="tear_down" value="1" type="fixed" />
4972 <attribute arch="race" editor="race" type="string">
4973 For weak walls, &lt;race&gt; should always be set to "wall",
4974 unless you create something fancy like a building which
4975 is in fact meant to be a huge animal.
4976 Note that shovels slay walls, so they do tripple damage
4977 against weak walls.
4978 </attribute>
4979 <attribute arch="level" editor="level" type="int">
4980 The &lt;level&gt; of a weak wall works similar to monster levels.
4981 Due to the fact that weak walls cannot attack, the level
4982 is much less important though.
4983 </attribute>
4984 <attribute arch="hp" editor="health points" type="int">
4985 The &lt;health points&gt; of a weak wall define how long it takes to
4986 tear it down. With every successful hit from an opponent,
4987 &lt;health points&gt; get drained.
4988 </attribute>
4989 <attribute arch="maxhp" editor="max health" type="int">
4990 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4991 weak wall can have. Since walls generally don't heal, I doubt
4992 this has much real effect.
4993 </attribute>
4994 <attribute arch="ac" editor="armour class" type="int">
4995 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4996 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4997 </attribute>
4998 &resistances_basic;
4999 </type>
5000
5001 <!--####################################################################-->
5002 <type number="15" name="Weapon">
5003 <description><![CDATA[
5004 Wielding a weapon, the object's stats will directly be inherited to the
5005 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5006 be improved with scrolls.]]>
5007 </description>
5008 <use><![CDATA[
5009 If you create artifacts (equipment) with stats- or resistance-bonus:
5010 Keep playbalance in mind! Such items mustn't be reachable without hard
5011 fighting AND questing.]]>
5012 </use>
5013 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5014 This number is a bitmask, specifying the weapon's attacktypes.
5015 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5016 have no more than one or two attacktypes. Keep in mind that all weapons
5017 can be blessed by the player's diety, thus adding an additional attacktype.
5018
5019 When a player hits a monster with a weapon that has more than one attacktype,
5020 then he will do as much damage as the "best" of his attacktypes does. So,
5021 the more attacktypes you've got, the better your chance to take advantage
5022 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5023 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5024 </attribute>
5025 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5026 The &lt;weapontype&gt; characterizes the weapon's type of physical
5027 attack. It could best be considered a "subclassification"
5028 of the physical attacktype. For now, this is only used for
5029 attack messages!
5030
5031 You should always set this correctly when creating new
5032 weapons for your maps.
5033 </attribute>
5034 <attribute arch="skill" editor="skill name" type="string">
5035 Matching &lt;skill name&gt; of the skill that is required
5036 to use this weapon.
5037 </attribute>
5038 <attribute arch="dam" editor="damage" type="int">
5039 The damage value is used as base value for how much damage the weapon
5040 does per hit. The actual damage involves more dependencies,
5041 like wielder's level and defender's level. Look at existing weapons
5042 to get a feel for the range of weapon damage values.
5043 </attribute>
5044 <attribute arch="slaying" editor="slaying race" type="string">
5045 Slaying means the weapon does tripple (3x) damage to monsters of the
5046 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5047 only monsters of that archtype are hit with tripple damage.
5048
5049 No god blessings are possible for weapons with a race set in this entry
5050 (That's because god blessings add tripple damage against their own
5051 enemy races). Tripple damage is very effective.
5052 </attribute>
5053 <attribute arch="last_sp" editor="weapon speed" type="int">
5054 The weapon speed determines how often the wielder can swing the weapon
5055 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5056 is best (that is lightning- fast). A typical average value is 8.
5057 Speed and damage should be kept in reasonable relation.
5058 </attribute>
5059 <attribute arch="wc" editor="weapon class" type="int">
5060 The weapon class value adds to the overall weapon class of the wielder's
5061 melee attacks. Weapon class improves the chance of hitting the opponent.
5062 </attribute>
5063 <attribute arch="magic" editor="magic bonus" type="int">
5064 For a weapon, magic bonus works just like weapon class, except that
5065 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5066 less useful than direct weapon class value on a weapon.
5067 </attribute>
5068 <attribute arch="item_power" editor="item power" type="int">
5069 The &lt;item power&gt; value measures how "powerful" an artifact is.
5070 Players will only be able to wear equipment with a certain total
5071 amount of &lt;item power&gt;, depending on their own level. This is the
5072 only way to prevent low level players to wear "undeserved" equipment
5073 (like gifts from other players or cheated items).
5074
5075 It is very important to adjust the &lt;item power&gt; value carefully
5076 for every artifact you create! If zero/unset, the Deliantra server will
5077 calculate a provisional value at runtime, but this is never
5078 going to be an accurate measurement of &lt;item power&gt;.
5079 </attribute>
5080 <attribute arch="damned" editor="damnation" type="bool">
5081 A damned weapon cannot be unwielded unless
5082 the curse is removed. Removing damnations is
5083 a tick harder than removing curses.
5084 </attribute>
5085 <attribute arch="cursed" editor="curse" type="bool">
5086 A cursed weapon cannot be unwielded unless
5087 the curse is removed.
5088 </attribute>
5089 <attribute arch="lifesave" editor="save life" type="bool">
5090 An item with this flag enabled will save the players life
5091 for one time: When the player is wearing this item and his
5092 health points reach zero, the item disappears, replenishing
5093 half of the player's health.
5094
5095 An item with &lt;save life&gt; should not have
5096 any decent additional bonuses!
5097 </attribute>
5098 <attribute arch="unique" editor="unique item" type="bool">
5099 Unique items exist only one time on a server. If the item
5100 is taken, lost or destroyed - it's gone for good.
5101 </attribute>
5102 <attribute arch="startequip" editor="godgiven item" type="bool">
5103 A godgiven item vanishes as soon as the player
5104 drops it to the ground.
5105 </attribute>
5106 &player_stat_resist_sections;
5107 <section name="misc">
5108 <attribute arch="luck" editor="luck bonus" type="int">
5109 With positive luck bonus, the player is more likely to
5110 succeed in all sorts of things (spellcasting, praying,...).
5111 Unless the &lt;luck bonus&gt; is very high, the effect will be
5112 barely visible in-game. Luck bonus on one piece of equipment
5113 should never exceed 3, and such bonus should not be too
5114 frequently available.
5115 </attribute>
5116 <attribute arch="hp" editor="health regen." type="int">
5117 Positive &lt;health regen.&gt; bonus speeds up the
5118 player's healing process. Negative values slow it down.
5119 </attribute>
5120 <attribute arch="sp" editor="mana regen." type="int">
5121 Positive &lt;mana regen.&gt; bonus speeds up the
5122 player's mana regeneration. Negative values slow it down.
5123 </attribute>
5124 <attribute arch="grace" editor="grace regen." type="int">
5125 Positive &lt;grace regen.&gt; bonus speeds up the
5126 player's grace regeneration. Negative values slow it down.
5127 Since grace can be regenerated rather easy with praying,
5128 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5129 </attribute>
5130 <attribute arch="food" editor="food bonus" type="int">
5131 Positive &lt;food bonus&gt; slows down the player's digestion,
5132 thus he consumes less food. Negative values speed it up.
5133
5134 Note that food is consumed not only for "being alive", but
5135 also for healing and mana-regeneration.
5136 &lt;food bonus&gt; only affects the amount of food consumed
5137 for "being alive". Hence, even with high &lt;food bonus&gt;,
5138 during a fight a player can run out of food quickly.
5139 </attribute>
5140 <attribute arch="xrays" editor="xray vision" type="bool">
5141 Xray vision allows the player to see through obstacles
5142 in a two-square-wide radius. This is extremely helpful and
5143 desirable, so don't give it away for cheap on equipment.
5144 </attribute>
5145 <attribute arch="stealth" editor="stealth" type="bool">
5146 Stealth allows the player to move silently.
5147 This comes to effect if a player turns himself
5148 invisible and tries to sneak around monsters.
5149 (At least that was the idea behind it)
5150 </attribute>
5151 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5152 If a player is wearing any piece of equipment with
5153 the ability to &lt;reflect spells&gt;, all kinds of
5154 spell-bullets and -beams will bounce off him.
5155 This works only about 90% of all times, to
5156 avoid players being completely immune to certain
5157 types of attacks.
5158
5159 This is a very powerful ability and it
5160 shouldn't be handed out cheap!
5161 </attribute>
5162 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5163 If a player is wearing any piece of equipment with
5164 the ability to &lt;reflect missiles&gt;, all kinds of
5165 projectiles (e.g. arrows, bolts, boulders) will
5166 bounce off him. This works only about 90% of all
5167 times, to avoid players being completely immune to
5168 certain types of attacks.
5169 </attribute>
5170 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5171 Click on the &lt;attuned paths&gt; button to select spellpaths.
5172 The player will get attuned to the specified spellpaths
5173 while wearing this weapon.
5174 </attribute>
5175 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5176 Click on the &lt;repelled paths&gt; button to select spellpaths.
5177 The player will get repelled to the specified spellpaths
5178 while wearing this weapon.
5179 </attribute>
5180 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5181 Click on the &lt;denied paths&gt; button to select spellpaths.
5182 The specified spellpaths will be denied to the player
5183 while wearing this weapon.
5184 </attribute>
5185 </section>
5186 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5187 This text describes the weapons's "story". Every decent artifact weapon
5188 should have such a description.
5189 </attribute>
5190 </type>
5191
5192 <type number="116" name="Event Connector">
5193 <description><![CDATA[
5194 Event connectors link specific events that happen to objects to
5195 a crossfire plug-in. They are not used at all in Deliantra.]]>
5196 </description>
5197 </type>
5198
5199 </types>