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Revision: 1.59
Committed: Thu Nov 5 14:46:39 2009 UTC (14 years, 6 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.58: +6 -1 lines
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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 <entry value="5" name="destroy monster" />
483 <entry value="6" name="destroy pet" />
484 </list>
485
486 <list name="potion_effect">
487 <entry value="0" name="&lt;none&gt;" />
488 <entry value="65536" name="life restoration" />
489 <entry value="1048576" name="improvement" />
490 </list>
491
492 <list name="weapon_type">
493 <entry value="0" name="&lt;unknown&gt;" />
494 <entry value="1" name="sword" />
495 <entry value="2" name="arrows" />
496 <entry value="3" name="axe" />
497 <entry value="4" name="katana" />
498 <entry value="5" name="knife, dagger" />
499 <entry value="6" name="whip, chain" />
500 <entry value="7" name="hammer, flail" />
501 <entry value="8" name="club, stick" />
502 </list>
503
504 <list name="skill_type">
505 <entry value="1" name="lockpicking" />
506 <entry value="2" name="hiding" />
507 <entry value="3" name="smithery" />
508 <entry value="4" name="bowyer" />
509 <entry value="5" name="jeweler" />
510 <entry value="6" name="alchemy" />
511 <entry value="7" name="stealing" />
512 <entry value="8" name="literacy" />
513 <entry value="9" name="bargaining" />
514 <entry value="10" name="jumping" />
515 <entry value="11" name="detect magic" />
516 <entry value="12" name="oratory" />
517 <entry value="13" name="singing" />
518 <entry value="14" name="detect curse" />
519 <entry value="15" name="find traps" />
520 <entry value="16" name="mediatation" />
521 <entry value="17" name="punching" />
522 <entry value="18" name="flame touch" />
523 <entry value="19" name="karate" />
524 <entry value="20" name="climbing" />
525 <entry value="21" name="woodsman" />
526 <entry value="22" name="inscription" />
527 <entry value="23" name="one handed weapons" />
528 <entry value="24" name="missile weapons" />
529 <entry value="25" name="throwing" />
530 <entry value="26" name="use magic item" />
531 <entry value="27" name="disarm traps" />
532 <entry value="28" name="set traps" />
533 <entry value="29" name="thaumaturgy" />
534 <entry value="30" name="praying" />
535 <entry value="31" name="clawing" />
536 <entry value="32" name="levitation" />
537 <entry value="33" name="summoning" />
538 <entry value="34" name="pyromancy" />
539 <entry value="35" name="evocation" />
540 <entry value="36" name="sorcery" />
541 <entry value="37" name="two handed weapons" />
542 </list>
543
544 <list name="spell_type">
545 <entry value="1" name="raise dead" />
546 <entry value="2" name="rune" />
547 <entry value="3" name="make mark" />
548 <entry value="4" name="bolt" />
549 <entry value="5" name="bullet" />
550 <entry value="6" name="explosion" />
551 <entry value="7" name="cone" />
552 <entry value="8" name="bomb" />
553 <entry value="9" name="wonder" />
554 <entry value="10" name="smite" />
555 <entry value="11" name="magic missile" />
556 <entry value="12" name="summon golem" />
557 <entry value="13" name="dimension door" />
558 <entry value="14" name="magic mapping" />
559 <entry value="15" name="magic wall" />
560 <entry value="16" name="destruction" />
561 <entry value="17" name="perceive self" />
562 <entry value="18" name="word of recall" />
563 <entry value="19" name="invisible" />
564 <entry value="20" name="probe" />
565 <entry value="21" name="healing" />
566 <entry value="22" name="create food" />
567 <entry value="23" name="earth to dust" />
568 <entry value="24" name="change ability" />
569 <entry value="25" name="bless" />
570 <entry value="26" name="curse" />
571 <entry value="27" name="summon monster" />
572 <entry value="28" name="recharge" />
573 <entry value="29" name="polymorph" />
574 <entry value="30" name="alchemy" />
575 <entry value="31" name="remove curse" />
576 <entry value="32" name="identify" />
577 <entry value="33" name="detection" />
578 <entry value="34" name="mood change" />
579 <entry value="35" name="moving ball" />
580 <entry value="36" name="swarm" />
581 <entry value="37" name="charge mana" />
582 <entry value="38" name="dispel rune" />
583 <entry value="39" name="create missile" />
584 <entry value="40" name="consecrate" />
585 <entry value="41" name="animate weapon" />
586 <entry value="42" name="light" />
587 <entry value="43" name="change map light" />
588 <entry value="44" name="faery fire" />
589 <entry value="45" name="disease" />
590 <entry value="46" name="aura" />
591 <entry value="47" name="town portal" />
592 </list>
593
594 <list name="event_type">
595 <entry value="0" name="none" />
596 <entry value="1" name="apply" />
597 <entry value="2" name="attack" />
598 <entry value="3" name="death" />
599 <entry value="4" name="drop" />
600 <entry value="5" name="pickup" />
601 <entry value="6" name="say" />
602 <entry value="7" name="stop" />
603 <entry value="8" name="time" />
604 <entry value="9" name="throw" />
605 <entry value="10" name="trigger" />
606 <entry value="11" name="close" />
607 <entry value="12" name="timer" />
608 <entry value="28" name="move" />
609 <entry value="41" name="drop_on" />
610 </list>
611
612 <list name="attack_movement_bits_0_3">
613 <entry value="0" name="default" />
614 <entry value="1" name="attack from distance" />
615 <entry value="2" name="run away" />
616 <entry value="3" name="hit and run" />
617 <entry value="4" name="wait, then hit, then move" />
618 <entry value="5" name="rush blindly" />
619 <entry value="6" name="always run" />
620 <entry value="7" name="attack from distance if hit" />
621 <entry value="8" name="do not approach" />
622 </list>
623
624 <list name="attack_movement_bits_4_7">
625 <entry value="0" name="none" />
626 <entry value="16" name="pet" />
627 <entry value="32" name="small circle" />
628 <entry value="48" name="large circle" />
629 <entry value="64" name="small horizontal" />
630 <entry value="80" name="large horizontal" />
631 <entry value="96" name="random direction" />
632 <entry value="112" name="random movement" />
633 <entry value="128" name="small vertical" />
634 <entry value="144" name="large vertical" />
635 </list>
636
637 <!--###################### default attributes ######################-->
638
639 <!--
640 The attributes of the default_type get added to all other types by default.
641 Every type can have an 'ignore' element however, which is used to specify
642 default attributes *not* to inherit.
643 -->
644 <default_type>
645 <attribute arch="name" editor="name" type="string">
646 This is the name of the object, displayed to the player.
647 </attribute>
648 <attribute arch="name_pl" editor="plural name" type="string">
649 This is the plural name of the object. A plural name must be set for
650 all items that can be picked up and collected by the player.
651 </attribute>
652 <attribute arch="title" editor="title" type="string">
653 This is the object's title. Once an object is identified the title is
654 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
655 </attribute>
656 <attribute arch="face" editor="image" type="string">
657 The image-name defines what image is displayed for this object in-game. Take care if the archetype of the
658 object has an animation! See also the 'animation' attribute.
659 </attribute>
660 <attribute arch="animation" editor="animation" type="string">
661 The animation-name of the object. If you assign custom faces and the archetype
662 defines an animation you can disable the animation of an archetype by setting this
663 field to NONE.
664 </attribute>
665 <attribute arch="tag" editor="tag" type="string">
666 You can tag objects with an identifier. Tagged objects can be found quickly
667 from their tag, which makes them useful to tag exits and refer to those by
668 their name.
669 </attribute>
670 <attribute arch="nrof" editor="number" type="int">
671 This value determines the number of objects in one stack (for example:
672 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
673 any pickable object - otherwise it won't be mergeable into a stack.
674 </attribute>
675 <attribute arch="weight" editor="weight" type="int">
676 This value defines the object's weight in grams (1000g is 1kg). Objects with
677 zero weight are not pickable for players. Still, set the "non-pickable"-flag
678 for explicitly non-pickable objects (hey, this is opensource.. you
679 never know ;) ).
680 </attribute>
681 <attribute arch="value" editor="value" type="int">
682 Determines the value of the object, in units of silver coins (one
683 platinum coin == 50 silver coins). Value for buying/selling will be
684 further modified by various factors. Hence, testing values in-game is
685 usually inevitable.
686 </attribute>
687 <attribute arch="glow_radius" editor="glow radius" type="int">
688 If &lt;glow radius&gt; is set to a value greater zero, the object
689 appears lit up on dark maps. &lt;glow radius&gt; can be a value
690 between 0 and 9, the higher, the more light does the object emit.
691 </attribute>
692 <attribute arch="material" editor="material" type="bitmask_material">
693 This bitmask-value informs the player of which material(s) the
694 object consists. Material does also affect how likely the object
695 can be destroyed by hazardous spell-effects.
696 </attribute>
697 <attribute arch="no_pick" editor="non-pickable" type="bool">
698 If set, the object cannot be picked up (Neither by players nor monsters).
699 </attribute>
700 <attribute arch="invisible" editor="invisible" type="bool">
701 Generally makes the object invisible. Depending on the object-type,
702 some can be made visible by the show_invisible spell. If in doubt, test it.
703 Putting an invisible object under the floor always prevents it from being
704 shown.
705 </attribute>
706 <attribute arch="blocksview" editor="block view" type="bool">
707 If an item is set to block view, players (and monsters) cannot
708 see beyond it unless they cross it or manage to stand ontop.
709 </attribute>
710 <attribute arch="identified" editor="identified" type="bool">
711 If an item is identified, the player has full knowledge about it.
712 </attribute>
713 <attribute arch="unpaid" editor="unpaid" type="bool">
714 An &lt;unpaid&gt; item cannot be used unless a player carried it over
715 a shop mat, paying the demanded price. Setting this flag makes sense
716 only for pickable items inside shops.
717 </attribute>
718 <attribute arch="sound" editor="sound" type="string">
719 The sound this objects makes on a map. Enter either a sound alias from
720 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
721 field it will point to sound/&lt;path&gt;.ext
722 </attribute>
723 <attribute arch="sound_destroy" editor="destroy sound" type="string">
724 The sound this objects makes when it is destroyed. Enter either a sound alias from
725 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
726 field it will point to sound/&lt;path&gt;.ext
727 </attribute>
728 </default_type>
729
730 <!-- This ignorelist is for all system objects which are non pickable
731 and invisible. They don't interact with players at all. -->
732 <ignore_list name="system_object">
733 <attribute arch="value" />
734 <attribute arch="nrof" />
735 <attribute arch="weight" />
736 <attribute arch="name_pl" />
737 <attribute arch="material" />
738 <attribute arch="no_pick" />
739 <attribute arch="unpaid" />
740 <attribute arch="title" />
741 <attribute arch="glow_radius" />
742 <attribute arch="identified" />
743 <attribute arch="blocksview" />
744 <attribute arch="invisible" />
745 </ignore_list>
746
747 <!-- This ignorelist is for non-pickable objects. They can be seen by
748 the player, but don't have values like material or weight. -->
749 <ignore_list name="non_pickable">
750 <attribute arch="value" />
751 <attribute arch="nrof" />
752 <attribute arch="weight" />
753 <attribute arch="name_pl" />
754 <attribute arch="material" />
755 <attribute arch="no_pick" />
756 <attribute arch="unpaid" />
757 <attribute arch="title" />
758 <attribute arch="identified" />
759 </ignore_list>
760
761 <!--####################################################################-->
762 <type number="0" name="Misc">
763 <required>
764 <!-- this is a special case: The "misc" type with type number 0 is
765 the fallback for all types which don't match any other defined types.
766 The required attribute "misc x" prevents that it gets confused with
767 other types like "monster & npc" which also have type number 0. -->
768 <attribute arch="misc" value="x" />
769 </required>
770 &movement_types_terrain;
771 <attribute arch="cursed" editor="cursed" type="bool">
772 Curses can have various effects: On equipment and food,
773 they generally harm the player in some way.
774 </attribute>
775 <attribute arch="damned" editor="damned" type="bool">
776 A damned item/floor on the ground makes it impossible for players
777 to use prayers on that spot. It also prevents players from saving.
778 Damnation on equipment works similar to a curse.
779 </attribute>
780 <attribute arch="unique" editor="unique item" type="bool">
781 Unique items exist only one time on a server. If the item
782 is taken, lost or destroyed - it's gone for good.
783 </attribute>
784 <attribute arch="startequip" editor="godgiven item" type="bool">
785 A godgiven item vanishes as soon as the player
786 drops it to the ground.
787 </attribute>
788 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
789 This text may describe the object.
790 </attribute>
791 </type>
792
793 <!--####################################################################-->
794 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
795 <type number="999" name="Ability">
796 <ignore>
797 <ignore_list name="system_object" />
798 </ignore>
799 <description><![CDATA[
800 Abilities are to be put in a monster's inventory. They grant monsters the
801 knowledge to cast spells. Spells from abilities are usually magical in
802 nature, thus adding magic attacktype to the spell-damage they produce.
803 <br><br>
804 A particularly nice feature of abilities is that they can hold two
805 spells: One for short range - and one for long range use.
806 \n\n
807 You should know that spellcasting monsters receive abilities via
808 &lt;treasurelist&gt;.]]>
809 </description>
810 <use><![CDATA[
811 If you want to create "customized" spellcasting monsters, you
812 should use abilities (rather than spellbooks/wands or something).
813 The long/short-range spell feature can make boss-monsters more
814 interesting and challenging.
815 <br><br>
816 You should keep in mind that magic abilities allow players
817 to get better resistance. You can turn off the magic part to
818 make the spells more dangerous. However, this really shouldn't
819 be neccessary unless you work on very high level maps.
820 And what fun is a magic resistance cloak when it has no effect?]]>
821 </use>
822 <attribute arch="invisible" value="1" type="fixed" />
823 <attribute arch="no_drop" value="1" type="fixed" />
824 <attribute arch="sp" editor="short range spell" type="spell">
825 The monster will use the specified &lt;short range spell&gt;
826 when the player is within 6-square radius (of the
827 monster's head).
828 </attribute>
829 <attribute arch="hp" editor="long range spell" type="nz_spell">
830 The monster will use the specified &lt;long range spell&gt;
831 when the player is at least 6 squares away (from the
832 monster's head).
833
834 Setting a &lt;long range spell&gt; is optional. If unset, the
835 &lt;short range spell&gt; gets used all the time.
836 </attribute>
837 <attribute arch="maxsp" editor="importance" type="int">
838 Sometimes you'll want a monster to use one ability more than others.
839 To achieve this, set the &lt;importance&gt; to a value greater than
840 one. Abilities with this value zero/unset are counted to be of
841 &lt;importance&gt; one.
842
843 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
844 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
845 times the "small fireball".
846 </attribute>
847 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
848 This flag specifies whether the ability &lt;is magical&gt; in nature.
849 If enabled, all spells produced by this ability will have magic
850 attacktype added to the usual attacktypes.
851
852 This should always be set for spell-like abilities. "Natural"
853 abilities like a dragon's firebreath are an exception.
854 Note that non-magical abilities are more dangerous because
855 magic resistance does not protect from those.</attribute>
856 </type>
857
858 <!--####################################################################-->
859
860 <type number="81" name="Torch">
861 <description><![CDATA[
862 Torches are a special kind of Lamp that offer the option of lighting them
863 up without using a lighter (These torches are usually
864 called 'pyrophor torches'. See also the 'reignitable' setting).
865 The other kind of torches, that are reignitable, can be put out and
866 put on again using a lighter.]]>
867 </description>
868 <attribute arch="is_lightable" editor="reignitable" type="bool">
869 This flag controls whether the torch can be lit up again using
870 a lighter or whether it can only be used once, in which case
871 they can be enabled by simply applying them without any special tools.
872 </attribute>
873 <attribute arch="food" editor="burning duration" type="int">
874 This field specifies the burning duration of the torch.
875 </attribute>
876 <attribute arch="range" editor="enabled glow radius" type="int">
877 This field sets the glow radius of the torch if it is enabled.
878 If you want to make a torch that is already burning set the
879 "glow radius" field.
880 </attribute>
881 <attribute arch="level" editor="level" type="int">
882 If this field specyfies the cursed effect's level. If it is
883 0 no cursed effect will be generate. See also the "cursed" flag.
884 </attribute>
885 <attribute arch="cursed" editor="cursed" type="bool">
886 Cursed torches, which have a level above 0, explode if the
887 player applies them.
888 </attribute>
889 </type>
890
891 <type number="82" name="Lamp">
892 <description><![CDATA[
893 Lamps are carryable light sources for players with a fuel tank.]]>
894 </description>
895 <attribute arch="speed" editor="burn speed" type="float">
896 This field is the speed of the lamp. (If the value 0.00208 is given
897 here the fuel field will specify the burning duration in minutes.)
898 </attribute>
899 <attribute arch="food" editor="fuel" type="int">
900 This field sets the burning duration of the lamp, which depends on the speed
901 field of this object.
902 </attribute>
903 <attribute arch="range" editor="enabled glow radius" type="int">
904 This field sets the glow radius of the lamp if it is enabled.
905 If you want to make a lamp that is already burning set the
906 "glow radius" field.
907 </attribute>
908 <attribute arch="level" editor="level" type="int">
909 If this field specyfies the cursed effect's level. If it is
910 0 no cursed effect will be generate. See also the "cursed" flag.
911 </attribute>
912 <attribute arch="cursed" editor="cursed" type="bool">
913 Cursed lamps, which have a level above 0, explode if the
914 player applies them.
915 </attribute>
916 </type>
917
918 <!--####################################################################-->
919 <type number="18" name="Altar">
920 <ignore>
921 <ignore_list name="non_pickable" />
922 </ignore>
923 <description><![CDATA[
924 When a player puts a defined number of certain items on the altar,
925 then either a spell is casted (on the player) or a connector is
926 triggered. If the latter is the case, the altar works only once.
927 Either way, the sacrificed item disappears.]]>
928 </description>
929 <attribute arch="no_pick" value="1" type="fixed" />
930 &move_on;
931 <attribute arch="slaying" editor="match item name" type="string">
932 This string specifies the item that must be put on the altar to
933 activate it. It can either be the name of an archetype, or directly
934 the name of an object. Yet, titles are not recognized by altars.
935 If you want the player to have to drop a specific amount of money use "money".
936 See also the "drop amount" attribute.
937 &match_compat;
938 </attribute>
939 <attribute arch="food" editor="drop amount" type="int">
940 The drop amount specifies the amount of items (specified
941 in &lt;match item name&gt;) that must be dropped to activate the altar.
942
943 If &lt;match item name&gt; is set to "money", then the value of the
944 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
945 200 silver, 20 gold, or 4 platinum will all work.)
946
947 Note that the maximum possible for &lt;drop amount&gt; is 32767.
948 </attribute>
949 <attribute arch="connected" editor="connection" type="string">
950 If a connection value is set, the altar will trigger all objects
951 with the same value, when activated. This will only work once.
952 </attribute>
953 <attribute arch="sp" editor="spell" type="spell">
954 When activated, the selected &lt;spell&gt; will be casted (once, on the
955 player). This should work for any given spell. The altar will work
956 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
957 one altar.
958 </attribute>
959 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
960 This text will be displayed to the player
961 in the exact moment when the altar is activated.
962 </attribute>
963 </type>
964
965 <!--####################################################################-->
966 <type number="31" name="Altar Trigger">
967 <ignore>
968 <ignore_list name="non_pickable" />
969 </ignore>
970 <description><![CDATA[
971 Altar_triggers work pretty much like normal altars
972 (drop sacrifice -> connection activated), except for the fact that
973 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
974 </description>
975 <use><![CDATA[
976 Altar_triggers are very useful if you want to charge a price for...
977 <UL>
978 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
979 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
980 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
981 </UL>
982 The big advantage over normal altars is the infinite usability
983 of altar_triggers! If there are ten players on one server, they're
984 quite grateful if things work more than once. =)]]>
985 </use>
986 <attribute arch="no_pick" value="1" type="fixed" />
987 <attribute arch="slaying" editor="match item name" type="string">
988 This string specifies the item that must be put on the altar to
989 activate it. It can either be the name of an archetype, or directly
990 the name of an object. Yet, titles are not recognized by altars.
991 If you want the player to have to drop a specific amount of money use "money".
992 See also the "drop amount" attribute.
993 &match_compat;
994 </attribute>
995 <attribute arch="food" editor="drop amount" type="int">
996 The drop amount specifies the amount of items (specified
997 in &lt;match item name&gt;) that must be dropped to activate the altar.
998
999 If &lt;match item name&gt; is set to "money", then the value of the
1000 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
1001 200 silver, 20 gold, or 4 platinum will all work.)
1002
1003 Note that the maximum possible for &lt;drop amount&gt; is 32767.
1004 </attribute>
1005 <attribute arch="connected" editor="connection" type="string">
1006 If a connection value is set, the altar will trigger all objects
1007 with the same value, when activated. This will only work once.
1008 </attribute>
1009 <attribute arch="sp" editor="spell" type="spell">
1010 When activated, this &lt;spell&gt; will be casted (once, on the player).
1011 This should work for any given spell. The altar will work infinitely
1012 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1013 </attribute>
1014 <attribute arch="exp" editor="reset time" type="int">
1015 Being activated, the altar will reset after &lt;reset time&gt; ticks.
1016 After reset, the altar is ready to be activated once again.
1017 The default &lt;reset time&gt; is 30.
1018 </attribute>
1019 <attribute arch="last_sp" editor="ignore reset" type="bool">
1020 If this attribute is enabled, the altar_trigger won't push the
1021 connected value by altar reset. Only ONCE by dropping the sacrifice.
1022 This is typically used when the altar is connected to a creator,
1023 e.g. for selling tickets.
1024
1025 If this attribute is disabled (default), the altar_trigger
1026 will push the connected value TWICE per sacrifice: First by
1027 dropping sacrifice, second by reset. This mode is typically
1028 used for altars being connected to gates, resulting in the
1029 gate being opened and closed again.
1030 </attribute>
1031 &move_on;
1032 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1033 This text will be displayed to the player
1034 in the exact moment when the altar is activated.
1035 </attribute>
1036 </type>
1037
1038 <!--####################################################################-->
1039 <type number="74" name="Skill Tool">
1040 <description><![CDATA[
1041 Wearing a skill tool will give the player the ability to use a skill.
1042 ]]>
1043 </description>
1044 <use><![CDATA[
1045 Feel free to assign resistancies and stats to a skill tools or change
1046 the skill that is given.
1047 ]]>
1048 </use>
1049 <attribute arch="skill" editor="skill name" type="string">
1050 This field describes which skill the player will be able to use wearing this item.
1051 </attribute>
1052 &player_stat_resist_sections;
1053 </type>
1054 <!--####################################################################-->
1055 <type number="39" name="Amulet">
1056 <description><![CDATA[
1057 Wearing an amulet, the object's stats will directly be inherited to
1058 the player. Amulets are usually meant for protection and defense.]]>
1059 </description>
1060 <use><![CDATA[
1061 Feel free to create your own special artifacts. However, it is very
1062 important that you keep your artifact in balance with existing maps.]]>
1063 </use>
1064 <attribute arch="ac" editor="armour class" type="int">
1065 This value defines the amount of armour-class bonus for wearing
1066 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1067 values are better. It should usually be set only for armour-like equipment.
1068 </attribute>
1069 <attribute arch="wc" editor="weapon class" type="int">
1070 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1071 melee attacks. Weapon class improves the chance of hitting the opponent.
1072 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1073 be set only for weapon-like items. Lower values are better.
1074 </attribute>
1075 <attribute arch="item_power" editor="item power" type="int">
1076 The &lt;item power&gt; value measures how "powerful" an artifact is.
1077 Players will only be able to wear equipment with a certain total
1078 amount of &lt;item power&gt;, depending on their own level. This is the
1079 only way to prevent low level players to wear "undeserved" equipment
1080 (like gifts from other players or cheated items).
1081
1082 It is very important to adjust the &lt;item power&gt; value carefully
1083 for every artifact you create! If zero/unset, the Deliantra server will
1084 calculate a provisional value at runtime, but this is never
1085 going to be an accurate measurement of &lt;item power&gt;.
1086 </attribute>
1087 <attribute arch="damned" editor="damnation" type="bool">
1088 A damned piece of equipment cannot be unwielded unless the curse
1089 is removed. Removing damnations is a tick harder than removing curses.
1090 </attribute>
1091 <attribute arch="cursed" editor="curse" type="bool">
1092 A cursed piece of equipment cannot be unwielded
1093 unless the curse is removed.
1094 </attribute>
1095 <attribute arch="lifesave" editor="save life" type="bool">
1096 An item with this flag enabled will save the players life
1097 for one time: When the player is wearing this item and his
1098 health points reach zero, the item disappears, replenishing
1099 half of the player's health.
1100
1101 An item with &lt;save life&gt; should not have
1102 any decent additional bonuses!
1103 </attribute>
1104 <attribute arch="unique" editor="unique item" type="bool">
1105 Unique items exist only one time on a server. If the item
1106 is taken, lost or destroyed - it's gone for good.
1107 </attribute>
1108 <attribute arch="startequip" editor="godgiven item" type="bool">
1109 A godgiven item vanishes as soon as the player
1110 drops it to the ground.
1111 </attribute>
1112 <attribute arch="applied" editor="is applied" type="bool">
1113 If you put this item into the inventory of a monster, and
1114 you want the monster to use/wear the item - you must set
1115 &lt;is applied&gt;.
1116 Enabling this flag doesn't make any sense if the item
1117 is NOT in a monster's inventory.
1118 </attribute>
1119 &player_stat_resist_sections;
1120 <section name="misc">
1121 <attribute arch="luck" editor="luck bonus" type="int">
1122 With positive luck bonus, the player is more likely to
1123 succeed in all sorts of things (spellcasting, praying,...).
1124 Unless the &lt;luck bonus&gt; is very high, the effect will be
1125 barely visible in-game. Luck bonus on one piece of equipment
1126 should never exceed 3, and such bonus should not be too
1127 frequently available.
1128 </attribute>
1129 <attribute arch="hp" editor="health regen." type="int">
1130 Positive &lt;health regen.&gt; bonus speeds up the
1131 player's healing process. Negative values slow it down.
1132 </attribute>
1133 <attribute arch="sp" editor="mana regen." type="int">
1134 Positive &lt;mana regen.&gt; bonus speeds up the
1135 player's mana regeneration. Negative values slow it down.
1136 </attribute>
1137 <attribute arch="grace" editor="grace regen." type="int">
1138 Positive &lt;grace regen.&gt; bonus speeds up the
1139 player's grace regeneration. Negative values slow it down.
1140 Since grace can be regenerated rather easy with praying,
1141 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1142 </attribute>
1143 <attribute arch="food" editor="food bonus" type="int">
1144 Positive &lt;food bonus&gt; slows down the player's digestion,
1145 thus he consumes less food. Negative values speed it up.
1146
1147 Note that food is consumed not only for "being alive", but
1148 also for healing and mana-regeneration.
1149 &lt;food bonus&gt; only affects the amount of food consumed
1150 for "being alive". Hence, even with high &lt;food bonus&gt;,
1151 during a fight a player can run out of food quickly.
1152 </attribute>
1153 <attribute arch="xrays" editor="xray vision" type="bool">
1154 Xray vision allows the player to see through obstacles
1155 in a two-square-wide radius. This is extremely helpful and
1156 desirable, so don't give it away for cheap on equipment.
1157 </attribute>
1158 <attribute arch="stealth" editor="stealth" type="bool">
1159 Stealth allows the player to move silently.
1160 This comes to effect if a player turns himself
1161 invisible and tries to sneak around monsters.
1162 (At least that was the idea behind it)
1163 </attribute>
1164 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1165 If a player is wearing any piece of equipment with
1166 the ability to &lt;reflect spells&gt;, all kinds of
1167 spell-bullets and -beams will bounce off him.
1168 This works only about 90% of all times, to
1169 avoid players being completely immune to certain
1170 types of attacks.
1171
1172 This is a very powerful ability and it
1173 shouldn't be handed out cheap!
1174 </attribute>
1175 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1176 If a player is wearing any piece of equipment with
1177 the ability to &lt;reflect missiles&gt;, all kinds of
1178 projectiles (e.g. arrows, bolts, boulders) will
1179 bounce off him. This works only about 90% of all
1180 times, to avoid players being completely immune to
1181 certain types of attacks.
1182 </attribute>
1183 &move_type;
1184 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1185 Click on the &lt;attuned paths&gt; button to select spellpaths.
1186 The player will get attuned to the specified spellpaths
1187 while wearing this item.
1188 </attribute>
1189 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1190 Click on the &lt;repelled paths&gt; button to select spellpaths.
1191 The player will get repelled to the specified spellpaths
1192 while wearing this item.
1193 </attribute>
1194 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1195 Click on the &lt;denied paths&gt; button to select spellpaths.
1196 The specified spellpaths will be denied to the player
1197 while wearing this item.
1198 </attribute>
1199 </section>
1200 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201 This text describes the item's "story". Every decent artifact
1202 should have such a description.
1203 </attribute>
1204 </type>
1205
1206 <!--####################################################################-->
1207 <type number="58" name="Battleground">
1208 <ignore>
1209 <ignore_list name="non_pickable" />
1210 </ignore>
1211 <description><![CDATA[
1212 Battleground is very special: In short, players can die on battleground
1213 without any death penalties. They don't loose or gain experience
1214 while on battleground. Acid, draining and depletion effects don't
1215 work either.
1216 When a player dies on battleground, he gets teleported to an exit
1217 location which is defined in the battleground object.]]>
1218 </description>
1219 <use><![CDATA[
1220 Battleground is only meant for player vs. player duels. You can
1221 design combat arenas similiar to the one in scorn.<br>
1222 What should NEVER be done is placing battleground tiles in
1223 open dungeons or other free kinds of land.
1224 It must not be possible to gain significant treasure for fighting
1225 on battleground, because it bears no risk.<br><br>
1226 (Battleground will cease to work when the image or name is changed,
1227 or when it is placed beneath another floor tile.
1228 This is not a bug, it is there to prevent any attempts of placing
1229 "hidden" battleground tiles anywhere.)]]>
1230 </use>
1231 <attribute arch="no_pick" value="1" type="fixed" />
1232 <attribute arch="is_floor" value="1" type="fixed" />
1233 <attribute arch="hp" editor="destination X" type="int">
1234 The exit destinations define the (x, y)-coordinates where players
1235 get teleported after they died on this battleground.
1236 </attribute>
1237 <attribute arch="sp" editor="destination Y" type="int">
1238 The exit destinations define the (x, y)-coordinates where players
1239 get teleported after they died on this battleground.
1240 </attribute>
1241 </type>
1242
1243 <!--####################################################################-->
1244 <type number="165" name="Safe ground">
1245 <ignore>
1246 <ignore_list name="non_pickable" />
1247 </ignore>
1248 <description><![CDATA[
1249 Safe ground is a special object that prevents any effects that might
1250 be harmful for the map, other players or items on the map.
1251 It blocks all magic and prayers, usage of alchemy, prevents potions
1252 from being used and blocks bombs from exploding. Note that altars that
1253 do cast spells still work.
1254 ]]>
1255 </description>
1256 <use><![CDATA[
1257 Safe ground can be used to prevents any means of burning
1258 or destroying the items in a shop. Put this object below all floor tiles
1259 in your map and your shop will be safe. It's generally useful for making
1260 areas where really no kind of spell should be invoked by a player.
1261 ]]>
1262 </use>
1263 &movement_types_terrain;
1264 <attribute arch="no_pick" value="1" type="fixed" />
1265 </type>
1266
1267 <!--####################################################################-->
1268 <type number="8" name="Book">
1269 <description><![CDATA[
1270 Applying a book, the containing message is displayed to the player.]]>
1271 </description>
1272 <attribute arch="level" editor="literacy level" type="int">
1273 If this value is set to be greater than zero, the player needs a
1274 certain literacy level to succeed reading the book. The book can be
1275 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1276 book can be a nice idea, personally I like it when a player needs
1277 more than his fighting skills to solve a quest. However, keep the
1278 booklevel at least below 15 because it is quite hard to gain high
1279 mental levels.
1280 </attribute>
1281 <attribute arch="startequip" editor="godgiven item" type="bool">
1282 A godgiven item vanishes as soon as the player
1283 drops it to the ground.
1284 </attribute>
1285 <attribute arch="unique" editor="unique item" type="bool">
1286 Unique items exist only one time on a server. If the item
1287 is taken, lost or destroyed - it's gone for good.
1288 </attribute>
1289 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1290 This is the text that appears "written" in the book.
1291 </attribute>
1292 <attribute arch="slaying" editor="key string" type="string">
1293 This is the key string of the book. The key string is checked by an inventory checker.
1294 (This is used eg. for the gate/port passes in scorn)
1295 </attribute>
1296 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1297 If this flag is true the player won't be able to identify this
1298 item with by using a skill.
1299 </attribute>
1300 </type>
1301
1302 <!--####################################################################-->
1303 <type number="110" name="Inscribable">
1304 <description><![CDATA[
1305 Inscribable Item - when inscribed, it becomes another object.]]>
1306 </description>
1307 <attribute arch="startequip" editor="godgiven item" type="bool">
1308 A godgiven item vanishes as soon as the player
1309 drops it to the ground.
1310 </attribute>
1311 <attribute arch="unique" editor="unique item" type="bool">
1312 Unique items exist only one time on a server. If the item
1313 is taken, lost or destroyed - it's gone for good.
1314 </attribute>
1315 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1316 This is the item created after being inscribed - scrolls are treated
1317 like spell scrolls, all else will have it's message replaced.
1318 </attribute>
1319 </type>
1320
1321 <!--####################################################################-->
1322 <type number="99" name="Boots">
1323 <import_type name="Amulet" />
1324 <description><![CDATA[
1325 Wearing boots, the object's stats will directly be inherited to
1326 the player. Usually enhancing his speed, or granting some minor
1327 protection bonus.]]>
1328 </description>
1329 <use><![CDATA[
1330 Feel free to create your own special artifacts. However, it is very
1331 important that you keep your artifact in balance with existing maps.]]>
1332 </use>
1333 <attribute arch="exp" editor="speed bonus" type="int">
1334 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1335 while worn. This kind of bonus is quite desirable for players of low-
1336 and medium level. High level players usually have fastest possible
1337 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1338 Still, this bonus is good for nice artifacts - not everything has
1339 to be for highest level.
1340 </attribute>
1341 <attribute arch="magic" editor="magic bonus" type="int">
1342 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1343 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1344 than direct armour-class bonus on the boots.
1345
1346 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1347 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1348 </attribute>
1349 </type>
1350
1351 <!--####################################################################-->
1352 <type number="104" name="Bracers">
1353 <import_type name="Amulet" />
1354 <description><![CDATA[
1355 Bracers are armour-plates worn around the wrists.
1356 Wearing bracer, the object's stats will directly be inherited to
1357 the player. Usually enhancing his defense.]]>
1358 </description>
1359 <use><![CDATA[
1360 Feel free to create your own special artifacts. However, it is very
1361 important that you keep your artifact in balance with existing maps.]]>
1362 </use>
1363 <attribute arch="magic" editor="magic bonus" type="int">
1364 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1365 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1366 than direct armour-class bonus on the bracers.
1367 </attribute>
1368 </type>
1369
1370 <!--####################################################################-->
1371 <type number="16" name="Brestplate Armour">
1372 <import_type name="Amulet" />
1373 <description><![CDATA[
1374 Wearing an armour, the object's stats will directly be inherited to
1375 the player. Usually enhancing his defense.]]>
1376 </description>
1377 <use><![CDATA[
1378 Feel free to create your own special artifacts. However, it is very
1379 important that you keep your artifact in balance with existing maps.]]>
1380 </use>
1381 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1382 This poses a penalty to spell regeneration speed, for wearing the armour.
1383 The bigger the spellpoint penalty, the worse.
1384 </attribute>
1385 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1386 Slowdown penalty reduces the player's walking speed when wearing the
1387 armour. Bigger values are worse - zero is best.
1388 </attribute>
1389 <attribute arch="magic" editor="magic bonus" type="int">
1390 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1391 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1392 than direct armour-class bonus on the armour.
1393 </attribute>
1394 </type>
1395
1396 <!--####################################################################-->
1397 <type number="92" name="Button">
1398 <ignore>
1399 <ignore_list name="non_pickable" />
1400 </ignore>
1401 <description><![CDATA[
1402 When a predefined amount of weigh is placed on a button, the
1403 &lt;connection&gt; value is triggered. In most cases this happens when a
1404 player or monster steps on it. When the button is "released", the
1405 &lt;connection&gt; value get's triggered a second time.]]>
1406 </description>
1407 &move_on;
1408 &move_off;
1409 <attribute arch="no_pick" value="1" type="fixed" />
1410 <attribute arch="weight" editor="press weight" type="int">
1411 The button is pressed (triggered), as soon as
1412 &lt;press weigh&gt; gram are placed ontop of it.
1413 </attribute>
1414 <attribute arch="connected" editor="connection" type="string">
1415 Every time the button is pressed or released, all objects
1416 with the same &lt;connection&gt; value are activated.
1417 </attribute>
1418 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1419 This text may describe the item. You can use this
1420 message to explain the button's purpose to the player.
1421 </attribute>
1422 </type>
1423
1424 <!--####################################################################-->
1425 <type number="30" name="Button Trigger">
1426 <import_type name="Button" />
1427 <ignore>
1428 <ignore_list name="non_pickable" />
1429 </ignore>
1430 <description><![CDATA[
1431 Handle buttons are buttons which reset after a short period
1432 of time. Every time it is either applied or reset, the
1433 &lt;connection&gt; value is triggered.]]>
1434 </description>
1435 </type>
1436
1437 <!--####################################################################-->
1438 <type number="37" name="Class Changer">
1439 <ignore>
1440 <ignore_list name="non_pickable" />
1441 </ignore>
1442 <description><![CDATA[
1443 Class changer are used while creating a character.]]>
1444 </description>
1445 <attribute arch="randomitems" editor="class items" type="treasurelist">
1446 This entry determines which initial items the character receives.
1447 </attribute>
1448 <section name="stats">
1449 <attribute arch="Str" editor="strength" type="int">
1450 The player's strength will rise by the given value if he chooses this
1451 class. (Negative values make strength fall)
1452 </attribute>
1453 <attribute arch="Dex" editor="dexterity" type="int">
1454 The player's dexterity will rise by the given value if he chooses this
1455 class. (Negative values make dexterity fall)
1456 </attribute>
1457 <attribute arch="Con" editor="constitution" type="int">
1458 The player's constitution will rise by the given value if he chooses this
1459 class. (Negative values make constitution fall)
1460 </attribute>
1461 <attribute arch="Int" editor="intelligence" type="int">
1462 The player's intelligence will rise by the given value if he chooses this
1463 class. (Negative values make intelligence fall)
1464 </attribute>
1465 <attribute arch="Pow" editor="power" type="int">
1466 The player's power will rise by the given value if he chooses this
1467 class. (Negative values make power fall)
1468 </attribute>
1469 <attribute arch="Wis" editor="wisdom" type="int">
1470 The player's wisdom will rise by the given value if he chooses this
1471 class. (Negative values make wisdom fall)
1472 </attribute>
1473 <attribute arch="Cha" editor="charisma" type="int">
1474 The player's charisma will rise by the given value if he chooses this
1475 class. (Negative values make charisma fall)
1476 </attribute>
1477 </section>
1478 </type>
1479
1480 <!--####################################################################-->
1481 <type number="87" name="Cloak">
1482 <import_type name="Amulet" />
1483 <description><![CDATA[
1484 Wearing a cloak, the object's stats will directly be inherited to
1485 the player. Cloaks usually add minor &lt;armour class&gt; and
1486 sometimes a bit of resistance.]]>
1487 </description>
1488 <use><![CDATA[
1489 Feel free to create your own special artifacts. However, it is very
1490 important that you keep your artifact in balance with existing maps.]]>
1491 </use>
1492 <attribute arch="magic" editor="magic bonus" type="int">
1493 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1494 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1495 than direct armour-class bonus on the cloak.
1496
1497 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1498 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1499 </attribute>
1500 </type>
1501
1502 <!--####################################################################-->
1503 <type number="9" name="Clock">
1504 <description><![CDATA[
1505 Applying a clock, the time is displayed to the player.]]>
1506 </description>
1507 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1508 This text may describe the item
1509 </attribute>
1510 </type>
1511
1512 <!--####################################################################-->
1513 <type number="122" name="Container">
1514 <description><![CDATA[
1515 A player can put (certain kinds of) items in the container.
1516 The overall weight of items is reduced when put inside a
1517 container, depending on the settings.
1518 <br><br>
1519 A special feature of containers is the "cauldron",
1520 capable of mixing alchemical receipes.]]>
1521 </description>
1522 <use><![CDATA[
1523 Note on chests - There are two types of chests:
1524 <UL>
1525 <LI> First the random treasure chests - Those are NOT containers
1526 (but object type Treasure), they create random treasures when
1527 applied. Archetype name is "chest".
1528 <LI> Second there are the permanent chests - Those are containers,
1529 they can be opened and closed again. Archetype name is "chest_2".
1530 </UL>]]>
1531 </use>
1532 <attribute arch="race" editor="container class" type="string">
1533 If set, the container will hold only certain types of objects.
1534 Possible choices for &lt;container class&gt; are: "gold and jewels",
1535 "arrows" and "keys".
1536
1537 Unfortunately it is not easy to create new container
1538 classes, because items need a matching counterpiece-attribute
1539 to the &lt;container class&gt; before they can be put inside a
1540 container. This attribute ("race") is set only for the existing
1541 container classes.
1542 </attribute>
1543 <attribute arch="slaying" editor="key string" type="string">
1544 If &lt;key string&gt; is set, only players with a special key
1545 of matching &lt;key string&gt; are able to open the container.
1546 </attribute>
1547 <attribute arch="container" editor="maximum weight" type="int">
1548 The container can hold a maximum total weight of the given value
1549 in gram. Note that this weight limit is calculated *after* the
1550 weight reduction (&lt;reduce weight&gt;) has been applied.
1551 </attribute>
1552 <attribute arch="Str" editor="reduce weight %" type="int">
1553 This value determines how much the weight of items is reduced in
1554 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1555 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1556 Most default values are in the range of ten.
1557 </attribute>
1558 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1559 If set, the container can be used as alchemy-cauldron.
1560 The player can put ingredients inside, close it, cast alchemy
1561 and if his formulae is true, he'll get what he longed for.
1562 </attribute>
1563 <attribute arch="unique" editor="unique item" type="bool">
1564 Unique items exist only one time on a server. If the item
1565 is taken, lost or destroyed - it's gone for good.
1566 All contents of a unique container are unique as well.
1567 </attribute>
1568 <attribute arch="startequip" editor="godgiven item" type="bool">
1569 A godgiven item vanishes as soon as the player
1570 drops it to the ground.
1571 </attribute>
1572 <attribute arch="other_arch" editor="animation arch" type="string">
1573 This is used for a certain kind of... "animation" when
1574 opening the container. Stick to the default arches here
1575 and you won't get into trouble.
1576 </attribute>
1577 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1578 This text may contain a description of the container.
1579 </attribute>
1580 </type>
1581
1582 <!--####################################################################-->
1583 <type number="103" name="Converter">
1584 <ignore>
1585 <attribute arch="value" />
1586 <attribute arch="nrof" />
1587 <attribute arch="name_pl" />
1588 <attribute arch="no_pick" />
1589 <attribute arch="unpaid" />
1590 <attribute arch="title" />
1591 </ignore>
1592 <description><![CDATA[
1593 Converters are like "exchange tables". When the player drops a
1594 specific type of items, they get converted into other items, at a
1595 predefined exchange-ratio.]]>
1596 </description>
1597 <use><![CDATA[
1598 Converters are better than shopping with doormats, because the
1599 converters never get sold out. For some items like food or jewels
1600 those "exchange tables" are really nice, while for the more important
1601 stuff like potions converters should not exist.
1602 <br><br>
1603 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1604 items on a converter, the stuff you get must be of equal or lesser
1605 value than before! (Except if you are using "rare" items like
1606 dragonscales for payment). The code will not check if your ratio is
1607 sane, so the player could gain infinite wealth by using your converter.]]>
1608 </use>
1609 <attribute arch="no_pick" value="1" type="fixed" />
1610 <attribute arch="slaying" editor="cost arch" type="string">
1611 &lt;cost arch&gt; is the name of the archetype the player has to
1612 put on the converter, as payment.
1613 </attribute>
1614 <attribute arch="food" editor="cost number" type="int">
1615 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1616 on the converter, in order to get &lt;receive number&gt; items
1617 of &lt;receive arch&gt;.
1618 </attribute>
1619 <attribute arch="other_arch" editor="receive arch" type="string">
1620 &lt;receive arch&gt; is the name of the archetype to convert into.
1621 This field is ignored if the converter has items in inventory. In this
1622 case one of the inventory items is duplicated. The duplicated item is
1623 randomly chosen from all items present.
1624 </attribute>
1625 <attribute arch="sp" editor="receive number" type="int">
1626 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1627 on the converter, in order to get &lt;receive number&gt; items
1628 of &lt;receive arch&gt;.
1629 </attribute>
1630 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1631 This text may contain a description of the converter.
1632 </attribute>
1633 <attribute arch="precious" editor="output unpaid" type="bool">
1634 If the converter has this flag set the generated items will
1635 be flagged as unpaid. Useful if you want to make a converter in a shop.
1636 (For instance for 'dragon scale' to 'dragon shield' converters in some
1637 armour shops.)
1638 </attribute>
1639 </type>
1640
1641 <!--####################################################################-->
1642 <type number="42" name="Creator">
1643 <ignore>
1644 <ignore_list name="system_object" />
1645 </ignore>
1646 <description><![CDATA[
1647 A creator is an object which creates another object when it
1648 is triggered. The child object can be anything. Creators are
1649 VERY useful for all kinds of map-mechanisms. They can even
1650 periodically create things.]]>
1651 </description>
1652 <use><![CDATA[
1653 Don't hesitate to hide your creators under the floor.
1654 The created items will still always appear ontop of the floor.]]>
1655 </use>
1656 <attribute arch="no_pick" value="1" type="fixed" />
1657 <attribute arch="other_arch" editor="create arch" type="string">
1658 This string defines the object that will be created.
1659 You can choose any of the existing arches.
1660 This field is ignored if the creator has items in inventory. In this case
1661 one of the inventory items is duplicated. The duplicated item is randomly
1662 chosen from all items present.
1663 </attribute>
1664 <attribute arch="connected" editor="connection" type="string">
1665 Whenever the connection value is activated,
1666 the creator gets triggered.
1667 </attribute>
1668 &activate_on;
1669 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1670 If &lt;unlimited uses&gt; is set, the creator will work
1671 infinitely, regardless of the value in &lt;number of uses&gt;.
1672 </attribute>
1673 <attribute arch="speed" editor="speed" type="float">
1674 When this field is set the creator will periodically create stuff
1675 (and will still do so when the connection is triggered).
1676 A value of 1 means roughly 8 times a second.
1677 </attribute>
1678 <attribute arch="hp" editor="number of uses" type="int">
1679 The creator can be triggered &lt;number of uses&gt; times, thus
1680 creating that many objects, before it dissappears.
1681 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1682 </attribute>
1683 <attribute arch="slaying" editor="name of creation" type="string">
1684 The created object will bear the name and title specified in &lt;name of
1685 creation&gt;. If nothing is set, the standard name and title of the
1686 archetype is used.
1687 </attribute>
1688 <attribute arch="level" editor="level of creation" type="int">
1689 The created object will be of that level. If zero/unset,
1690 the standard level of the archetype is used.
1691 </attribute>
1692 </type>
1693
1694 <!--####################################################################-->
1695 <type number="51" name="Detector">
1696 <ignore>
1697 <ignore_list name="system_object" />
1698 </ignore>
1699 <description><![CDATA[
1700 Detectors work quite much like inv. checkers/pedestals: If the detector
1701 finds a specific object, it toggles its connected value.
1702 <br><br>
1703 What is "unique" about them, compared to inv. checkers/ pedestals?
1704 - First, detectors check their square for a match periodically, not
1705 instantly, so generate much higher server load
1706 Second, detectors check directly for object names. Third,
1707 detectors do not check the inventory of players/monsters.]]>
1708 </description>
1709 <use>
1710 Best avoid this type at all costs, use a pedestal instead.
1711 </use>
1712 <attribute arch="no_pick" value="1" type="fixed" />
1713 <attribute arch="slaying" editor="match name" type="string">
1714 &lt;match name&gt; specifies the name of the object we are looking for.
1715 Actually it does also check for the &lt;key string&gt; in key-objects,
1716 but for this case inventory checkers are often more powerful to use.
1717 </attribute>
1718 <attribute arch="connected" editor="connection" type="string">
1719 When the detector is triggered, all objects with the same
1720 connection value get activated.
1721 </attribute>
1722 <attribute arch="speed" editor="detection speed" type="float">
1723 This value defines the time between two detector-checks.
1724 If you want the detector to behave almost like pedestals/buttons,
1725 set speed rather high, like &lt;detection speed&gt; 1.0.
1726 </attribute>
1727 &speed_left;
1728 <attribute arch="speed_left" editor="speed left" type="float">
1729 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1730 If it is larger than 0, the detector checks, and the speed is decremented
1731 by 1.
1732 </attribute>
1733 </type>
1734
1735 <!--####################################################################-->
1736 <type number="164" name="Map Script">
1737 <ignore>
1738 <ignore_list name="system_object" />
1739 </ignore>
1740 <description><![CDATA[
1741 The map script object is a very special object that can react to connected
1742 events and executes a perl script in the msg slot.
1743 ]]>
1744 </description>
1745 <use><![CDATA[
1746 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1747 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1748 ]]>
1749 </use>
1750 <attribute arch="connected" editor="connection" type="string">
1751 When the map script object is triggered, it will execute
1752 the perl script with the triggering object as $activator.
1753 </attribute>
1754 &activate_on;
1755 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1756 This perl script will be executed each time the objetc is triggered.
1757 </attribute>
1758 </type>
1759
1760 <!--####################################################################-->
1761 <type number="112" name="Director">
1762 <ignore>
1763 <ignore_list name="non_pickable" />
1764 </ignore>
1765 <description><![CDATA[
1766 Directors change the direction of spell objects and other projectiles
1767 that fly past. Unlike spinners, directors always move objects in the
1768 same direction. It does not make a difference from what angle you
1769 shoot into it.<br>
1770 Directors are visible per default.]]>
1771 </description>
1772 <use><![CDATA[
1773 Directors are rarely used in maps. Sometimes they are placed to
1774 change the direction of spells coming out of magic walls,
1775 "channeling" spell-projectiles in some direction. When doing this,
1776 <B>never place directors facing each other with magic walls fireing
1777 into them!</B> The spell-projectiles bouncing between the directors
1778 would accumulate to huge numbers and at some point slow down the
1779 server by eating memory- and CPU-time.
1780 <br><br>
1781 You'd better not place directors in monster vs. player combat
1782 areas too much, because that freaks out wizard-type players.]]>
1783 </use>
1784 <attribute arch="sp" editor="direction" type="list_direction">
1785 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1786 A director with direction &lt;none&gt; simply stops projectiles.
1787 (The latter works out a bit strange for some spells).
1788 </attribute>
1789 &move_on;
1790 </type>
1791
1792 <!--####################################################################-->
1793 <type number="158" name="Disease">
1794 <ignore>
1795 <ignore_list name="system_object" />
1796 </ignore>
1797 <description><![CDATA[
1798 Diseases are an intersting form of spellcraft in Deliantra.
1799 Once casted, they can spread out and infect creatures in a large
1800 area. Being infected can have various effects, from amusing farts
1801 to horrible damage - almost everything is possible.]]>
1802 </description>
1803 <use><![CDATA[
1804 Diseases are extremely flexible and usable in a many ways.
1805 So far they are mostly used for causing bad, unwanted effects.
1806 You could just as well create a disease which helps the player
1807 (recharging mana for example).
1808 Infection with a "positive disease" could even be a quest reward.]]>
1809 </use>
1810 <attribute arch="invisible" value="1" type="fixed" />
1811 <attribute arch="level" editor="plaque level" type="int">
1812 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1813 This mainly reflects in the &lt;damage&gt;. It has no effect on
1814 most other symptoms. Neverthless, it is a very important value for
1815 all damage-inflicting diseases.
1816 </attribute>
1817 <attribute arch="race" editor="infect race" type="string">
1818 The disease will only infect creatures of the specified &lt;race&gt;.
1819 "&lt;race&gt; *" means every creature can be infected.
1820 </attribute>
1821 <attribute arch="ac" editor="progressiveness" type="int">
1822 Every time the disease "moves" the severity of the symptoms are increased
1823 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1824 </attribute>
1825 <section name="spreading">
1826 <attribute arch="wc" editor="infectiosness" type="int">
1827 The &lt;infectiosness&gt; defines the chance of new creatures getting
1828 infected. If you set this too high, the disease is very likely to
1829 be too effective.
1830
1831 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1832 </attribute>
1833 <attribute arch="last_grace" editor="attenuation" type="int">
1834 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1835 everytime it infects someone new. This limits how many generations
1836 a disease can propagate.
1837 </attribute>
1838 <attribute arch="magic" editor="infection range" type="int">
1839 &lt;infection range&gt; sets the range at which infection may occur.
1840 If positive, the &lt;infection range&gt; is level dependant - If negative,
1841 it is not:
1842 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1843 six square range, and &lt;plaque level&gt; doesn't modify that.
1844 </attribute>
1845 <attribute arch="maxhp" editor="persistence" type="int">
1846 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1847 The disease can "move" &lt;persistence&gt; times outside a host before it
1848 vanishes. A negative value means the disease lasts for permanent
1849 (which is only recommended to use in maps without monsters).
1850 </attribute>
1851 <attribute arch="maxgrace" editor="curing duration" type="int">
1852 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1853 (Assuming the host survives and doesn't use a curing spell).
1854 After this period the disease is naturally cured, which provides the
1855 host with immunity from this particular disease of lower or equal level.
1856
1857 A negative value means the disease can never be cured naturally.
1858
1859 Note that this value can be further modulated by spell-parameters,
1860 if the disease is registered as spell in the code. Due to that,
1861 most default diseases take a lot longer to cure than it seems.
1862 </attribute>
1863 <attribute arch="speed" editor="moving speed" type="float">
1864 The &lt;speed&gt; of the disease determines how fast the disease will
1865 "move", thus how fast the symptoms strike the host.
1866 </attribute>
1867 &speed_left;
1868 </section>
1869 <section name="symptoms">
1870 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1871 The disease will attack the host with the given &lt;attacktype&gt;.
1872 Godpower attacktype is commonly used for "unresistable" diseases.
1873 </attribute>
1874 <attribute arch="dam" editor="damage" type="int">
1875 A disease with a positive &lt;damage&gt; value will strike the player for that
1876 amount of damage every time the symptoms occur.
1877 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1878 the player's health is reduced by 10% every time the symptoms strike.
1879
1880 Diseases with %-based damage can be dangerous - but not deadly -
1881 for players of all levels.
1882 </attribute>
1883 <attribute arch="other_arch" editor="create arch" type="string">
1884 If set, the specified arch is created and dropped every time the
1885 symptoms strike.
1886
1887 This can be various things: farts, body pieces, eggs ...
1888 Even monsters can be created that way. You could also make a
1889 disease where some exotic stuff like money/gems is created.
1890 </attribute>
1891 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1892 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1893 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1894 </attribute>
1895 <attribute arch="exp" editor="exp. for curing" type="int">
1896 When the player manages to cure this disease (with a curing spell),
1897 he is awarded with &lt;exp. for curing&gt; experience.
1898 </attribute>
1899 <attribute arch="maxsp" editor="mana depletion" type="int">
1900 Every time the disease "moves", the player's mana is
1901 reduced by the value of &lt;mana depletion&gt;.
1902 For negative values, a %-based amount is taken.
1903 </attribute>
1904 <attribute arch="last_eat" editor="food depletion" type="int">
1905 Every time the disease "moves", the player's food is
1906 reduced by the value of &lt;food depletion&gt;.
1907 For negative values, a %-based amount is taken.
1908 </attribute>
1909 <attribute arch="hp" editor="health regen." type="int">
1910 This value increases the player's healing rate.
1911 Negative values decrease it.
1912 </attribute>
1913 <attribute arch="sp" editor="mana regen." type="int">
1914 This value increases the player's rate of mana regeneration.
1915 Negative values decrease it.
1916 </attribute>
1917 </section>
1918 <section name="disability">
1919 <attribute arch="Str" editor="strength" type="int">
1920 The player's strength will rise by the given value
1921 while being infected. (Negative values make strength fall)
1922 </attribute>
1923 <attribute arch="Dex" editor="dexterity" type="int">
1924 The player's dexterity will rise by the given value
1925 while being infected. (Negative values make dexterity fall)
1926 </attribute>
1927 <attribute arch="Con" editor="constitution" type="int">
1928 The player's constitution will rise by the given value
1929 while being infected. (Negative values make constitution fall)
1930 </attribute>
1931 <attribute arch="Int" editor="intelligence" type="int">
1932 The player's intelligence will rise by the given value
1933 while being infected. (Negative values make intelligence fall)
1934 </attribute>
1935 <attribute arch="Pow" editor="power" type="int">
1936 The player's power will rise by the given value
1937 while being infected. (Negative values make power fall)
1938 </attribute>
1939 <attribute arch="Wis" editor="wisdom" type="int">
1940 The player's wisdom will rise by the given value
1941 while being infected. (Negative values make wisdom fall)
1942 </attribute>
1943 <attribute arch="Cha" editor="charisma" type="int">
1944 The player's charisma will rise by the given value
1945 while being infected. (Negative values make charisma fall)
1946 </attribute>
1947 </section>
1948 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1949 This text is displayed to the player every time the
1950 symptoms strike.
1951 </attribute>
1952 </type>
1953
1954 <!--####################################################################-->
1955 <type number="23" name="Door">
1956 <ignore>
1957 <ignore_list name="non_pickable" />
1958 </ignore>
1959 <description><![CDATA[
1960 A door can be opened with any normal key. It also can be broken by attacking
1961 it, and it can be defeated with the lockpicking skill. If a door is
1962 defeated, horizontally and vertically adjacent doors are automatically
1963 removed.]]>
1964 </description>
1965 <attribute arch="no_pick" value="1" type="fixed" />
1966 <attribute arch="alive" value="1" type="fixed" />
1967 &movement_types_terrain;
1968 <attribute arch="hp" editor="hitpoints" type="int">
1969 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1970 </attribute>
1971 <attribute arch="ac" editor="armour class" type="int">
1972 Doors of high &lt;armour class&gt; are less likely to get hit.
1973 &lt;armour class&gt; can be considered the "counterpiece" to
1974 &lt;weapon class&gt;.
1975 </attribute>
1976 <attribute arch="other_arch" editor="drop arch" type="string">
1977 This string defines the object that will be created when the door was
1978 defeated.
1979 </attribute>
1980 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1981 This entry determines what kind of traps will appear in the door.
1982 </attribute>
1983 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1984 Set this flag to move treasure items created into the environment (map)
1985 instead of putting them into the object.
1986 </attribute>
1987 </type>
1988
1989 <!--####################################################################-->
1990 <type number="83" name="Duplicator">
1991 <ignore>
1992 <ignore_list name="system_object" />
1993 </ignore>
1994 <description><![CDATA[
1995 When activated, a duplicator can duplicate, multiply or destroy a pile of
1996 objects which lies somewhere on top of the duplicator.
1997 The duplicator has one arch name specified as &lt;target arch&gt;,
1998 and only objects of this archetype can be affected.<br>
1999 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2000 If the latter is set to zero, it will destroy objects.]]>
2001 </description>
2002 <use><![CDATA[
2003 I hope it is clear that one must be very cautious when inserting a duplicator
2004 anywhere with &lt;multiply factor&gt; greater than one.
2005 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2006 It is <b>not acceptable</b> to allow duplication of anything other than
2007 coins, gold and jewels. Besides, it is very important that the chance to
2008 loose the input matches the chance to earn winnings.<br>
2009 A duplicator with &lt;multiply factor&gt; 3 for example should have a
2010 loosing rate of 2/3 = 67%.]]>
2011 </use>
2012 <attribute arch="other_arch" editor="target arch" type="string">
2013 Only objects of matching archtype, lying ontop of the duplicator will be
2014 duplicated, multiplied or removed. All other objects will be ignored.
2015 </attribute>
2016 <attribute arch="level" editor="multiply factor" type="int">
2017 The number of items in the target pile will be multiplied by the
2018 &lt;multiply factor&gt;. If it is set to zero, all target objects
2019 will be destroyed.
2020 </attribute>
2021 <attribute arch="connected" editor="connection" type="string">
2022 An activator (lever, altar, button, etc) with matching connection value
2023 is able to trigger this duplicator. Be very careful that players cannot
2024 abuse it to create endless amounts of money or other valuable stuff!
2025 </attribute>
2026 &activate_on;
2027 </type>
2028
2029 <!--####################################################################-->
2030 <type number="66" name="Exit">
2031 <ignore>
2032 <ignore_list name="non_pickable" />
2033 </ignore>
2034 <description><![CDATA[
2035 When the player applies an exit, he is transferred to a different location.
2036 (Monsters cannot use exits.) Depending on how it is set, the player applies
2037 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2038 the exit. ]]>
2039 </description>
2040 <use><![CDATA[
2041 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2042 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2043 detected with the show_invisible spell.
2044 <br><br>
2045 You can be quite creative with the outlook of secret exits (their "face").
2046 Don't forget to give the player relyable hints about them though.]]>
2047 </use>
2048 <attribute arch="slaying" editor="exit path" type="string">
2049 The exit path defines the map that the player is transferred to.
2050 You can enter an absolute path, beginning with '/' (for example
2051 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2052 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2053 relative path "Fire1"). Use relative paths whenever possible! Note that
2054 upper/lower case must always be set correctly. However, please use lower
2055 case only.
2056 It is well possible to have an exit pointing to the same map that the exit
2057 is on. If slaying is not set in an exit, the player will see a message like
2058 "the exit is closed".
2059 </attribute>
2060 <attribute arch="hp" editor="destination X" type="int">
2061 The exit destinations define the (x, y)-coordinates where the exit
2062 leads to.
2063 If both are set to zero, the player will be transferred to the "default
2064 enter location" of the destined map. The latter can be set in the map-
2065 properties as "Enter X/Y". Though, please DO NOT use that.
2066 It turned out to be a source for numerous map-bugs.
2067 </attribute>
2068 <attribute arch="sp" editor="destination Y" type="int">
2069 The exit destinations define the (x, y)-coordinates where the exit
2070 leads to.
2071 If both are set to zero, the player will be transferred to the "default
2072 enter location" of the destined map. The latter can be set in the map-
2073 properties as "Enter X/Y". Though, please DO NOT use that.
2074 It turned out to be a source for numerous map-bugs.
2075 </attribute>
2076 &move_on;
2077 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2078 If set, this message will be displayed to the player when he applies the exit.
2079 This is quite useful to throw in some "role-play feeling": "As you enter the
2080 dark cave you hear the sound of rustling dragonscales...". Well, my english
2081 is poor, but you get the point. =)
2082 </attribute>
2083 <attribute arch="damned" editor="set savebed" type="bool">
2084 If set, then players using this exit will have their savebed position
2085 set to the destination of the exit when passing through.
2086 </attribute>
2087 </type>
2088
2089 <!--####################################################################-->
2090 <type number="72" name="Flesh">
2091 <description><![CDATA[
2092 Just like with food, the player can fill his stomache and gain a
2093 little health by eating flesh-objects. <br>
2094 For dragon players, flesh plays a very special role though: If the
2095 flesh has resistances set, a dragon player has a chance to gain resistance in
2096 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2097 Don't forget that flesh items with resistances have to be balanced
2098 according to map/monster difficulty.]]>
2099 </description>
2100 <use><![CDATA[
2101 For dragon players, flesh items can be highly valuable. Note that many
2102 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2103 These flesh items "inherit" resistances and level from the monster they belong to.
2104 When you add special flesh items to the inventory of a monster, this is
2105 not the case - so you have to set it manually.
2106 <br><br>
2107 Generally adding special flesh-treaties for dragon players is a great thing
2108 to do. Always consider that dragon players might really not be interested
2109 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2110 out on the reward completely.]]>
2111 </use>
2112 <attribute arch="food" editor="foodpoints" type="int">
2113 The player's stomache will get filled with this amount of foodpoints.
2114 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2115 </attribute>
2116 <attribute arch="level" editor="flesh level" type="int">
2117 The &lt;flesh level&gt; is not visible to the players and it affects only
2118 dragon players. Normally this value reflects the level of the monster
2119 from which the flesh item originates.
2120 Dragon players always search for flesh of highest level possible,
2121 because it bears the best chance to gain high resistances.
2122 </attribute>
2123 <attribute arch="startequip" editor="godgiven item" type="bool">
2124 A godgiven item vanishes as soon as the player
2125 drops it to the ground.
2126 </attribute>
2127 &resistances_flesh_section;
2128 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2129 This text may describe the item.
2130 </attribute>
2131 </type>
2132
2133 <!--####################################################################-->
2134 <type number="0" name="Floor">
2135 <required>
2136 <attribute arch="is_floor" value="1" />
2137 <attribute arch="alive" value="0" />
2138 </required>
2139 <ignore>
2140 <ignore_list name="non_pickable" />
2141 </ignore>
2142 <description><![CDATA[
2143 Floor is a very basic thing whithout too much
2144 functionality. It's a floor - you stand on it.]]>
2145 </description>
2146 <attribute arch="is_floor" value="1" type="fixed" />
2147 <attribute arch="no_pick" value="1" type="fixed" />
2148 <section name="terrain">
2149 &movement_types_terrain;
2150 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2151 This flag indicates this spot contains wood or high grass.
2152 Players with activated woodsman skill can move faster here.
2153 </attribute>
2154 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2155 This flag indicates this spot contains hills or large rocks.
2156 Players with activated mountaineer skill can move faster here.
2157 </attribute>
2158 </section>
2159 <attribute arch="no_magic" editor="no spells" type="bool">
2160 If enabled, it is impossible for players to use (wizard-)
2161 spells on that spot.
2162 </attribute>
2163 <attribute arch="damned" editor="no prayers" type="bool">
2164 If enabled, it is impossible for players to use prayers
2165 on that spot. It also prevents players from saving.
2166 </attribute>
2167 <attribute arch="unique" editor="unique map" type="bool">
2168 Unique floor means that any items dropped on that spot
2169 will be saved beyond map reset. For permanent apartments,
2170 all floor tiles must be set &lt;unique map&gt;.
2171 </attribute>
2172 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2173 This text may describe the object.
2174 </attribute>
2175 </type>
2176
2177 <!--####################################################################-->
2178 <type number="67" name="Floor (Encounter)">
2179 <ignore>
2180 <ignore_list name="non_pickable" />
2181 </ignore>
2182 <description><![CDATA[
2183 Encounter-Floor is pretty much the same as normal floor.
2184 Most outdoor floor/ground-arches are set to be "encounters".
2185 That is kind of a relict from former code: When walking over
2186 encounter-floor, players sometimes got beamed to little maps
2187 with monsters on them. Nowadays this feature is disabled -
2188 Hence encounter floor is not different from normal floor.]]>
2189 </description>
2190 <attribute arch="is_floor" value="1" type="fixed" />
2191 <attribute arch="no_pick" value="1" type="fixed" />
2192 <section name="terrain">
2193 &movement_types_terrain;
2194 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2195 This flag indicates this spot contains wood or high grass.
2196 Players with activated woodsman skill can move faster here.
2197 </attribute>
2198 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2199 This flag indicates this spot contains hills or large rocks.
2200 Players with activated mountaineer skill can move faster here.
2201 </attribute>
2202 </section>
2203 <attribute arch="no_magic" editor="no spells" type="bool">
2204 If enabled, it is impossible for players to use (wizard-)
2205 spells on that spot.
2206 </attribute>
2207 <attribute arch="damned" editor="no prayers" type="bool">
2208 If enabled, it is impossible for players to use prayers
2209 on that spot. It also prevents players from saving.
2210 </attribute>
2211 <attribute arch="unique" editor="unique map" type="bool">
2212 Unique floor means that any items dropped on that spot
2213 will be saved beyond map reset. For permanent apartments,
2214 all floor tiles must be set &lt;unique map&gt;.
2215 </attribute>
2216 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2217 This text may describe the object.
2218 </attribute>
2219 </type>
2220
2221 <!--####################################################################-->
2222 <type number="6" name="Food">
2223 <description><![CDATA[
2224 By eating/drinking food-objects, the player can fill his
2225 stomache and gain a little health.]]>
2226 </description>
2227 <attribute arch="food" editor="foodpoints" type="int">
2228 The player's stomache will get filled with this amount of foodpoints.
2229 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2230 </attribute>
2231 <attribute arch="startequip" editor="godgiven item" type="bool">
2232 A godgiven item vanishes as soon as the player
2233 drops it to the ground.
2234 </attribute>
2235 </type>
2236
2237 <!--####################################################################-->
2238 <type number="91" name="Gate">
2239 <ignore>
2240 <ignore_list name="non_pickable" />
2241 </ignore>
2242 <description><![CDATA[
2243 Gates play an important role in Deliantra. Gates can be opened
2244 by activating a button/trigger, by speaking passwords (-> magic_ear)
2245 or carrying special key-objects (-> inventory checker).
2246 Unlike locked doors, gates can get shut again after a player has
2247 passed, which makes them more practical in many cases.]]>
2248 </description>
2249 <use><![CDATA[
2250 Use gates to divide your maps into seperated areas. After solving
2251 area A, the player gains access to area B, and so on. Make your
2252 maps more complex than "one-way".]]>
2253 </use>
2254 <attribute arch="no_pick" value="1" type="fixed" />
2255 <attribute arch="speed" value="1" type="float">
2256 The speed of the gate affects how fast it is closing/opening.
2257 </attribute>
2258 <attribute arch="connected" editor="connection" type="string">
2259 Whenever the inventory checker is triggered, all objects with identical
2260 &lt;connection&gt; value get activated. This only makes sense together with
2261 &lt;blocking passage&gt; disabled.
2262 </attribute>
2263 <attribute arch="wc" editor="position state" type="int">
2264 The &lt;position state&gt; defines the position of the gate:
2265 Zero means completely open/down, the "number of animation-steps" (usually
2266 about 6 or 7) means completely closed/up state. I suggest you don't
2267 mess with this value - Leave the default in place.
2268 </attribute>
2269 &movement_types_terrain;
2270 <attribute arch="no_magic" editor="restrict spells" type="bool">
2271 Restricting the use of spells to pass this gate. This has
2272 an effect only if &lt;block view&gt; is disabled.
2273 </attribute>
2274 <attribute arch="damned" editor="restrict prayers" type="bool">
2275 Restricting the use of prayers to pass this door. This has
2276 an effect only if &lt;block view&gt; is disabled.
2277 </attribute>
2278 </type>
2279
2280 <!--####################################################################-->
2281 <type number="113" name="Girdle">
2282 <import_type name="Amulet" />
2283 <description><![CDATA[
2284 Wearing a girdle, the object's stats will directly be inherited to
2285 the player. Girdles usually provide stats- or damage bonuses and no
2286 defense.]]>
2287 </description>
2288 <use><![CDATA[
2289 Feel free to create your own special artifacts. However, it is very
2290 important that you keep your artifact in balance with existing maps.]]>
2291 </use>
2292 <attribute arch="magic" editor="magic bonus" type="int">
2293 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2294 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2295 than direct armour-class bonus on the helmet.
2296
2297 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2298 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2299 &lt;magic bonus&gt; is pointless here.
2300 </attribute>
2301 </type>
2302
2303 <!--####################################################################-->
2304 <type number="100" name="Gloves">
2305 <import_type name="Amulet" />
2306 <description><![CDATA[
2307 Wearing gloves, the object's stats will directly be inherited to
2308 the player. Gloves can add defense or damage bonuses.]]>
2309 </description>
2310 <use><![CDATA[
2311 Feel free to create your own special artifacts. However, it is very
2312 important that you keep your artifact in balance with existing maps.]]>
2313 </use>
2314 <attribute arch="magic" editor="magic bonus" type="int">
2315 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2316 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2317 will increase that.
2318 </attribute>
2319 </type>
2320
2321 <!--####################################################################-->
2322 <type number="93" name="Handle">
2323 <ignore>
2324 <ignore_list name="non_pickable" />
2325 </ignore>
2326 <description><![CDATA[
2327 A handle can be applied by players and (certain) monsters.
2328 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2329 </description>
2330 <use><![CDATA[
2331 Handles are commonly used to move gates. When placing your lever,
2332 don't forget that some monsters are able to apply it.
2333 The ability to apply levers is rare among monsters -
2334 but vampires can do it for example.]]>
2335 </use>
2336 <attribute arch="no_pick" value="1" type="fixed" />
2337 <attribute arch="connected" editor="connection" type="string">
2338 Every time the handle is applied, all objects
2339 with the same &lt;connection&gt; value are activated.
2340 </attribute>
2341 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2342 This text may describe the item. You can use this
2343 message to explain the handle's purpose to the player.
2344 </attribute>
2345 </type>
2346
2347 <!--####################################################################-->
2348 <type number="27" name="Handle Trigger">
2349 <import_type name="Handle" />
2350 <ignore>
2351 <ignore_list name="non_pickable" />
2352 </ignore>
2353 <description><![CDATA[
2354 Handle triggers are handles which reset after a short period
2355 of time. Every time it is either applied or reset, the
2356 &lt;connection&gt; value is triggered.]]>
2357 </description>
2358 <use><![CDATA[
2359 When you connect an ordinary handle to a gate, the gate normally remains
2360 opened after the first player passed. If you want to keep the gate shut,
2361 connecting it to a handle trigger is an easy solution. ]]>
2362 </use>
2363 </type>
2364
2365 <!--####################################################################-->
2366 <type number="88" name="Hazard Floor">
2367 <required>
2368 <attribute arch="is_floor" value="1" />
2369 </required>
2370 <ignore>
2371 <ignore_list name="non_pickable" />
2372 </ignore>
2373 <description><![CDATA[
2374 The best example for Hazard Floor is lava. It works like standard
2375 floor, but damages all creatures standing on it.
2376 Damage is taken in regular time intervals.]]>
2377 </description>
2378 <use><![CDATA[
2379 The default lava for example does minor damage. But you can turn
2380 it up so that your hazard floor poses a real threat.<br>
2381 Like magic walls, such floors add a permanent thrill to your map.
2382 You can use that to safely chase off too-weak players, or just
2383 to have something different.]]>
2384 </use>
2385 <attribute arch="is_floor" value="1" type="fixed" />
2386 <attribute arch="lifesave" value="1" type="fixed" />
2387 &move_on;
2388 <attribute arch="no_pick" value="1" type="fixed" />
2389 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2390 This attribute specifys the attacktypes that this floor uses to
2391 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2392 If you want a real tough hazard floor, add more than just one attacktype.
2393 </attribute>
2394 <attribute arch="dam" editor="base damage" type="int">
2395 The &lt;base damage&gt; defines how much damage is inflicted to the
2396 victim per hit. The final damage is influenced by several other
2397 factors like the victim's resistance and level.
2398 </attribute>
2399 <attribute arch="wc" editor="weaponclass" type="int">
2400 &lt;weapon class&gt; improves the chance of hitting the victim.
2401 Lower values are better.
2402 Usually, hazard floors like lava are supposed to hit the
2403 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2404 to something like -30.
2405 </attribute>
2406 <attribute arch="level" editor="attack level" type="int">
2407 I guess this value is supposed to work similar to monster levels.
2408 But in fact, it does not seem to have an effect. Set any non-zero
2409 value to be on the safe side.
2410 </attribute>
2411 <section name="terrain">
2412 &movement_types_terrain;
2413 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2414 This flag indicates this spot contains wood or high grass.
2415 Players with activated woodsman skill can move faster here.
2416 </attribute>
2417 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2418 This flag indicates this spot contains hills or large rocks.
2419 Players with activated mountaineer skill can move faster here.
2420 </attribute>
2421 </section>
2422 <attribute arch="no_magic" editor="no spells" type="bool">
2423 If enabled, it is impossible for players to use (wizard-)
2424 spells on that spot.
2425 </attribute>
2426 <attribute arch="damned" editor="no prayers" type="bool">
2427 If enabled, it is impossible for players to use prayers
2428 on that spot. It also prevents players from saving.
2429 </attribute>
2430 <attribute arch="unique" editor="unique map" type="bool">
2431 Unique floor means that any items dropped on that spot
2432 will be saved beyond map reset. For permanent apartments,
2433 all floor tiles must be set &lt;unique map&gt;.
2434 </attribute>
2435 </type>
2436
2437 <!--####################################################################-->
2438 <type number="34" name="Helmet">
2439 <import_type name="Amulet" />
2440 <description><![CDATA[
2441 Wearing a helmet, the object's stats will directly be inherited to
2442 the player. Normal helmets usually increase defense, while crowns
2443 add more special bonuses like stats/resistances paired with
2444 low defense.]]>
2445 </description>
2446 <use><![CDATA[
2447 Feel free to create your own special artifacts. However, it is very
2448 important that you keep your artifact in balance with existing maps.]]>
2449 </use>
2450 <attribute arch="magic" editor="magic bonus" type="int">
2451 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2452 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2453 than direct armour-class bonus on the helmet.
2454
2455 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2456 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2457 Crowns for instance typically provide no &lt;amour class&gt;.
2458 </attribute>
2459 </type>
2460
2461 <!--####################################################################-->
2462 <type number="56" name="Holy Altar">
2463 <ignore>
2464 <ignore_list name="non_pickable" />
2465 </ignore>
2466 <description><![CDATA[
2467 Holy Altars are altars for the various religions. Praying
2468 at a Holy_altar will make you a follower of that god, and
2469 if you already follow that god, you may get some extra bonus.]]>
2470 </description>
2471 <attribute arch="no_pick" value="1" type="fixed" />
2472 <attribute arch="other_arch" editor="god name" type="string">
2473 The altar belongs to the god of the given name. Possible options for
2474 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2475 Gorokh, Valriel and Sorig.
2476
2477 If you want to have an unconsecrated altar, set
2478 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2479 </attribute>
2480 <attribute arch="level" editor="reconsecrate level" type="int">
2481 To re-consecrate an altar, the player's wisdom level must be as
2482 high or higher than this value. In that way, some altars can not
2483 be re-consecrated, while other altars, like those in dungeons, could be.
2484
2485 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2486 Some characters might need those altars, they would be very unhappy to
2487 see them re-consecrated to another cult.
2488 </attribute>
2489 </type>
2490
2491 <!--####################################################################-->
2492 <type number="35" name="Horn">
2493 <ignore>
2494 <attribute arch="title" />
2495 </ignore>
2496 <description><![CDATA[
2497 Horns are very similar to rods. The difference is that horns regenerate
2498 spellpoints faster and thus are more valuable than rods.
2499 <br><br>
2500 A horn contains a spell. The player can use this spell by applying and
2501 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2502 used endlessly.]]>
2503 </description>
2504 <use><![CDATA[
2505 Horns are powerful due to their fast recharge rate. They should
2506 never contain high level attacking spells. Even curing/healing spells
2507 are almost too good on a horn.]]>
2508 </use>
2509 <attribute arch="sp" editor="spell" type="spell">
2510 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2511 horns to players, since they can be used endlessly without any mana cost!
2512 Horns with heal/ restoration/ protection spells, IF available, MUST be
2513 very very VERY hard to get!
2514 </attribute>
2515 <attribute arch="level" editor="casting level" type="int">
2516 The casting level of the &lt;spell&gt; determines it's power.
2517 For attack spells, level should not be set too high.
2518 </attribute>
2519 <attribute arch="hp" editor="initial spellpoints" type="int">
2520 This value represents the initial amount of spellpoints in the horn.
2521 Naturally, this is quite unimportant.
2522 </attribute>
2523 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2524 When the horn is fully charged up, it will hold this maximum amount of
2525 spellpoints. Make sure it is enough to cast the contained spell at least
2526 once. But don't set the value too high, as that might make the horn way
2527 too effective.
2528 </attribute>
2529 <attribute arch="startequip" editor="godgiven item" type="bool">
2530 A godgiven item vanishes as soon as the player
2531 drops it to the ground.
2532 </attribute>
2533 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2534 This text may contain a description of the horn.
2535 </attribute>
2536 </type>
2537
2538 <!--####################################################################-->
2539 <type number="73" name="Inorganic">
2540 <description><![CDATA[
2541 Inorganic materials are generally used as ingredients for
2542 alchemical receipes. By themselves, they have no special
2543 functionalities.]]>
2544 </description>
2545 <attribute arch="is_dust" editor="is dust" type="bool">
2546 </attribute>
2547 &resistances_basic;
2548 </type>
2549
2550 <!--####################################################################-->
2551 <type number="64" name="Inventory Checker">
2552 <ignore>
2553 <ignore_list name="system_object" />
2554 </ignore>
2555 <description><![CDATA[
2556 Inventory checkers passively check the players inventory for a
2557 specific object. You can set a connected value that is triggered
2558 either if that object is present or missing (-&gt; "last_sp") when a
2559 player walks over the inv. checker. A valid option is to remove the
2560 matching object (usually not recommended, see "last_heal").
2561 <br><br>
2562 Alternatively, you can set your inv. checker to block all players
2563 that do/don't carry the matching object.
2564 <br><br>
2565 As you can see, inv. checkers are quite powerful, holding a
2566 great variety of possibilities.]]>
2567 </description>
2568 <use><![CDATA[
2569 Putting a check_inventory space in front of a gate (one below) and
2570 one on the opposite side works reasonably well as a control mechanism.
2571 Unlike the key/door-combo, this one works infinite since it is
2572 independant from map reset. Use it to put a "structure" into your
2573 maps: Player must solve area A to gain access to area B. This concept
2574 can be found in nearly every RPG - simple but effective.]]>
2575 </use>
2576 <attribute arch="no_pick" value="1" type="fixed" />
2577 <attribute arch="slaying" editor="match key string" type="string">
2578 This string specifies the object we are looking for: We have a match
2579 if the player does/don't carry a key object or a mark with identical
2580 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2581 this context. A typical example is the city gate mechanism of scorn.
2582 </attribute>
2583 <attribute arch="race" editor="match arch name" type="string">
2584 This string specifies the object we are looking for: We have a match
2585 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2586 </attribute>
2587 <attribute arch="hp" editor="match type" type="int">
2588 This value specifies the object we are looking for: We have a match
2589 if the player does/don't carry an object that is of type &lt;match type&gt;.
2590
2591 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2592 enabled. Now you have an inv. checker blocking all players that carry any
2593 kind of melee weapon. To pass, a player is forced to leave behind all
2594 his weaponry... bad news for a warrior. ;)
2595 </attribute>
2596 <attribute arch="last_sp" editor="match = having" type="bool">
2597 Enabled means having that object is a match.
2598 Disabled means not having that object is a match.
2599 </attribute>
2600 <attribute arch="connected" editor="connection" type="string">
2601 Whenever the inventory checker is triggered, all objects with identical
2602 &lt;connection&gt; value get activated. This only makes sense together with
2603 &lt;blocking passage&gt; disabled.
2604 </attribute>
2605 &movement_types_terrain;
2606 <attribute arch="last_heal" editor="remove match" type="bool">
2607 &lt;remove match&gt; means remove object if found. Setting this is usually not
2608 recommended because inv. checkers are in general invisible. So, unlike
2609 for altars/ locked doors, the player won't expect to lose an object when
2610 walking over that square. And he doesn't even get a message either.
2611
2612 So, *if* you enable &lt;remove match&gt;, make sure
2613 to inform the player what's going on!
2614 </attribute>
2615 </type>
2616
2617 <!--####################################################################-->
2618 <type number="163" name="Item Transformer">
2619 <description><![CDATA[
2620 An item transformer is simply applied, after having marked a 'victim'
2621 item. If the victim is suitable, it will be transformed into something
2622 else.]]>
2623 </description>
2624 <use><![CDATA[
2625 To make an item transformable, you just have to fill the 'slaying' field.
2626 The syntax is:
2627 <br>
2628 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2629 <br>
2630 with [] denoting optional part, and * any number of preceding [].
2631 'new_item' must be the name of an existing archetype.
2632 <br><br>
2633 Example, for object apple: slaying knife:2 half_apple
2634 <br><br>
2635 This means that, when applying a knife (should be an Item Transformer),
2636 one 'apple' will be transformed into 2 'half_apple'.]]>
2637 </use>
2638 <attribute arch="food" editor="number of uses" type="int">
2639 &lt;number of uses&gt; controls how many times the item transformer can
2640 be used. The value 0 means "unlimited"
2641 </attribute>
2642 <attribute arch="slaying" editor="verb" type="string">
2643 Contains the verb that is used to construct a message to the player
2644 applying the item transformer.
2645 </attribute>
2646 <attribute arch="startequip" editor="godgiven item" type="bool">
2647 A godgiven item vanishes as soon as the player
2648 drops it to the ground.
2649 </attribute>
2650 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2651 This text may contain a description of the item transformer.
2652 </attribute>
2653 </type>
2654
2655 <!--####################################################################-->
2656 <type number="60" name="Jewel">
2657 <description><![CDATA[
2658 Items of the type Gold &amp; Jewels are handled like a currency.
2659 Unlike for any other type of item, in shops, the buy- and selling
2660 prices differ only marginally.]]>
2661 </description>
2662 <attribute arch="race" value="gold and jewels" type="fixed" />
2663 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2664 This text may describe the object.
2665 </attribute>
2666 </type>
2667
2668 <!--####################################################################-->
2669 <type number="24" name="Key">
2670 <description><![CDATA[
2671 When carrying a key, a normal door can be opened. The key will
2672 disappear.]]>
2673 </description>
2674 <attribute arch="startequip" editor="godgiven item" type="bool">
2675 A godgiven item vanishes as soon as the player
2676 drops it to the ground.
2677 </attribute>
2678 </type>
2679
2680 <!--####################################################################-->
2681 <type number="20" name="Locked Door">
2682 <ignore>
2683 <ignore_list name="non_pickable" />
2684 </ignore>
2685 <description><![CDATA[
2686 A locked door can be opened only when carrying
2687 the appropriate special key.]]>
2688 </description>
2689 <use><![CDATA[
2690 If you want to create a locked door that cannot be opened (no key),
2691 set a &lt;key string&gt; like "no_key_available". This will clearify things
2692 and only a fool would create a key matching that string.
2693
2694 Door-objects can not only be used for "doors". In many maps these
2695 are used with all kinds of faces/names, especially often as
2696 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2697 There you have magic forces (door objects) put under certain artifact
2698 items. To get your hands on the artifacts, you need to bring up the
2699 appropriate quest items (key objects).]]>
2700 </use>
2701 <attribute arch="move_type" value="0" type="fixed" />
2702 <attribute arch="no_pick" value="1" type="fixed" />
2703 <attribute arch="slaying" editor="key string" type="string">
2704 The &lt;key string&gt; in the door must be identical with the
2705 &lt;key string&gt; in the special key, then the door is unlocked.
2706 It is VERY important to set the &lt;key string&gt; to something that
2707 is unique among the Deliantra mapset.
2708
2709 DONT EVER USE the default string "set_individual_value".
2710
2711 When the key string starts with "match ", then it is expected to
2712 be a match expression, which will be applied to the player, so
2713 you can use e.g. (match type=POTION in inv). Note that the matched
2714 object will be removed.
2715 </attribute>
2716 <attribute arch="no_magic" editor="restrict spells" type="bool">
2717 Restricting the use of spells to pass this door.
2718 This should be set in most cases.
2719 (Don't forget that the spell "dimension door" is easily
2720 available at about wisdom level 10).
2721 </attribute>
2722 <attribute arch="damned" editor="restrict prayers" type="bool">
2723 Restricting the use of prayers to pass this door.
2724 This should be set in most cases.
2725 </attribute>
2726 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2727 When a player is trying to open the door without carrying the
2728 appropriate key, this text is displayed to the player. This is
2729 a good opportunity to place hints about the special key needed
2730 to unlock the door.
2731 </attribute>
2732 </type>
2733
2734 <!--####################################################################-->
2735 <type number="29" name="Magic Ear">
2736 <ignore>
2737 <ignore_list name="system_object" />
2738 </ignore>
2739 <description><![CDATA[
2740 Magic_ears trigger a connected value
2741 when the player speaks a specific keyword.]]>
2742 </description>
2743 <use><![CDATA[
2744 Whenever you put magic_ears on your maps, make sure there are
2745 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2746 something like a gate that is opened by speaking "open" or
2747 "sesame", expecting the player to figure this out all by himself.
2748 <br><br>
2749 Magic_ears are typically used for interaction with NPCs. You
2750 can create the impression that the NPC actually *does* something
2751 according to his conversation with a player. Mostly this means
2752 opening a gate or handing out some item, but you could be quite
2753 creative here.]]>
2754 </use>
2755 <attribute arch="no_pick" value="1" type="fixed" />
2756 <attribute arch="connected" editor="connection" type="string">
2757 The Magic_ear will trigger all objects with the
2758 same connection value, every time it is activated.
2759 </attribute>
2760 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2761 This textfield contains the keyword-matching-syntax. The text should
2762 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2763 Any number of keywords from one to infinite is allowed. Make sure
2764 they are seperated by a '|'.
2765
2766 Examples: "@match yes", "@match gold|treasure". The connected
2767 value will be triggerd when the player speaks any of the given
2768 keywords within a two-square radius. IMPORTANT: Upper/lower case
2769 does not make a difference!
2770 </attribute>
2771 </type>
2772
2773 <!--####################################################################-->
2774 <type number="62" name="Magic Wall">
2775 <ignore>
2776 <ignore_list name="non_pickable" />
2777 </ignore>
2778 <description><![CDATA[
2779 Magic walls fire spells in a given direction, in regular intervals.
2780 Magic walls can contain any spell. However, some spells do not
2781 operate very successfully in them. The only way to know is to test
2782 the spell you want to use with a wall.
2783 <br><br>
2784 Several types of magical walls are predefined for you in the
2785 archetypes, and can be found on the "connected" Pickmap.]]>
2786 </description>
2787 <use><![CDATA[
2788 Spellcasting walls pose an interesting alternative to monsters.
2789 Usually they are set to be undestroyable. Thus, while monsters
2790 in a map can be cleared out, the magic walls remain. Low level
2791 characters for example will not be able to pass through their
2792 spell-area, hence they cannot loot a map that a high level character
2793 might have cleared out.
2794 <br><br>
2795 Another point of magic walls is that if the player dies, he has to face
2796 them all again. Magic walls can add a kind of "permanent thrill" to
2797 your maps.
2798 <br><br>
2799 Be careful that your magic walls don't kill the monsters on a map. If
2800 placing monsters, eventually take ones that are immune to the
2801 walls' spell(s).
2802 <br><br>
2803 It is possible to make walls rotate when triggered. But that is so
2804 confusing (and useless IMHO) that I did not mention it above. You
2805 can find a working example on the map
2806 "/pup_land/castle_eureca/castle_eureca8".]]>
2807 </use>
2808 <attribute arch="dam" editor="spell" type="spell">
2809 The magic wall will cast this &lt;spell&gt;.
2810 </attribute>
2811 <attribute arch="level" editor="spell level" type="int">
2812 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2813 walls cast spells at minimal strength. "level 100" walls cast deadly
2814 spells. Arch default is level 1 - you should always set this value
2815 to meet the overall difficulty of your map.
2816 </attribute>
2817 <attribute arch="connected" editor="connection" type="string">
2818 Every time the &lt;connection&gt; value is triggered, the wall will cast
2819 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2820 have much visible effect.
2821 </attribute>
2822 &activate_on;
2823 <attribute arch="speed" editor="casting speed" type="float">
2824 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2825 You can fine-tune how long the duration between two casts shall
2826 be. If you want to create a wall that can be activated (cast per
2827 trigger) via connected lever/button/etc, you must set "speed 0".
2828 </attribute>
2829 &speed_left;
2830 <attribute arch="sp" editor="direction" type="list_direction">
2831 The magic wall will cast it's spells always in the specified
2832 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2833 always fire in a random direction.
2834 </attribute>
2835 &movement_types_terrain;
2836 <section name="destroyable">
2837 <attribute arch="alive" editor="is destroyable" type="bool">
2838 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2839 destroyed by the player. If disabled, all other attributes on
2840 this tab, as well as resistances, are meaningless.
2841 </attribute>
2842 <attribute arch="hp" editor="hitpoints" type="int">
2843 The more &lt;hitpoints&gt; the wall has, the longer
2844 it takes to be destroyed.
2845 </attribute>
2846 <attribute arch="maxhp" editor="max hitpoints" type="int">
2847 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2848 can have. This only makes sense if the wall can regain health.
2849 </attribute>
2850 <attribute arch="ac" editor="armour class" type="int">
2851 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2852 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2853 to &lt;weapon class&gt;.
2854 </attribute>
2855 </section>
2856 &resistances_basic;
2857 </type>
2858
2859 <!--####################################################################-->
2860 <type number="55" name="Marker">
2861 <ignore>
2862 <ignore_list name="system_object" />
2863 </ignore>
2864 <description><![CDATA[
2865 A marker is an object that inserts an invisible force (a mark) into a
2866 player stepping on it. This force does nothing except containing a
2867 &lt;key string&gt; which can be discovered by detectors or inventory
2868 checkers. It is also possible to use markers for removing marks again
2869 (by setting the "name" slot to the name of the marker to be removed).
2870 <br><br>
2871 Note that the player has no possibility to "see" his own marks,
2872 except by the effect that they cause on the maps.]]>
2873 </description>
2874 <use><![CDATA[
2875 Markers hold real cool possibilities for map-making. I encourage
2876 you to use them frequently. However there is one negative point
2877 about markers: Players don't "see" what's going on with them. It is
2878 your task, as map-creator, to make sure the player is always well
2879 informed and never confused.
2880 <br><br>
2881 Please avoid infinite markers when they aren't needed. They're
2882 using a little space in the player file after all, so if there
2883 is no real purpose, set an expire time.]]>
2884 </use>
2885 <attribute arch="no_pick" value="1" type="fixed" />
2886 <attribute arch="slaying" editor="key string" type="string">
2887 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2888 If the player already has a force with that &lt;key string&gt;,
2889 there won't be inserted a second one.
2890 </attribute>
2891 <attribute arch="connected" editor="connection" type="string">
2892 When the detector is triggered, all objects with the same
2893 connection value get activated.
2894 </attribute>
2895 <attribute arch="speed" editor="marking speed" type="float">
2896 The &lt;marking speed&gt; defines how quickly it will mark something
2897 standing on the marker. Set this value rather high to make
2898 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2899 should do fine.
2900 </attribute>
2901 &speed_left;
2902 <attribute arch="food" editor="mark duration" type="int">
2903 This value defines the duration of the force it inserts.
2904 If nonzero, the duration of the player's mark is finite:
2905 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2906 means the mark will stay on the player forever.
2907 </attribute>
2908 <attribute arch="name" editor="delete mark" type="string">
2909 When the player steps onto the marker, all existing forces in
2910 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2911 will be removed. If you don't want to remove any marks, leave
2912 this textfield empty.
2913
2914 Note that the string &lt;delete mark&gt; is set as the name of
2915 this marker. So don't be confused, and remember changing the
2916 name will take effect on the marker's functionality.
2917 </attribute>
2918 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2919 In the moment when the player gets marked, this text is displayed
2920 to him. You should really set a message in any marker you create,
2921 because it's the only way for the player to notice what's going on.
2922 </attribute>
2923 </type>
2924
2925 <!--####################################################################-->
2926 <type number="36" name="Money">
2927 <ignore>
2928 <attribute arch="unpaid" />
2929 </ignore>
2930 <description><![CDATA[
2931 Items of the type Money are handled as currency.
2932 Money cannot be sold/bought in shops. When money is dropped
2933 in a shop, it stays the same.<br>
2934 When a player picks an item from a shop and attempts to
2935 walk over the shop mat, the item's selling-price is automatically
2936 subtracted from the player's money.
2937 <br><br>
2938 For money, always use the default arches.
2939 Don't modify them.]]>
2940 </description>
2941 <attribute arch="race" value="gold and jewels" type="fixed" />
2942 </type>
2943
2944 <!--####################################################################-->
2945 <type number="0" name="Monster &amp; NPC">
2946 <required>
2947 <attribute arch="is_floor" value="0" />
2948 <attribute arch="alive" value="1" />
2949 <attribute arch="tear_down" value="0" />
2950 </required>
2951 <ignore>
2952 <attribute arch="material" />
2953 <attribute arch="name_pl" />
2954 <attribute arch="nrof" />
2955 <attribute arch="value" />
2956 <attribute arch="unpaid" />
2957 </ignore>
2958 <description><![CDATA[
2959 Monsters can behave in various kinds of ways.
2960 They can be aggressive, attacking the player. Or peaceful,
2961 helping the player - maybe joining him as pet.
2962 The unagressive creatures who communicate with players are
2963 usually called "NPCs" (Non Player Character), a well-known
2964 term in role-play environments.]]>
2965 </description>
2966 <use><![CDATA[
2967 Monsters play a central role in most maps. Choosing the right
2968 combination of monsters for your map is vital:
2969 <UL>
2970 <LI> Place only monsters of slightly varying (increasing) strength.
2971 It's no fun to play for two hours just to find out the last
2972 monster is unbeatable. Similar, it's not exciting to fight orcs
2973 after passing a room of dragons.<br>
2974 This rule applies only for linear maps (one room after the other),
2975 with treasure at the end. You can sprinkle the treasure around,
2976 or make non-linear maps - That is often more entertaining.
2977 <LI> Places with high level monsters must not be easy to reach.
2978 Balrogs, Dragonmen and the likes should be at the end of a quest,
2979 not at the beginning.
2980 <LI> Don't stick monsters together that tend to kill each other.
2981 Fire- and cold dragons in one room for example is a bad idea.
2982 By weakening and killing each other they are easy prey for players,
2983 not worth the experience they hold.
2984 <LI> Create your own monsters, especially for "boss"-type monsters.
2985 Having stage-bosses guarding treasure is a lot of fun when done right.
2986 Avoid to create monsters with completely non-intuitive abilities:
2987 Don't give ice-spells to firedragons or vice versa. Don't add
2988 draining attack to trolls, etc. Additionally, you should inform the
2989 player before he bumps right into some very special/unusual monster.
2990 <LI> Last but not least: Always keep an eye on the experience your monsters
2991 hold. Design your maps in a way that high experience
2992 is always well-defended. Don't make large rooms full with only one kind
2993 of monster. Keep in mind the different abilities/techniques players
2994 can use.
2995 </UL>
2996 I know it's impossible to make the perfectly balanced map. There's always
2997 some part which is found too easy or too hard for a certain kind of player.
2998 Just give it your best shot. And listen to feedback from players if you
2999 receive some. :-)]]>
3000 </use>
3001 <attribute arch="alive" value="1" type="fixed" />
3002 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3003 When the monster is killed, items from the treasurelist will
3004 drop to the ground. This is a common way to reward players
3005 for killing (masses of) monsters.
3006
3007 Note that you can always put items into the monster's
3008 inventory. Those will drop-at-kill just like the stuff
3009 from the &lt;treasurelist&gt;.
3010 </attribute>
3011 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3012 Set this flag to move treasure items created into the environment (map)
3013 instead of putting them into the object.
3014 </attribute>
3015 <attribute arch="level" editor="level" type="int">
3016 A monster's &lt;level&gt; is the most important attribute.
3017 &lt;level&gt; affects the power of a monster in various ways.
3018 </attribute>
3019 <attribute arch="race" editor="race" type="string">
3020 Every monster should have a race set to categorize it.
3021 The monster's &lt;race&gt; can have different effects:
3022 Slaying weapons inflict tripple damage against enemy races
3023 and holy word kills only enemy races of the god.
3024 </attribute>
3025 <attribute arch="exp" editor="experience" type="int">
3026 When a player kills this monster, he will get exactly this
3027 amount of &lt;experience&gt;. The experience will flow into
3028 the skill-category the player used for the kill.
3029
3030 If you create special monsters of tweaked strenght/abilities,
3031 always make sure that the &lt;experience&gt; is set to a
3032 reasonable value. Compare with existing arches to get a feeling
3033 what reasonable means. Keep in mind that spellcasting monsters
3034 are a lot harder to kill than non-spellcasters!
3035 </attribute>
3036 <attribute arch="speed" editor="speed" type="float">
3037 The &lt;speed&gt; determines how fast a monster will both move
3038 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3039 </attribute>
3040 &speed_left;
3041 <attribute arch="other_arch" editor="breed monster" type="string">
3042 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3043 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3044 can be set to any valid arch-name of a monster. Multipart monster
3045 should not be used.
3046 </attribute>
3047 <attribute arch="generator" editor="multiply" type="bool">
3048 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3049 every once in a while. Mice are a good example for this effect.
3050 If enabled, you must also set &lt;breed monster&gt; or check
3051 &lt;template generation&gt; and put other monsters in the inventory.
3052 </attribute>
3053 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3054 This only takes effect if &lt;multiply&gt; is enabled. The monster
3055 will create a new monster every once in a while by duplicating it's inventory.
3056 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3057 Each time the monster need to generate an object, it will be
3058 a randomly chosen item from the inventory. When generator is destroyed,
3059 inventory is destroyed.
3060 </attribute>
3061 &move_type;
3062 <attribute arch="undead" editor="undead" type="bool">
3063 Several spells only affect undead monsters:
3064 turn undead, banish undead, holy word, etc.
3065 </attribute>
3066 <attribute arch="carrying" editor="carries weight" type="int">
3067 If a monster has something in the inventory, this
3068 value can be set to reflect the slowdown due to
3069 the carried weight.
3070 </attribute>
3071 <attribute arch="precious" editor="precious" type="bool">
3072 Set this flag to indicate that this monster is precious, i.e.
3073 it should not be lightly destroyed. This is most useful on pets and
3074 keeps the server from destroying them on destroy_pets/monster floors
3075 and will try to save them when the player logs out.
3076 </attribute>
3077
3078 <section name="melee">
3079 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3080 This number is a bitmask, specifying the monster's attacktypes
3081 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3082 Strong monsters often have more than just physical attacktype.
3083
3084 When a monster with multiple attacktypes hits aan oponent, it will do
3085 as much damage as the "best" of it's attacktypes does. So, the more
3086 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3087 somehow exceptions.
3088 </attribute>
3089 <attribute arch="dam" editor="damage" type="int">
3090 Among other parameters, &lt;damage&gt; affects how much melee damage
3091 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3092 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3093 take effect on the melee damage of a monster.
3094 </attribute>
3095 <attribute arch="wc" editor="weapon class" type="int">
3096 Monsters of high &lt;weapon class&gt; are more likely to really hit
3097 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3098 to &lt;armour class&gt;.
3099 </attribute>
3100 <attribute arch="hp" editor="health points" type="int">
3101 The &lt;health points&gt; of a monster define how long it takes to
3102 kill it. With every successful hit from an opponent, &lt;health points&gt;
3103 get drained - The monster dies by zero &lt;health points&gt;.
3104 </attribute>
3105 <attribute arch="maxhp" editor="max health" type="int">
3106 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3107 monster can have.
3108 </attribute>
3109 <attribute arch="ac" editor="armour class" type="int">
3110 Monsters of low &lt;armour class&gt; are less likely to get hit from
3111 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3112 to &lt;weapon class&gt;.
3113 Values typically range between +20 (very bad) to -20 (quite good).
3114 </attribute>
3115 <attribute arch="Con" editor="healing rate" type="int">
3116 Monsters regenerate this many health points each 4 ticks. Hence, the
3117 healing rate is independent of &lt;speed&gt;.
3118 </attribute>
3119 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3120 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3121 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3122 bounce off.
3123 </attribute>
3124 <attribute arch="hitback" editor="hitback" type="bool">
3125 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3126 to the amount of damage the *attacker* inflicted. This damage
3127 is additional to the regular melee damage of the monster.
3128 As far as I know, hitback uses acid attacktype, and it only takes
3129 effect if the monster actually has acid attacktype at it's disposal.
3130 Acid spheres for example use this feature.
3131 </attribute>
3132 <attribute arch="one_hit" editor="one hit only" type="bool">
3133 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3134 to a player.
3135 </attribute>
3136 </section>
3137
3138 <section name="spellcraft">
3139 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3140 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3141 Only wands/rods/etc can be used, given the appropriate abilities.
3142 </attribute>
3143 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3144 A monster with this flag has the ability to &lt;reflect spells&gt;,
3145 all kinds of spell-bullets and -beams will bounce off.
3146
3147 Generally this flag should not be set because it puts
3148 wizard-type players at an unfair disadvantage.
3149 </attribute>
3150 <attribute arch="sp" editor="spellpoints" type="int">
3151 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3152 them for both wizard- and prayer-spells. However, this value defines
3153 only the amount of *initial* spellpoints the monster starts with.
3154 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3155 and &lt;spellpoint regen.&gt; are more important than just initial
3156 &lt;spellpoints&gt;.
3157 </attribute>
3158 <attribute arch="maxsp" editor="max spellpoints" type="int">
3159 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3160 can hold. Setting this to high values has little effect unless
3161 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3162 "regenerate mana" at it's disposal.
3163 </attribute>
3164 <attribute arch="Pow" editor="spellpoint regen." type="int">
3165 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3166 spellpoint regeneration rate is independent of &lt;speed&gt;.
3167
3168 To make a real tough spellcasting monster, the rate of spellpoint
3169 regeneration is most important. If your monster is still not casting
3170 fast enough, give it the spell-ability of "regenerate mana".
3171 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3172 </attribute>
3173 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3174 Click on the &lt;attuned paths&gt; button to select spellpaths.
3175 The creature will get attuned to the specified spellpaths.
3176 </attribute>
3177 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3178 Click on the &lt;repelled paths&gt; button to select spellpaths.
3179 The creature will get repelled to the specified spellpaths.
3180 </attribute>
3181 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3182 Click on the &lt;denied paths&gt; button to select spellpaths.
3183 The creature won't be able to cast spells of the specified paths.
3184 </attribute>
3185 </section>
3186
3187 <section name="ability">
3188 <attribute arch="Int" editor="detect hidden" type="int">
3189 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3190 hidden/invisible creatures. Higher values make for better
3191 detection-skills. Enabling &lt;see invisible&gt; makes this value
3192 obsolete.
3193 </attribute>
3194 <attribute arch="see_invisible" editor="see invisible" type="bool">
3195 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3196 with by invisible or hiding players. This flag is a must-have
3197 for high-level monsters. When a monster is unable to detect
3198 invisible players, it can be killed without fighting back.
3199 </attribute>
3200 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3201 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3202 by spells of darkness or dark maps. This flag is a "should-have"
3203 for high-level monsters. When a monster is unable to see in
3204 darkness, players can cast darkness and sneak around it safely.
3205 </attribute>
3206 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3207 Monster is able to wield weapon type objects.
3208 </attribute>
3209 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3210 Monster is able to use missile-weapon type objects.
3211 </attribute>
3212 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3213 Monster is able to wear protective equipment like brestplate
3214 armour, shields, helmets etc.
3215 </attribute>
3216 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3217 Monster is able to wear rings.
3218 </attribute>
3219 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3220 Monster is able to use wands and staves.
3221 </attribute>
3222 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3223 Monster is able to use rods.
3224 </attribute>
3225 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3226 Monster is able to read scrolls.
3227 </attribute>
3228 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3229 Monster is able to use skills from it's inventory.
3230 For example, you can put a throwing skill object and some
3231 boulders into the monster's object and set &lt;can use skills&gt;.
3232 </attribute>
3233 </section>
3234
3235 <section name="behave">
3236 <attribute arch="monster" editor="monster behaviour" type="bool">
3237 When &lt;monster behaviour&gt; is enabled, this object will behave
3238 like a monster: It can move and attack enemies (which are
3239 typically players).
3240 This flag should be set for all monsters as-such.
3241 Monsters which don't move, like guards, should also have
3242 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3243 It should *not* be set for things like immobile generators.
3244 </attribute>
3245 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3246 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3247 </attribute>
3248 <attribute arch="friendly" editor="friendly" type="bool">
3249 &lt;friendly&gt; monsters help the player, attacking any
3250 non-friendly monsters in range.
3251 </attribute>
3252 <attribute arch="stand_still" editor="stand still" type="bool">
3253 Monsters which &lt;stand still&gt; won't move to leave their position.
3254 When agressive, they will attack all enemies who get close to
3255 them. This behaviour is commonly known from castle guards.
3256
3257 In older versions of Deliantra it was possible to eventually
3258 push a &lt;stand still&gt;-monster out of position by force.
3259 I believe this is no longer possible. Neverthless, you should
3260 still be cautious when lining up &lt;stand still&gt;-monster in order
3261 to "defend" something: Such monsters are rather easy to kill.
3262 It's good for low level maps, but not much more.
3263 </attribute>
3264 <attribute arch="sleep" editor="asleep" type="bool">
3265 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3266 &lt;sensing range&gt; of the monster. Usually the sensing range is
3267 larger than the players line of sight. Due to that, in most cases
3268 the player won't ever notice weither a monster was asleep or not.
3269 </attribute>
3270 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3271 This entry defines which kinds of environment actions the
3272 creature is able to perform.
3273 </attribute>
3274 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3275 Click on the &lt;pick up&gt; button and select which types of objects
3276 the creature should try to pick up.
3277
3278 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3279 etc are set, then the creature will pick up the matching items even
3280 if this is not set here.
3281 </attribute>
3282 <attribute arch="Wis" editor="sensing range" type="int">
3283 &lt;sensing range&gt; determines how close a player needs to be before
3284 the creature wakes up. This is done as a square, for reasons of speed.
3285 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3286 11x11 square of the monster will wake the monster up. If the player
3287 has stealth, the size of this square is reduced in half plus 1.
3288 </attribute>
3289 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3290 If this is set to default, the standard mode of movement will be used.
3291 </attribute>
3292 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3293 This movement is not in effect when the monster has an enemy and should
3294 only be used for non agressive monsters.
3295 </attribute>
3296 <attribute arch="run_away" editor="run at % health" type="int">
3297 This is a percentage value in the range 0-100.
3298 When the monster's health points drop below this percentage
3299 (relative to max health), it attempts to run away from the
3300 attacker.
3301 </attribute>
3302 </section>
3303 &resistances_basic;
3304 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3305 </attribute>
3306 </type>
3307
3308 <!--####################################################################-->
3309 <type number="28" name="Monster (Grimreaper)">
3310 <import_type name="Monster &amp; NPC" />
3311 <ignore>
3312 <attribute arch="material" />
3313 <attribute arch="name_pl" />
3314 <attribute arch="nrof" />
3315 <attribute arch="value" />
3316 <attribute arch="unpaid" />
3317 </ignore>
3318 <description>
3319 A grimreaper is a monster that vanishes after it did some number of
3320 draining attacks.
3321 </description>
3322 <section name="grimreaper">
3323 <attribute arch="value" editor="attacks" type="int">
3324 The object vanishes after this number of draining attacks.
3325 </attribute>
3326 </section>
3327 </type>
3328
3329 <!--####################################################################-->
3330 <type number="65" name="Mood Floor">
3331 <ignore>
3332 <ignore_list name="system_object" />
3333 </ignore>
3334 <description><![CDATA[
3335 As the name implies, mood floors can change the "mood" of
3336 a monsters/NPC. For example, an unagressive monster could be
3337 turned mad to start attacking. Similar, an agressive monster
3338 could be calmed.]]>
3339 </description>
3340 <use><![CDATA[
3341 Mood floors are absolutely cool for NPC interaction. To make an
3342 unaggressive monster/NPC attack, put a creator with "other_arch
3343 furious_floor" under it. Connect the creator to a magic_ear, so the
3344 player speaks a keyword like "stupid sucker" - and the monster attacks.
3345 <br><br>
3346 To turn an NPC into a pet, put a charm_floor under it and connect
3347 it directly to a magic_ear. Then the player speaks a keyword like
3348 "help me" - and the NPC joins him as pet.
3349 <br><br>
3350 (Of course you must always give clear hints about keywords!
3351 And there is no reason why you couldn't use a button/lever/pedestal
3352 etc. instead of a magic_ear.)]]>
3353 </use>
3354 <attribute arch="no_pick" value="1" type="fixed" />
3355 <attribute arch="last_sp" editor="mood" type="list_mood">
3356 &lt;mood&gt; is used to determine what will happen to the
3357 monster when affected by the mood floor:
3358
3359 &lt;mood&gt; 'furious': Makes all monsters aggressive
3360
3361 &lt;mood&gt; 'angry': As above but pets are unaffected
3362
3363 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3364
3365 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3366
3367 &lt;mood&gt; 'charm': Turns monster into a pet of person
3368 who triggers the square. This setting is not
3369 enabled for continous operation, you need to
3370 insert a &lt;connection&gt; value!
3371 </attribute>
3372 <attribute arch="connected" editor="connection" type="string">
3373 This should only be set in combination with &lt;mood number&gt; 4.
3374 Normally, monsters are affected by the mood floor as soon as they
3375 step on it. But charming (monster -&gt; pet) is too powerful,
3376 so it needs to be activated.
3377
3378 Typically it is connected to an altar, for buying a "hireling".
3379 But a powerful pet could as well be the reward for solving a
3380 quest. Or even better: It could be *part* of a quest!
3381 </attribute>
3382 <attribute arch="no_magic" editor="no spells" type="bool">
3383 If enabled, it is impossible for players to use (wizard-)
3384 spells on that spot.
3385 </attribute>
3386 <attribute arch="damned" editor="no prayers" type="bool">
3387 If enabled, it is impossible for players to use prayers
3388 on that spot. It also prevents players from saving.
3389 </attribute>
3390 </type>
3391
3392 <!--####################################################################-->
3393 <type number="40" name="Mover">
3394 <ignore>
3395 <ignore_list name="non_pickable" />
3396 </ignore>
3397 <description><![CDATA[
3398 Movers move the objects above them. However, only living objects
3399 are affected (monsters/NPCs always, players optional). Movers have
3400 a direction, so players can be made to move in a pattern, and so
3401 can monsters. Motion is involuntary. Additionally, players or
3402 monsters can be "frozen" while ontop of movers so that they MUST
3403 move along a chain of them.
3404 <br><br>
3405 Multisquare monsters can be moved as well, given
3406 enough space. Movers are usually invisible.]]>
3407 </description>
3408 <use><![CDATA[
3409 NEVER EVER consider a mover being unpassable in the backwards
3410 direction. Setting "forced movement" makes it seemingly impossible
3411 but there is still a trick: One player can push a second player
3412 past the mover, in opposite to the mover's direction! The more
3413 movers, the more players needed. Hence, don't make a treasure
3414 room that is surrounded by movers instead of solid walls/gates.
3415 <br><br>
3416 Btw, it does not make a difference putting movers above or
3417 below the floor. Moreover, movers that are set to be invisible
3418 cannot be discovered with the show_invisible spell.
3419 <br><br>
3420 Note that Movers and Directors are seperate objects, even though
3421 they look and act similar. Directors only do spells/missiles,
3422 while movers only do living creatures (depending on how it
3423 is set: monsters and players).]]>
3424 </use>
3425 <attribute arch="attacktype" editor="forced movement" type="bool">
3426 If forced movement is enabled, the mover "freezes" anyone it
3427 moves (so they are forced to move along a chain).
3428 For players there is no way to escape this forced movement,
3429 except being pushed by a second player.
3430 </attribute>
3431 <attribute arch="maxsp" editor="freeze duration" type="int">
3432 The player will be "frozen" for that many moves.
3433 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3434 enabled, then &lt;freeze duration&gt; gets assigned the
3435 "default value" 2 automatically.
3436 </attribute>
3437 <attribute arch="speed" editor="movement speed" type="float">
3438 The movement speed value determines how fast a chain of
3439 these movers will push a player along (default is -0.2).
3440 </attribute>
3441 &speed_left;
3442 <attribute arch="sp" editor="direction" type="list_direction">
3443 The mover will push creatures in the specified &lt;direction&gt;.
3444 A mover with direction set to &lt;none&gt; will spin clockwise,
3445 thus pushing creatures in unpredictable directions.
3446 </attribute>
3447 <attribute arch="lifesave" editor="gets used up" type="bool">
3448 If enabled, the mover gets "used up" after a certain number of moves
3449 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3450 </attribute>
3451 <attribute arch="hp" editor="number of uses" type="int">
3452 This value has only a meaning if &lt;gets used up&gt; is set:
3453 &lt;number of uses&gt; is the number of times minus one, that it
3454 will move a creature before disappearing. (It will move
3455 someone &lt;number of uses&gt;+1 times, then vanish).
3456 </attribute>
3457 <section name="targets">
3458 <attribute arch="level" editor="move players" type="bool">
3459 If &lt;move players&gt; is enabled, both players and monsters will be
3460 moved. In the arches' default it is disabled - thus ONLY monsters
3461 get moved. Remember that "monsters" includes NPCs!
3462
3463 This feature provides you with the possibility to make NPCs
3464 literally "come to life". Example: The player is talking with an
3465 NPC, speaking a certain keyword. This triggers a magic_ear and
3466 activates creators, creating (per default: monster-only) movers
3467 under the NPC's feet. The NPC starts "walking" on a predefined
3468 route! Note that it's useful to set this NPC immune to everything,
3469 preventing the player to push the NPC off his trace.
3470 </attribute>
3471 <attribute arch="move_on" editor="movement type" type="movement_type">
3472 Which movement types activate the mover.
3473 </attribute>
3474 </section>
3475 </type>
3476
3477 <!--####################################################################-->
3478 <type number="17" name="Pedestal">
3479 <ignore>
3480 <ignore_list name="non_pickable" />
3481 </ignore>
3482 <description><![CDATA[
3483 Pedestals are designed to detect certain types of living objects.
3484 When a predefined type of living creature steps on the pedestal, the
3485 connected value is triggered.]]>
3486 </description>
3487 <use><![CDATA[
3488 If you want to create a place where only players of a certain race
3489 can enter, put a teleporter over your pedestal. So the teleporter is
3490 only activated for players of the matching race. Do not use gates,
3491 because many other players could sneak in. If you put powerful
3492 artifacts into such places, generally set "startequip 1", so that
3493 they are preserved for that one race and can't be traded to others.]]>
3494 </use>
3495 <attribute arch="no_pick" value="1" type="fixed" />
3496 <attribute arch="slaying" editor="match race" type="string">
3497 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3498 matches the monster's or the player's race, we have a match.
3499 Yes, pedestals can detect a player's race! E.g. you could create a
3500 place where only fireborns can enter, by setting "slaying unnatural".
3501
3502 If it is set to "player", any player stepping on the pedestal
3503 is a match. Very useful if you want to open a gate for players
3504 but not for monsters.
3505
3506 &match_compat;
3507 </attribute>
3508 <attribute arch="connected" editor="connection" type="string">
3509 When the pedestal is triggered, all objects with the same
3510 connection value get activated.
3511 </attribute>
3512 &move_on;
3513 </type>
3514
3515 <!--####################################################################-->
3516 <type number="32" name="Pedestal Trigger">
3517 <import_type name="Pedestal" />
3518 <ignore>
3519 <ignore_list name="non_pickable" />
3520 </ignore>
3521 <description><![CDATA[
3522 Pedestal triggers are pedestals which reset after a short period
3523 of time. Every time it is either applied or reset, the
3524 &lt;connection&gt; value is triggered.]]>
3525 </description>
3526 </type>
3527
3528 <!--####################################################################-->
3529 <type number="19" name="Item Match">
3530 <ignore>
3531 <ignore_list name="non_pickable" />
3532 </ignore>
3533 <description><![CDATA[
3534 Match objects use the deliantra matching language
3535 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3536 to match items on the same mapspace (if move_on/off are unset) or
3537 items trying to enter (if move_blocked is set).
3538
3539 If a connected value is given, then it is triggered if the first object
3540 matching the expression is put on it, and the last is removed.]]>
3541 </description>
3542 <use><![CDATA[
3543 If you want to trigger something else (e.g. a gate) when an item is above this object,
3544 use the move_on/move_off settings.
3545
3546 If you want to keep something from entering if it has (or lacks) a specific item,
3547 use the move_blocked setting.]]>
3548 </use>
3549 <attribute arch="no_pick" value="1" type="fixed" />
3550 <attribute arch="slaying" editor="match expression" type="string">
3551 &match_compat;
3552
3553 Optionally you can leave out the "match " prefix.
3554 </attribute>
3555 <attribute arch="connected" editor="connection" type="string">
3556 When the match is triggered, all objects with the same
3557 connection value get activated.
3558 </attribute>
3559 &move_on;
3560 &move_off;
3561 &move_block;
3562 </type>
3563
3564 <!--####################################################################-->
3565 <type number="94" name="Pit">
3566 <ignore>
3567 <ignore_list name="non_pickable" />
3568 </ignore>
3569 <description><![CDATA[
3570 Pits are holes, transporting the player when he walks (and falls) into them.
3571 A speciality about pits is that they don't transport the player to
3572 the exact destination, but within a configurable radius of the destination
3573 (never on blocked squares).<br>
3574 Optionally, pits can get closed and opened, similar to gates.<br><br>
3575 Monsters and items are affected by pits just as well as players.
3576 Even multipart monsters can fall through them, given enough space.]]>
3577 </description>
3578 <use><![CDATA[
3579 Pits can add interesting effects to your map. When using them, make
3580 sure to use them in a "logical way": Pits should always drop the
3581 player to some kind of lower level. They should not be used to
3582 randomly interconnect maps like teleporters do.]]>
3583 </use>
3584 <attribute arch="no_pick" value="1" type="fixed" />
3585 <attribute arch="range" editor="spread radius" type="int">
3586 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3587 </attribute>
3588 <attribute arch="connected" editor="connection" type="string">
3589 When a &lt;connection&gt; value is set, the pit can be opened/closed
3590 by activating the connection.
3591 </attribute>
3592 &activate_on;
3593 <attribute arch="hp" editor="destination X" type="int">
3594 The pit will transport creatures (and items) randomly into a two-square
3595 radius of the destination coordinates.
3596 If the destination square becomes blocked, the pit will act like
3597 being filled up and not work anymore!
3598 </attribute>
3599 <attribute arch="sp" editor="destination Y" type="int">
3600 The pit will transport creatures (and items) randomly into a two-square
3601 radius of the destination coordinates.
3602 If the destination square becomes blocked, the pit will act like
3603 being filled up and not work anymore!
3604 </attribute>
3605 <attribute arch="wc" editor="position state" type="int">
3606 The &lt;position state&gt; defines the position of the gate:
3607 Zero means completely open/down, the "number of animation-steps" (usually
3608 about 6 or 7) means completely closed/up state. I suggest you don't
3609 mess with this value - Leave the default in place.
3610 </attribute>
3611 &move_on;
3612 </type>
3613
3614 <!--####################################################################-->
3615 <type number="7" name="Poison Food">
3616 <description><![CDATA[
3617 When eating, the player's stomache is drained by 1/4 of food.
3618 If his food drops to zero, the player might even die.]]>
3619 </description>
3620 </type>
3621
3622 <!--####################################################################-->
3623 <type number="5" name="Potion">
3624 <description><![CDATA[
3625 The player can drink these and gain various kinds of benefits
3626 (/penalties) by doing so.]]>
3627 </description>
3628 <use><![CDATA[
3629 One potion should never give multiple benefits at once.]]>
3630 </use>
3631 <attribute arch="level" editor="potion level" type="int">
3632 If the potion contains a spell, the spell is cast at this level.
3633 For other potions it should be set at least to 1.
3634 </attribute>
3635 <attribute arch="sp" editor="spell" type="spell">
3636 When a player drinks this potion, the selected spell
3637 will be casted (once). This should work for any given spell.
3638 E.g. heal is "sp 35", magic power is "sp 67".
3639 </attribute>
3640 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3641 There are two types of special effects for potions:
3642 'life restoration' - restore the player's stats lost by death or draining
3643 (this has nothing in common with the restoration spell!)
3644 'improvement' - increase the player's maximum health/mana/grace
3645 by a very small amount.
3646 </attribute>
3647 <attribute arch="cursed" editor="cursed" type="bool">
3648 If a potion is cursed, benefits generally turn into penalties.
3649 Note that potions can be "uncursed" by praying over an altar,
3650 with relative ease. *But* the potion must be identified to notice
3651 that it is cursed &gt;:)
3652 </attribute>
3653 <attribute arch="startequip" editor="godgiven item" type="bool">
3654 A godgiven item vanishes as soon as the player
3655 drops it to the ground.
3656 </attribute>
3657 &player_stat_resist_sections;
3658 </type>
3659
3660 <!--####################################################################-->
3661 <type number="156" name="Power Crystal">
3662 <description><![CDATA[
3663 Power crystals can store a player's mana:
3664 When the player applies the crystal with full mana, half of
3665 it flows into the crystal. When the player applies it with
3666 lacking mana, the crystal replenishes the player's mana.]]>
3667 </description>
3668 <attribute arch="sp" editor="initial mana" type="int">
3669 &lt;initial mana&gt; is the amount of spellpoints that the
3670 crystal holds when the map is loaded.
3671 </attribute>
3672 <attribute arch="maxsp" editor="mana capacity" type="int">
3673 The &lt;mana capacity&gt; defines how much mana can be stored
3674 in the crystal. This is what makes the crystal interesting.
3675 Wizard-players will always seek for crystals with large
3676 capacities.
3677 </attribute>
3678 </type>
3679
3680 <!--####################################################################-->
3681 <type number="13" name="Projectile">
3682 <description><![CDATA[
3683 Projectiles like arrows/crossbow bolts are used as ammunition
3684 for shooting weapons.
3685 <br><br>
3686 It's very easy to add new pairs of weapons &amp; projectiles.
3687 Just set matching &lt;ammunition class&gt; both for shooting
3688 weapon and projectile.]]>
3689 </description>
3690 <use><![CDATA[
3691 If you want to create new kinds of projectiles, you could
3692 add an alchemical receipe to create these.
3693
3694 Don't create new pairs of weapons &amp; projectiles unless
3695 they really fullfill a useful purpose. In fact, even bows
3696 and crossbows are rarely ever used.]]>
3697 </use>
3698 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3699 This number is a bitmask, specifying the projectile's attacktypes.
3700 Attacktypes are: physical, magical, fire, cold.. etc.
3701 This works identical to melee weapons. Note that shooting
3702 weapons cannot have attacktypes.
3703 </attribute>
3704 <attribute arch="race" editor="ammunition class" type="string">
3705 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3706 these projectiles. For arrows set "arrows", for crossbow bolts
3707 set "crossbow bolts" (big surprise).
3708
3709 In certain cases, the ammunition class is displayed in the game.
3710 Hence, when you create a new ammunition class, choose an
3711 intuitive name like "missiles", "spirit bolts" - whatever.
3712
3713 You can also make special containers holding these projectiles
3714 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3715 </attribute>
3716 <attribute arch="slaying" editor="slaying race" type="string">
3717 Slaying means the weapon does tripple (3x) damage to monsters
3718 of the specified race. If &lt;slaying race&gt; matches an arch name,
3719 only monsters of that archtype receive tripple damage.
3720 Tripple damage is very effective.
3721 </attribute>
3722 <attribute arch="dam" editor="damage" type="int">
3723 The projectile &lt;damage&gt; significantly affects the damage
3724 done. Damage can be further increased by the shooting
3725 weapon's attributes.
3726 </attribute>
3727 <attribute arch="wc" editor="weaponclass" type="int">
3728 This value is supposed to be the base &lt;weaponclass&gt;,
3729 but it seems to have rather little effect.
3730 High values are good here, low values bad.
3731 </attribute>
3732 <attribute arch="food" editor="chance to break" type="int">
3733 The &lt;chance to break&gt; defines the breaking probability when this
3734 projectile hits an obstacle, e.g. wall or monster.
3735 The value is the %-chance to break, ranging from 0 (never breaking)
3736 to 100 (breaking at first shot).
3737 </attribute>
3738 <attribute arch="magic" editor="magic bonus" type="int">
3739 Magic bonus increases chance to hit and damage a little bit.
3740 </attribute>
3741 <attribute arch="unique" editor="unique item" type="bool">
3742 Unique items exist only one time on a server. If the item
3743 is taken, lost or destroyed - it's gone for good.
3744 </attribute>
3745 <attribute arch="startequip" editor="godgiven item" type="bool">
3746 A godgiven item vanishes as soon as the player
3747 drops it to the ground.
3748 </attribute>
3749 <attribute arch="no_drop" editor="don't drop" type="bool">
3750 When a monster carries a projectile with &lt;don't drop&gt;,
3751 this item will never drop to the ground but
3752 vanish instead. If this object is shot, it can still drop
3753 after hitting an obstacle. You can prevent this by
3754 setting &lt;chance to break&gt; 100.
3755 </attribute>
3756 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3757 This text may describe the projectile. This
3758 could be nice for very special ones.
3759 </attribute>
3760 </type>
3761
3762 <!--####################################################################-->
3763 <type number="70" name="Ring">
3764 <import_type name="Amulet" />
3765 <description><![CDATA[
3766 Rings are worn on the hands - one ring each.
3767 Wearing rings, the object's stats will directly be inherited to
3768 the player. Usually enhancing his spellcasting potential.]]>
3769 </description>
3770 <use><![CDATA[
3771 When you create an artifact ring, never forget that players can
3772 wear <B>two</B> rings! Due to that it is extremely important to
3773 keep rings in balance with the game.
3774 <br><br>
3775 Also keep in mind that rings are generally the wizard's tools.
3776 They should primarily grant bonuses to spellcasting abilities
3777 and non-physical resistances.]]>
3778 </use>
3779 </type>
3780
3781 <!--####################################################################-->
3782 <type number="3" name="Rod">
3783 <ignore>
3784 <attribute arch="title" />
3785 </ignore>
3786 <description><![CDATA[
3787 A rod contains a spell. The player can use this spell by applying and
3788 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3789 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3790 used endlessly.]]>
3791 </description>
3792 <use><![CDATA[
3793 Rods with healing/curing spells are extremely powerful. Usually, potions have
3794 to be used for that purpose. Though, potions are expensive and only good for
3795 one-time-use.<br>]]>
3796 </use>
3797 <attribute arch="sp" editor="spell" type="spell">
3798 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3799 rods to players, since they can be used endlessly without any mana cost!
3800 Rods with heal/ restoration/ protection spells, IF available, MUST be
3801 very very VERY hard to get!
3802 </attribute>
3803 <attribute arch="level" editor="casting level" type="int">
3804 The casting level of the &lt;spell&gt; determines it's power.
3805 For attack spells, level should be set to something reasonable.
3806 </attribute>
3807 <attribute arch="hp" editor="initial spellpoints" type="int">
3808 This value represents the initial amount of spellpoints in the rod.
3809 Naturally, this is quite unimportant.
3810 </attribute>
3811 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3812 When the rod is fully charged up, it will hold this maximum amount of
3813 spellpoints. Make sure it is enough to cast the contained spell at least
3814 once. But don't set the value too high, as that might make the rod
3815 too effective.
3816 </attribute>
3817 <attribute arch="startequip" editor="godgiven item" type="bool">
3818 A godgiven item vanishes as soon as the player
3819 drops it to the ground.
3820 </attribute>
3821 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3822 This text may contain a description of the rod.
3823 </attribute>
3824 </type>
3825
3826 <!--####################################################################-->
3827 <type number="154" name="Rune">
3828 <ignore>
3829 <attribute arch="no_pick" />
3830 <attribute arch="title" />
3831 <attribute arch="name_pl" />
3832 <attribute arch="weight" />
3833 <attribute arch="value" />
3834 <attribute arch="material" />
3835 <attribute arch="unpaid" />
3836 </ignore>
3837 <description><![CDATA[
3838 A rune is a magical enscription on the dungeon floor.
3839 <br><br>
3840 Runes hit any monster or person who steps on them for 'dam' damage in
3841 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3842 and will cast this spell when it detonates. Yet another kind is the
3843 "summoning rune", summoning predefined monsters of any kind, at detonation.
3844 <br><br>
3845 Many runes are already defined in the archetypes.]]>
3846 </description>
3847 <use><![CDATA[
3848 Avoid monsters stepping on your runes. For example, summoning runes
3849 together with spellcasting- and attack-runes is usually a bad idea.]]>
3850 </use>
3851 <attribute arch="no_pick" value="1" type="fixed" />
3852 &move_on;
3853 <attribute arch="level" editor="rune level" type="int">
3854 This value sets the level the rune will cast the spell it contains at,
3855 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3856 (&lt;rune level&gt; 0 runes won't detonate at all!)
3857
3858 Level Also effects how easily a rune may be found and disarmed, and
3859 how much experience the player gets for doing so. Beware: High level
3860 runes can be quite a cheap source of experience! So either make them
3861 tough, or keep the level low.
3862 </attribute>
3863 <attribute arch="Cha" editor="visibility" type="int">
3864 This value determines what fraction of the time the rune is visible:
3865 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3866 how easily the rune may be found.
3867 </attribute>
3868 <attribute arch="hp" editor="number of charges" type="int">
3869 The rune will detonate &lt;number of charges&gt; times before disappearing.
3870 </attribute>
3871 <attribute arch="dam" editor="direct damage" type="int">
3872 &lt;direct damage&gt; specifies how much damage is done by the rune,
3873 if it doesn't contain a spell. This should be set in reasonable
3874 relation to the rune's level.
3875 </attribute>
3876 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3877 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3878 attribute defines what attacktype to use for direct damage when
3879 the rune detonates.
3880 </attribute>
3881 <section name="spellcraft">
3882 <attribute arch="sp" editor="spell" type="spell">
3883 The selected &lt;spell&gt; defines the spell in the rune, if any.
3884 (Many runes do direct damage).
3885 </attribute>
3886 <attribute arch="slaying" editor="spell name" type="string">
3887 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3888 but if present, overrides the &lt;spell&gt; setting.
3889 </attribute>
3890 <attribute arch="other_arch" editor="spell arch" type="string">
3891 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3892 is optional, but if present, overrides the &lt;spell&gt; setting.
3893 You can choose any of the existing arches.
3894 </attribute>
3895 <attribute arch="maxsp" editor="direction" type="list_direction">
3896 If set, the rune will cast it's containing spell (if any) in
3897 this &lt;direction&gt;.In most cases this appears useless because
3898 the spell directly hits the player.
3899 </attribute>
3900 <attribute arch="race" editor="summon monster" type="string">
3901 If this is set to the arch name of any monster, together with
3902 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3903 of those on detonation. (dam and attacktype will still be ignored
3904 in this case). Runes are even capable of summoning multi-square
3905 monsters, given enough space. You'd better test it though.
3906 </attribute>
3907 <attribute arch="maxhp" editor="summon amount" type="int">
3908 This should only be set to a summoning rune. It will then summon
3909 that many creatures of the kind &lt;summon monster&gt;.
3910 </attribute>
3911 </section>
3912 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3913 When the rune detonates, this text is displayed to the
3914 victim. For especially powerful runes, create an appropriate
3915 thrilling description. ;)
3916 </attribute>
3917 </type>
3918
3919 <!--####################################################################-->
3920 <type number="106" name="Savebed">
3921 <ignore>
3922 <ignore_list name="non_pickable" />
3923 </ignore>
3924 <description><![CDATA[
3925 When the player applies a savebed, he is not only saved. Both his
3926 respawn-after-death and his word-of-recall positions are pointing
3927 to the last-applied savebed.]]>
3928 </description>
3929 <use><![CDATA[
3930 Put savebed locations in towns, do not put them into dungeons.
3931 It is absolutely neccessary that a place with savebeds is 100% secure.
3932 That means:
3933 <UL>
3934 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3935 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3936 <LI> Insert a reliable exit! Make sure there is no possibility that
3937 players get trapped in a savebed location.
3938 <LI> If possible, mark the whole site as no-spell area (Insert this
3939 arch called "dungeon_magic" everywhere). This is not required,
3940 but it makes the place much more safe.
3941 </UL>]]>
3942 </use>
3943 <attribute arch="no_pick" value="1" type="fixed" />
3944 <attribute arch="no_magic" value="1" type="fixed" />
3945 <attribute arch="damned" value="1" type="fixed" />
3946 </type>
3947
3948 <!--####################################################################-->
3949 <type number="111" name="Scroll">
3950 <ignore>
3951 <attribute arch="title" />
3952 </ignore>
3953 <description><![CDATA[
3954 Scrolls contain spells (similar to spell-potions). Unlike potions,
3955 scrolls require a certain literacy skill to read successfully.
3956 Accordingly, for a successful reading, a small amount of
3957 experience is gained. Scrolls allow only one time usage, but
3958 usually they are sold in bulks.]]>
3959 </description>
3960 <use><![CDATA[
3961 For low level quests, scrolls of healing/curing-spells
3962 can be a nice reward. At higher levels, scrolls become less
3963 and less useful.]]>
3964 </use>
3965 <attribute arch="level" editor="casting level" type="int">
3966 The spell of the scroll will be casted at this level.
3967 This value should always be set, at least to 1.
3968 </attribute>
3969 <attribute arch="sp" editor="spell" type="spell">
3970 When a player/monster applies this scroll, the selected &lt;spell&gt;
3971 will be casted (once). This should work for any given spell.
3972 </attribute>
3973 <attribute arch="startequip" editor="godgiven item" type="bool">
3974 A godgiven item vanishes as soon as the player
3975 drops it to the ground.
3976 </attribute>
3977 </type>
3978
3979 <!--####################################################################-->
3980 <type number="33" name="Shield">
3981 <import_type name="Amulet" />
3982 <description><![CDATA[
3983 Wearing a shield, the object's stats will directly be inherited to
3984 the player. Shields usually provide good defense, only surpassed
3985 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3986 </description>
3987 <use><![CDATA[
3988 Feel free to create your own special artifacts. However, it is very
3989 important that you keep your artifact in balance with existing maps.]]>
3990 </use>
3991 <attribute arch="magic" editor="magic bonus" type="int">
3992 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3993 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3994 than direct armour-class bonus on the shield.
3995 </attribute>
3996 </type>
3997
3998 <!--####################################################################-->
3999 <type number="14" name="Shooting Weapon">
4000 <description><![CDATA[
4001 Shooting weapons like bows/crossbows are used to shoot projectiles
4002 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4003 wielded both at the same time. Like with any other equipment,
4004 stats/bonuses from shooting weapons are directly inherited to the player.
4005 <br><br>
4006 It's very easy to add new pairs of weapons &amp; projectiles.
4007 Just set matching &lt;ammunition class&gt; both for shooting
4008 weapon and projectile.]]>
4009 </description>
4010 <use><![CDATA[
4011 Shooting weapons should not add bonuses in general. There's already
4012 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4013 Shooting weapons should especially not add bonuses to the player
4014 that have nothing to do with schooting. A Wisdom bonus on a bow
4015 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4016 - still crap.]]>
4017 </use>
4018 <attribute arch="race" editor="ammunition class" type="string">
4019 Only projectiles with matching &lt;ammunition class&gt; can be fired
4020 with this weapon. For normal bows set "arrows", for normal
4021 crossbows set "crossbow bolts".
4022
4023 In certain cases, the ammunition class is displayed in the game.
4024 Hence, when you create a new ammunition class, choose an
4025 intuitive name like "missiles", "spirit bolts" - whatever.
4026 </attribute>
4027 <attribute arch="sp" editor="shooting speed" type="int">
4028 After shooting a projectile, the player is frozen for a short
4029 period of time (to prevent shooting arrows machine-gun-like).
4030 The greater &lt;shooting speed&gt;, the shorter this period of time.
4031 1 is minimum (=worst) and 100 is maximum (=best) value.
4032
4033 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4034 SET IT TO ZERO! (That would freeze the player for eternety).
4035 </attribute>
4036 <attribute arch="dam" editor="base damage" type="int">
4037 The &lt;base damage&gt; significantly affects the damage done
4038 by using this weapon. This damage is added to the projectile
4039 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4040 according to the player's strength is added.
4041 </attribute>
4042 <attribute arch="wc" editor="weaponclass" type="int">
4043 This value is supposed to be the base &lt;weaponclass&gt;,
4044 but it seems to have rather little effect.
4045 High values are good here, low values bad.
4046 </attribute>
4047 <attribute arch="item_power" editor="item power" type="int">
4048 The &lt;item power&gt; value measures how "powerful" an artifact is.
4049 Players will only be able to wear equipment with a certain total
4050 amount of &lt;item power&gt;, depending on their own level. This is the
4051 only way to prevent low level players to wear "undeserved" equipment
4052 (like gifts from other players or cheated items).
4053
4054 It is very important to adjust the &lt;item power&gt; value carefully
4055 for every artifact you create! If zero/unset, the Deliantra server will
4056 calculate a provisional value at runtime, but this is never
4057 going to be an accurate measurement of &lt;item power&gt;.
4058 </attribute>
4059 <attribute arch="no_strength" editor="ignore strength" type="bool">
4060 Usually the player's strentgh takes effect on the damage
4061 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4062 the player's strength is ignored.
4063 </attribute>
4064 <attribute arch="damned" editor="damnation" type="bool">
4065 A damned shooting weapon cannot be unwielded unless
4066 the curse is removed. Removing damnations is
4067 a tick harder than removing curses.
4068 </attribute>
4069 <attribute arch="cursed" editor="curse" type="bool">
4070 A cursed shooting weapon cannot be unwielded unless
4071 the curse is removed.
4072 </attribute>
4073 <attribute arch="unique" editor="unique item" type="bool">
4074 Unique items exist only one time on a server. If the item
4075 is taken, lost or destroyed - it's gone for good.
4076 </attribute>
4077 <attribute arch="startequip" editor="godgiven item" type="bool">
4078 A godgiven item vanishes as soon as the player
4079 drops it to the ground.
4080 </attribute>
4081 <section name="stats">
4082 <attribute arch="Str" editor="strength" type="int">
4083 The player's strentgh will rise/fall by the given value
4084 while wearing this shooting weapon.
4085 </attribute>
4086 <attribute arch="Dex" editor="dexterity" type="int">
4087 The player's dexterity will rise/fall by the given value
4088 while wearing this shooting weapon.
4089 </attribute>
4090 <attribute arch="Con" editor="constitution" type="int">
4091 The player's constitution will rise/fall by the given value
4092 while wearing this shooting weapon.
4093 </attribute>
4094 <attribute arch="Int" editor="intelligence" type="int">
4095 The player's intelligence will rise/fall by the given value
4096 while wearing this shooting weapon.
4097 </attribute>
4098 <attribute arch="Pow" editor="power" type="int">
4099 The player's power will rise/fall by the given value
4100 while wearing this shooting weapon.
4101 </attribute>
4102 <attribute arch="Wis" editor="wisdom" type="int">
4103 The player's wisdom will rise/fall by the given value while
4104 wearing this shooting weapon.
4105 </attribute>
4106 <attribute arch="Cha" editor="charisma" type="int">
4107 The player's charisma will rise/fall by the given value
4108 while wearing this shooting weapon.
4109 </attribute>
4110 </section>
4111 <section name="bonus">
4112 <attribute arch="luck" editor="luck bonus" type="int">
4113 With positive luck bonus, the player is more likely to
4114 succeed in all sorts of things (spellcasting, praying,...).
4115 Unless the &lt;luck bonus&gt; is very high, the effect will be
4116 barely visible in-game. Luck bonus on one piece of equipment
4117 should never exceed 3, and such bonus should not be too
4118 frequently available.
4119 </attribute>
4120 <attribute arch="magic" editor="magic bonus" type="int">
4121 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4122 I'm not sure what exactly is increased - maybe weaponclass?
4123 However, &lt;magic bonus&gt; seems to have a little bit of positive
4124 influence on your chance to hit.
4125 </attribute>
4126 </section>
4127 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4128 This text describes the weapons's "story". Every decent artifact weapon
4129 should have such a description.
4130 </attribute>
4131 </type>
4132
4133 <!--####################################################################-->
4134 <type number="68" name="Shop Floor">
4135 <ignore>
4136 <ignore_list name="non_pickable" />
4137 </ignore>
4138 <description><![CDATA[
4139 Shop floor is used for shops. It acts like a combination of the
4140 common floor- and the treasure type: When the map is loaded,
4141 randomitems (depending on the setings) are generated on it.
4142 These items are all flagged as unpaid.
4143 When a player drops an item onto shop floor, the item becomes
4144 unpaid and the player receives payment according to the item's
4145 selling-value.
4146 Shopfloor always prevents magic (To hinder players from burning
4147 or freezing the goods).]]>
4148 </description>
4149 <use><![CDATA[
4150 Tile your whole shop-interior space which shop floor.
4151 (That assures players receive payment for dropping items).
4152 Place shop mats to enter/leave the shop, and make sure
4153 there is no other exit than the shop mat.]]>
4154 </use>
4155 <attribute arch="is_floor" value="1" type="fixed" />
4156 <attribute arch="no_pick" value="1" type="fixed" />
4157 <attribute arch="no_magic" value="1" type="fixed" />
4158 <attribute arch="auto_apply" editor="generate goods" type="bool">
4159 If enabled, items will appear on this square when the map is loaded.
4160 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4161 are generated. The items will be unpaid.
4162 </attribute>
4163 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4164 This entry determines what kind of treasure will appear, when
4165 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4166 for details about existing treasurelists.
4167 </attribute>
4168 <attribute arch="exp" editor="quality level" type="int">
4169 The &lt;quality level&gt; will be used for the quality of the generated
4170 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4171 doesn't need to be set, unless you want extraordinarily good/bad
4172 quality. If you want to make a shop with very high quality, meaybe
4173 charge an entrance fee, or make the shop hard-to-come-by.
4174 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4175 and appearance of artifact-items.
4176 </attribute>
4177 <attribute arch="damned" editor="no prayers" type="bool">
4178 If enabled, it is impossible for players to use prayers
4179 on that spot. It also prevents players from saving.
4180 (Remember that &lt;no magic&gt; is always set for shop floors.)
4181 </attribute>
4182 </type>
4183
4184 <!--####################################################################-->
4185 <type number="69" name="Shop Mat">
4186 <ignore>
4187 <ignore_list name="non_pickable" />
4188 </ignore>
4189 <description><![CDATA[
4190 Shop mats are used for entering/leaving shops. You should always
4191 have exactly TWO shop mats on your shop-map: One inside the
4192 "shopping-area" and one outside. Shop mats don't use exit paths/
4193 or -destinations. When stepping onto a shopmat the player gets beamed
4194 to the nearest other mat. If the player has unpaid items in his
4195 inventory, the price gets charged from his coins automatically.
4196 If the player has insufficient coins to buy his unpaid items, he
4197 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4198 </description>
4199 <use><![CDATA[
4200 As stated above, always place TWO shop mats into your shop.
4201 Not more and not less than that.]]>
4202 </use>
4203 <attribute arch="no_pick" value="1" type="fixed" />
4204 &move_on;
4205 </type>
4206
4207 <!--####################################################################-->
4208 <type number="98" name="Sign &amp; MagicMouth">
4209 <ignore>
4210 <ignore_list name="non_pickable" />
4211 </ignore>
4212 <description><![CDATA[
4213 The purpose of a sign or magic_mouth is to display a certain message to
4214 the player. There are three ways to have the player get this message:
4215 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4216 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4217 </description>
4218 <use><![CDATA[
4219 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4220 some true roleplay feeling to your maps, support your storyline or give
4221 hints about hidden secrets/dangers. Place signs to provide the player
4222 with all kinds of useful information for getting along in your maps.]]>
4223 </use>
4224 <attribute arch="connected" editor="connection" type="string">
4225 When a connection value is set, the message will be printed whenever
4226 the connection is triggered. This should be used in combination with
4227 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4228 If activating your magic_mouth this way, the message will not only be
4229 printed to one player, but all players on the current map.
4230 </attribute>
4231 &activate_on;
4232 &move_on;
4233 <attribute arch="food" editor="counter" type="int">
4234 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4235 (printing the message) only that many times. For signs this really shouldn't
4236 be used, while for magic_mouths it is extremely helpful.
4237 Monsters walking over the magic_mouth do not decrease the counter.
4238
4239 Often, you might want to have a message displayed only one time. For example:
4240 The player enters your map and you put a magic_mouth to tell him about the
4241 monsters and how dangerous they look and all. Later, when all the monsters
4242 are killed and the player leaves the map, displaying the same message a
4243 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4244 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4245 </attribute>
4246 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4247 This text will be displayed to the player.
4248 </attribute>
4249 </type>
4250
4251 <type number="150" name="Shop Inventory">
4252 <ignore>
4253 <ignore_list name="non_pickable" />
4254 </ignore>
4255 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4256 </description>
4257 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4258 </use>
4259 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4260 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4261 the map that will be searched for unpaid items.
4262 </attribute>
4263 </type>
4264
4265 <!--####################################################################-->
4266 <type number="43" name="Skill">
4267 <ignore>
4268 <ignore_list name="system_object" />
4269 </ignore>
4270 <description><![CDATA[
4271 Skills are objects which exist in the player/monster inventory.
4272 Both NPC/monsters and players use the same skill archetypes. Not all skills
4273 are enabled for monster use however.]]>
4274 </description>
4275 <use><![CDATA[
4276 For mapmaking, Skill objects serve two purposes:
4277 <p>First, the predefined skill archtypes (in the 'skills' directory)
4278 can be seen as the global skill definitions. A skill which doesn't
4279 exists as an archtype cannot be learned or used by players. When you
4280 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4281 of defined skill archtypes, because those strings are used as a reference in
4282 many skill-related objects.
4283 </p><p>
4284 Secondly, in order to enable monsters to use skills, you will need to
4285 copy default skill archtypes into the monsters' inventories.
4286 You can even customize the skills by changing stats. It is not
4287 recommended however, to use skills in your maps which are totally
4288 unrelated to any predefined skill archtype.</p>]]>
4289 </use>
4290 <attribute arch="invisible" value="1" type="fixed" />
4291 <attribute arch="no_drop" value="1" type="fixed" />
4292 <attribute arch="skill" editor="skill name" type="string">
4293 The &lt;skill name&gt; is used for matchings. When a usable
4294 object has an identical &lt;skill name&gt;, players
4295 (or monsters) will need this skill to apply/use the object.
4296 </attribute>
4297 <attribute arch="expmul" editor="exp multiplier" type="float">
4298 This is the ratio of experience the players total should increase by
4299 when this skill is used. If this is zero, then experience only goes to
4300 to the skill. Values higher than 1 are allowed. Note that experience
4301 rewarded to the players total is in addition to that given to the
4302 skill. Eg, if player should get 500 exp for using a skill, and
4303 expmul is 1, the player will get 500 added to that skill as well as
4304 500 to their total.
4305 </attribute>
4306 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4307 The &lt;skill type&gt; defines the base functionality of the skill.
4308 Skill types are hardcoded in the Deliantra server. It isn't hard to
4309 create new skill types, but it requires a bit of server-coding.
4310 </attribute>
4311 <attribute arch="level" editor="level" type="int">
4312 </attribute>
4313 <attribute arch="exp" editor="experience" type="int">
4314 </attribute>
4315 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4316 The &lt;is native skill&gt; flag has an effect only when this
4317 skill object is placed in the inventory of a monster (or player).
4318 If it is set, the monster or player knows the skill natively, which
4319 means he does not need a skill tool to use it.
4320 </attribute>
4321 </type>
4322
4323 <!--####################################################################-->
4324 <type number="130" name="Skill Scroll">
4325 <description><![CDATA[
4326 By reading a skill scroll, a player has a chance to learn the
4327 contained skill.]]>
4328 </description>
4329 <use><![CDATA[
4330 Skill scrolls are very much sought for by players. Currently,
4331 all skill scrolls are sold in shops randomly, which is in fact not
4332 a good system. It would be nice to have some cool quests with
4333 skill scrolls rewarded at the end.]]>
4334 </use>
4335 <attribute arch="race" value="scrolls" type="fixed" />
4336 <attribute arch="skill" editor="skill name" type="string">
4337 The &lt;skill name&gt; matches the skill object that can
4338 be learned from this scroll.
4339 </attribute>
4340 </type>
4341
4342 <!--####################################################################-->
4343 <type number="21" name="Special Key">
4344 <ignore>
4345 <attribute arch="material" />
4346 </ignore>
4347 <description><![CDATA[
4348 When carrying the appropriate special key, a locked door can
4349 be opened. The key will dissapear.
4350 <br><br>
4351 This object-type can also be used for "passport"-like items:
4352 When walking onto an invetory checker, a gate for example might
4353 get opened. The "passport" will stay in the player's inventory.]]>
4354 </description>
4355 <use><![CDATA[
4356 How to make a "passport": You take the special key arch
4357 (archetype name is "key2"), set the face to something like
4358 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4359 certainly must match with the appropiate inventory checker.
4360 <br><br>
4361 Of course you can be creative with names and faces of
4362 key-objects. A "mysterious crystal" or a "big dragon claw"
4363 (with appropriate faces) appear more interesting than just
4364 a "strange key", or "passport".]]>
4365 </use>
4366 <attribute arch="slaying" editor="key string" type="string">
4367 This string must be identical with the &lt;key string&gt; in the
4368 locked door, then it can be unlocked. It can also be used
4369 to trigger inventory checkers.
4370 </attribute>
4371 <attribute arch="material" editor="material" type="bitmask_material">
4372 For Special Keys, material should always be unset or set
4373 to Adamantite. This prevents the key from getting
4374 burned or otherwise destroyed.
4375 </attribute>
4376 <attribute arch="unique" editor="unique item" type="bool">
4377 Unique items exist only one time on a server. If the item
4378 is taken, lost or destroyed - it's gone for good.
4379
4380 This can be used if you want to sell apartments on your
4381 map: Simply sell a unique passport/key, and place
4382 an inventory checker at the entrance of your apartment.
4383 </attribute>
4384 <attribute arch="startequip" editor="godgiven item" type="bool">
4385 A godgiven item vanishes as soon as the player
4386 drops it to the ground.
4387 </attribute>
4388 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4389 This will add a description to the object. The player can read
4390 this text by clicking on the item in his inventory. Use this
4391 message to describe what the key/passport is good for. A player
4392 might have 50 different keys on his key-ring. Don't expect
4393 players to recall their purpose just by their names.
4394 </attribute>
4395 </type>
4396
4397 <!--####################################################################-->
4398 <type number="101" name="Spell">
4399 <ignore>
4400 <ignore_list name="system_object" />
4401 </ignore>
4402 <description><![CDATA[
4403 Spell objects define a spell. When a spell is put in a spellbook,
4404 players can learn it by reading the book. Once learned, players
4405 can use the spell as often as they like. With increasing skill level
4406 of the player, spells may gain power but also increase cost.<br>
4407 Monsters can use spells which are put in their inventory (provided
4408 that certain "enabling" settings are correct). The monster's
4409 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4410 </description>
4411 <use><![CDATA[
4412 A lot of the spells' settings can be tuned and customized.
4413 When creating new spells which are accessible to players, it is
4414 important to think about balance. A single spell which is too
4415 powerful and/or too easy to use can eventually toss the whole skill
4416 and magic school system out of whack. Testing new spells is
4417 quite important therefore.]]>
4418 </use>
4419 <attribute arch="no_drop" value="1" type="fixed" />
4420 <attribute arch="invisible" value="1" type="fixed" />
4421 <attribute arch="skill" editor="skill name" type="string">
4422 The &lt;skill name&gt; matches the skill which is needed
4423 to cast this spell. This should be one out of "sorcery",
4424 "pyromancy", "evocation", "summoning" or "praying".
4425 If you want to fiddle with these, please take care not
4426 to upset the concept and balance of the various skills.
4427 </attribute>
4428 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4429 The &lt;spell type&gt; defines the basic type of spell.
4430 Some of these types are of a more generic nature than others.
4431 </attribute>
4432 <attribute arch="level" editor="spell level" type="int">
4433 </attribute>
4434 <attribute arch="casting_time" editor="casting time" type="int">
4435 </attribute>
4436 <attribute arch="duration" editor="duration" type="int">
4437 </attribute>
4438 <attribute arch="other_arch" editor="create object" type="string">
4439 </attribute>
4440 <attribute arch="sp" editor="cost spellpoints" type="int">
4441 </attribute>
4442 <attribute arch="grace" editor="cost grace" type="int">
4443 </attribute>
4444 <attribute arch="maxsp" editor="double cost per level" type="int">
4445 </attribute>
4446 </type>
4447
4448 <!--####################################################################-->
4449 <type number="85" name="Spellbook">
4450 <description><![CDATA[
4451 By reading a spellbook, the player has a chance of learning the
4452 contained spell. Once learned from a book, the spell is available
4453 forever. Spellbooks with high level spells require some skill-level
4454 to read.<br><br>
4455 You can create widely customized spells only by adjusting the
4456 spell object in the spellbooks inventory. Refer to the description
4457 of spell objects for detailed information how to customize spells.<br>
4458 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4459 with a compilation of spells that the book may contain.]]>
4460 </description>
4461 <use><![CDATA[
4462 Don't put any of the godgiven spells into a spellbook! These are
4463 reserved for the followers of the appropriate cults. Handing them
4464 out in a spellbook would violate the balance between different religions.
4465 <br><br>
4466 Note that there is no fundamental difference between the spellbooks
4467 of varying schools (pyromancy, sorcery, evocation, summoning, and
4468 even praying). The difference lies only in the spells they contain.
4469 It is up to you, the mapmaker, to pick the right type of book
4470 for your spells.]]>
4471 </use>
4472 <attribute arch="skill" value="literacy" type="fixed" />
4473 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4474 There are two ways to put spells into a spellbook:
4475 1. Put a spell object in the books inventory. In this case,
4476 treasurelist must be set to &lt;none&gt;.
4477 2. Choose a treasurelist which contains spells.
4478 In that way, a spell will be chosen randomly from the list.
4479 </attribute>
4480 <attribute arch="startequip" editor="godgiven item" type="bool">
4481 A godgiven item vanishes as soon as the player
4482 drops it to the ground.
4483 </attribute>
4484 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4485 This text may contain a nice description
4486 of the spellbook's cover or something.
4487 </attribute>
4488 </type>
4489
4490 <!--####################################################################-->
4491 <type number="90" name="Spinner">
4492 <ignore>
4493 <ignore_list name="non_pickable" />
4494 </ignore>
4495 <description><![CDATA[
4496 Spinners change the direction of spell objects and other projectiles
4497 that fly past. Unlike directors, it does make a difference from what
4498 angle you shoot into the spinner. The direction of objects flying past
4499 is always changed by a certain degree.]]>
4500 </description>
4501 <use><![CDATA[
4502 Spinners are very rarely used. I believe they are quite
4503 confusing and pointless. The only use I can think of is building
4504 some puzzle about where to shoot into spinners to shoot somewhere you
4505 otherwise couldn't.
4506
4507 When placing spinners on a map with magic walls, make sure the spell-
4508 projectiles from magic walls don't get to fly in loops.]]>
4509 </use>
4510 <attribute arch="sp" editor="direction number" type="int">
4511 The spinner will change the direction of flying objects by
4512 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4513 positive values counter clockwise.
4514
4515 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4516 </attribute>
4517 &move_on;
4518 </type>
4519
4520 <!--####################################################################-->
4521 <type number="138" name="Swamp">
4522 <ignore>
4523 <ignore_list name="non_pickable" />
4524 </ignore>
4525 <description><![CDATA[
4526 Swamp areas show a special behaviour:
4527 When a player stands still on a swamp-square for too long,
4528 he will start to sink in and eventually drown and die.
4529 Items dropped on the swamp sink in and dissapear.
4530 Players with knowledge of the woodsman skill are a lot less likely
4531 to die in the swamp.]]>
4532 </description>
4533 <attribute arch="is_floor" value="1" type="fixed" />
4534 <attribute arch="is_wooded" value="1" type="fixed" />
4535 <attribute arch="speed" editor="drowning speed" type="float">
4536 The higher the &lt;drowning speed&gt;, the faster will players and items
4537 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4538 and unexpected death-trap. Players should get a warning before such areas.
4539 </attribute>
4540 &speed_left;
4541 &move_on;
4542 &movement_types_terrain;
4543 <attribute arch="no_magic" editor="no spells" type="bool">
4544 If enabled, it is impossible for players to use (wizard-)
4545 spells on that spot.
4546 </attribute>
4547 <attribute arch="damned" editor="no prayers" type="bool">
4548 If enabled, it is impossible for players to use prayers
4549 on that spot. It also prevents players from saving.
4550 </attribute>
4551 </type>
4552
4553 <!--####################################################################-->
4554 <type number="41" name="Teleporter">
4555 <ignore>
4556 <ignore_list name="non_pickable" />
4557 </ignore>
4558 <description><![CDATA[
4559 When the player walks into a teleporter, he is transferred to a
4560 different location. The main difference to the object-type exit
4561 is the possibility to have teleporters connected to levers/buttons/etc.
4562 Sometimes teleporters are activated even against the players will.
4563 <br><br>
4564 Unlike exits, teleporters can also transfer items and
4565 monsters to different locations on the same map.]]>
4566 </description>
4567 <use><![CDATA[
4568 When creating maps, I guess sooner or later you'll want to have
4569 an invisible teleporter. If using "invisible 1", the teleporter
4570 can still be discovered with the show_invisible spell. And in
4571 some cases you can't place it under the floor to prevent this.
4572 <br><br>
4573 Fortunately, there is a cool trick to make a perfectly invisible
4574 teleporter: You simply add teleporter functionality to the floor
4575 itself. That means: You take the floor arch (e.g. "flagstone"),
4576 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4577 </use>
4578 <attribute arch="slaying" editor="exit path" type="string">
4579 The exit path specifies the map that the player is transferred to.
4580 &lt;exit path&gt; can be an absolute path, beginning with '/'
4581 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4582 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4583 for example I could use the relative path "Fire1"). Use relative
4584 paths whenever possible! Note that upper/lower case must always be
4585 set correctly. However, please use lower case only.
4586
4587 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4588 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4589 monsters and items. In this case, the destined map is automatically
4590 the same map the teleporter is on.
4591 </attribute>
4592 <attribute arch="hp" editor="destination X" type="int">
4593 The exit destinations define the (x, y)-coordinates where the exit
4594 leads to.
4595
4596 If both are set to zero and &lt;exit path&gt; is empty, the player will
4597 get teleported to another, randomly chosen teleporter on the same
4598 map (Slightly confusing for the player though). Make sure there
4599 actually *is* a second one in that case.
4600
4601 If both are set to zero and &lt;exit path&gt; is set, the player will
4602 be transferred to the "default enter location" of the destined map.
4603 The latter can be set in the map-properties as "Enter X/Y". Though,
4604 please DO NOT use that. It turned out to be a source for numerous
4605 map-bugs.
4606 </attribute>
4607 <attribute arch="sp" editor="destination Y" type="int">
4608 The exit destinations define the (x, y)-coordinates where the exit
4609 leads to.
4610
4611 If both are set to zero and &lt;exit path&gt; is empty, the player will
4612 get teleported to another, randomly chosen teleporter on the same
4613 map (Slightly confusing for the player though). Make sure there
4614 actually *is* a second one in that case.
4615
4616 If both are set to zero and &lt;exit path&gt; is set, the player will
4617 be transferred to the "default enter location" of the destined map.
4618 The latter can be set in the map-properties as "Enter X/Y". Though,
4619 please DO NOT use that. It turned out to be a source for numerous
4620 map-bugs.
4621 </attribute>
4622 <attribute arch="connected" editor="connection" type="string">
4623 If a connection value is set, the teleporter will be activated
4624 whenever the connection is triggered. To use this properly,
4625 &lt;activation speed&gt; must be zero.
4626 </attribute>
4627 &activate_on;
4628 <attribute arch="speed" editor="activation speed" type="float">
4629 If the &lt;activation speed&gt; is nonzero, the teleporter will
4630 automatically be activated in regular time-intervals. Hence, the
4631 player can just step on it and gets teleported sooner or later.
4632 The duration between two activates depends on the given value.
4633 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4634
4635 VERY IMPORTANT: If you want to have your teleporter activated via
4636 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4637 </attribute>
4638 &speed_left;
4639 </type>
4640
4641 <!--####################################################################-->
4642 <type number="26" name="Timed Gate">
4643 <ignore>
4644 <ignore_list name="non_pickable" />
4645 </ignore>
4646 <description><![CDATA[
4647 Gates play an important role in Deliantra. Gates can be opened
4648 by activating a button/trigger, by speaking passwords (-> magic_ear)
4649 or carrying special key-objects (-> inventory checker).
4650 Unlike locked doors, gates can get shut again after a player has
4651 passed, which makes them more practical in many cases. Unlike normal
4652 gates, timed gates open when triggered but automatically close again
4653 after some time.]]>
4654 </description>
4655 <use><![CDATA[
4656 Use gates to divide your maps into separated areas. After solving
4657 area A, the player gains access to area B, and so on. Make your
4658 maps more complex than "one-way".]]>
4659 </use>
4660 <attribute arch="no_pick" value="1" type="fixed" />
4661 <attribute arch="connected" editor="connection" type="string">
4662 Whenever the inventory checker is triggered, all objects with identical
4663 &lt;connection&gt; value get activated. This only makes sense together with
4664 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4665 after some time.
4666 </attribute>
4667 &activate_on;
4668 <attribute arch="wc" editor="position state" type="int">
4669 The &lt;position state&gt; defines the position of the gate:
4670 Zero means completely open/down, the "number of animation-steps" (usually
4671 about 6 or 7) means completely closed/up state. I suggest you don't
4672 mess with this value - Leave the default in place.
4673 </attribute>
4674 &movement_types_terrain;
4675 <attribute arch="no_magic" editor="restrict spells" type="bool">
4676 Restricting the use of spells to pass this gate. This has
4677 an effect only if &lt;block view&gt; is disabled.
4678 </attribute>
4679 <attribute arch="damned" editor="restrict prayers" type="bool">
4680 Restricting the use of prayers to pass this door. This has
4681 an effect only if &lt;block view&gt; is disabled.
4682 </attribute>
4683 <attribute arch="hp" editor="open duration" type="int">
4684 Defines the duration the gate remains closed. This only takes effect
4685 if the gate is not connected.
4686 </attribute>
4687 </type>
4688
4689 <!--####################################################################-->
4690 <type number="155" name="Trap">
4691 <ignore>
4692 <attribute arch="no_pick" />
4693 <attribute arch="title" />
4694 <attribute arch="name_pl" />
4695 <attribute arch="weight" />
4696 <attribute arch="value" />
4697 <attribute arch="material" />
4698 <attribute arch="unpaid" />
4699 </ignore>
4700 <description><![CDATA[
4701 A trap is a object that can either do damage or trigger another connected object
4702 when detonated. Traps are like runes except they are not magical in nature,
4703 and generally have either a physical attack or trigger a reaction.
4704 <br><br>
4705 Traps hit any monster or person who steps on them for 'dam' damage in
4706 'attacktype' attacktype and/or trigger a reaction.
4707 <br><br>
4708 Many traps are already defined in the archetypes.]]>
4709 </description>
4710 <use><![CDATA[
4711 Avoid monsters stepping on your traps. For example, a party of orcs setting
4712 off your lightning wall and pit trap is usually a bad idea.]]>
4713 </use>
4714 <attribute arch="no_pick" value="1" type="fixed" />
4715 &move_on;
4716 <attribute arch="level" editor="trap level" type="int">
4717 Level effects how easily a trap may be found and disarmed, and
4718 how much experience the player gets for doing so. Beware: High level
4719 traps can be quite a cheap source of experience! So either make them
4720 tough, or keep the level low.
4721 </attribute>
4722 <attribute arch="Cha" editor="visibility" type="int">
4723 This value determines what fraction of the time the trap is visible:
4724 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4725 how easily the trap may be found.
4726 </attribute>
4727 <attribute arch="hp" editor="number of charges" type="int">
4728 The trap will detonate &lt;number of charges&gt; times before disappearing.
4729 </attribute>
4730 <attribute arch="dam" editor="direct damage" type="int">
4731 &lt;direct damage&gt; specifies how much damage is done by the trap.
4732 This should be set in reasonable relation to the trap's level.
4733 </attribute>
4734 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4735 This attribute defines what attacktype to use for direct damage when
4736 the trap detonates.
4737 </attribute>
4738 <attribute arch="connected" editor="connection" type="string">
4739 When the trap is detonated, all objects with the same
4740 connection value get activated.
4741 </attribute>
4742 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4743 When the trap detonates, this text is displayed to the
4744 victim. For especially powerful or complex traps, create an appropriate
4745 and thrilling description. ;)
4746 </attribute>
4747 </type>
4748
4749 <!--####################################################################-->
4750 <type number="95" name="Trapdoor">
4751 <ignore>
4752 <ignore_list name="non_pickable" />
4753 </ignore>
4754 <description><![CDATA[
4755 Trapdoors are very similar to pits. The difference is that they
4756 can not be closed. Instead, the weight of the object on the
4757 trapdoor determines weither it slams the trapdoor open and falls through
4758 or not.<br>
4759 Once a trapdoor has been opened (by a creature or items of sufficient
4760 weight,) it remains open, acting like an opened pit.]]>
4761 </description>
4762 <use><![CDATA[
4763 Trapdoors should be used in the same fashion as pits:
4764 They should always drop the victims to some kind of lower level. They
4765 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4766 </use>
4767 <attribute arch="no_pick" value="1" type="fixed" />
4768 &move_on;
4769 <attribute arch="weight" editor="hold weight" type="int">
4770 This value defines how much weight the trapdoor can hold.
4771 Once items or creatures are gathered on the trapdoor, with
4772 a total weight surpassing this value, then the trapdoor will
4773 open and things start falling through.
4774 </attribute>
4775 <attribute arch="hp" editor="destination X" type="int">
4776 The trapdoor will transport creatures (and items) randomly into
4777 a two-square radius of the destination coordinates.
4778 If the destination square becomes blocked, the trapdoor will act like
4779 being filled up and not work anymore!
4780 </attribute>
4781 <attribute arch="sp" editor="destination Y" type="int">
4782 The trapdoor will transport creatures (and items) randomly into
4783 a two-square radius of the destination coordinates.
4784 If the destination square becomes blocked, the trapdoor will act like
4785 being filled up and not work anymore!
4786 </attribute>
4787 </type>
4788
4789 <!--####################################################################-->
4790 <type number="4" name="Treasure">
4791 <ignore>
4792 <attribute arch="nrof" />
4793 <attribute arch="title" />
4794 <attribute arch="name_pl" />
4795 <attribute arch="weight" />
4796 <attribute arch="value" />
4797 <attribute arch="material" />
4798 </ignore>
4799 <description><![CDATA[
4800 A treasure-object turns into certain randomitems when the map is loaded
4801 into the game.]]>
4802 </description>
4803 <use><![CDATA[
4804 About usage of the "random-artifact" treasurelist:
4805 This will generate powerful stuff like girdles, xray helmets, special
4806 swords etc. If you put this as reward to your quest, players might be
4807 motivated to do it more than once. BUT, by doing so they will get a huge
4808 number of different artifacts! Besides, players will always seek the place
4809 with the most easy-to-get random artifact and ignore all others.
4810 My advice: Don't use it! Attract players with good fighting experience
4811 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4812 </use>
4813 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4814 This entry determines what kind of treasure will appear. Look into
4815 /crossfire/share/crossfire/treasures for details about existing
4816 treasurelists.
4817 </attribute>
4818 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4819 "Auto-generate" must be set in order to have the treasure be created
4820 when the map is loaded.
4821 If you want to create a random treasure chest, you unset this flag.
4822 That way, the player has to apply the object (the chest), then the
4823 treasure is generated.
4824 </attribute>
4825 <attribute arch="hp" editor="create number" type="int">
4826 "Create number" specifies how many pieces of the given treasurelist
4827 will appear. Note that for every piece there is a chance that nothing is
4828 generated. Also, sometimes there can be stacks of items generated, like
4829 for gems/money.
4830 </attribute>
4831 <attribute arch="exp" editor="quality level" type="int">
4832 The &lt;quality level&gt; will be used for the quality of the generated
4833 treasure instead of the map difficulty (as was done with shops).
4834 If zero/unset, the map difficulty will instead be used.
4835 (Example for comparison: Shop floors generate treasure of
4836 &lt;quality level&gt; 5 per default).
4837 </attribute>
4838 </type>
4839
4840 <!--####################################################################-->
4841 <type number="52" name="Trigger Marker">
4842 <ignore>
4843 <ignore_list name="system_object" />
4844 </ignore>
4845 <description><![CDATA[
4846 A trigger marker is an object that inserts an invisible force (a mark) into a
4847 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4848 &lt;key string&gt; which can be discovered by detectors or inventory
4849 checkers. It is also possible to use markers for removing marks again.
4850 (by setting the "name" slot to the name of the marker to be removed).
4851 <br><br>
4852 Note that the player has no possibility to "see" his own marks,
4853 except by the effect that they cause on the maps.]]>
4854 </description>
4855 <use><![CDATA[
4856 Markers hold real cool possibilities for map-making. I encourage
4857 you to use them frequently. However there is one negative point
4858 about markers: Players don't "see" what's going on with them. It is
4859 your task, as map-creator, to make sure the player is always well
4860 informed and never confused.
4861 <br><br>
4862 Please avoid infinite markers when they aren't needed. They're
4863 using a little space in the player file after all, so if there
4864 is no real purpose, set an expire time.]]>
4865 </use>
4866 <attribute arch="no_pick" value="1" type="fixed" />
4867 <attribute arch="slaying" editor="key string" type="string">
4868 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4869 If the player already has a force with that &lt;key string&gt;,
4870 there won't be inserted a second one.
4871 </attribute>
4872 <attribute arch="connected" editor="connection" type="string">
4873 Unlike a regular marker this is the connection that triggers this marker to activate.
4874 </attribute>
4875 <attribute arch="food" editor="mark duration" type="int">
4876 This value defines the duration of the force it inserts.
4877 If nonzero, the duration of the player's mark is finite:
4878 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4879 means the mark will stay on the player forever.
4880 </attribute>
4881 <attribute arch="name" editor="delete mark" type="string">
4882 When the player steps onto the marker, all existing forces in
4883 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4884 will be removed. If you don't want to remove any marks, leave
4885 this textfield empty.
4886
4887 Note that the string &lt;delete mark&gt; is set as the name of
4888 this marker. So don't be confused, and remember changing the
4889 name will take effect on the marker's functionality.
4890 </attribute>
4891 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4892 In the moment when the player gets marked, this text is displayed
4893 to him. You should really set a message in any marker you create,
4894 because it's the only way for the player to notice what's going on.
4895 </attribute>
4896 </type>
4897
4898 <!--####################################################################-->
4899 <type number="0" name="Wall">
4900 <required>
4901 <attribute arch="is_floor" value="0" />
4902 <attribute arch="alive" value="0" />
4903 <attribute arch="no_pass" value="1" />
4904 </required>
4905 <ignore>
4906 <attribute arch="nrof" />
4907 <attribute arch="title" />
4908 <attribute arch="name_pl" />
4909 <attribute arch="value" />
4910 <attribute arch="unpaid" />
4911 </ignore>
4912 <description><![CDATA[
4913 Walls usually block passage and sight.]]>
4914 </description>
4915 &movement_types_terrain;
4916 <attribute arch="can_roll" editor="moveable" type="bool">
4917 If set, the object is able to "roll", so it can be pushed around.
4918 This setting is used for boulders and barrels.
4919 </attribute>
4920 <attribute arch="no_magic" editor="restrict spells" type="bool">
4921 This takes effect only with &lt;blocksview&gt; disabled.
4922 Restricting the use of spells to pass this wall.
4923 </attribute>
4924 <attribute arch="damned" editor="restrict prayers" type="bool">
4925 This takes effect only with &lt;blocksview&gt; disabled.
4926 Restricting the use of spells to pass this wall.
4927 </attribute>
4928 </type>
4929
4930 <!--####################################################################-->
4931 <type number="109" name="Wand &amp; Staff">
4932 <description><![CDATA[
4933 Wands contain a certain spell. The player can apply (ready) and
4934 fire the wand. After a defined number of casts, the wand is
4935 "used up". It is possible to recharge a wand with scrolls of
4936 charging, but usually that isn't worth the cost.]]>
4937 </description>
4938 <use><![CDATA[
4939 Wands are quite seldomly used. The reason prolly is that they're
4940 generally not cost-efficient. Handing out high-level wands with
4941 powerful special spells isn't a good idea either, because of
4942 the recharge ability.
4943 <br><br>
4944 For low levels, staffs of healing/cure and word of recall are
4945 quite desirable though. Ideal rewards for low level quests.]]>
4946 </use>
4947 <attribute arch="sp" editor="spell" type="spell">
4948 The &lt;spell&gt; specifies the contained spell.
4949 </attribute>
4950 <attribute arch="level" editor="casting level" type="int">
4951 The &lt;casting level&gt; of the wand determines it's power.
4952 An average level for wands in shops is about 10.
4953 </attribute>
4954 <attribute arch="food" editor="number of charges" type="int">
4955 The wand can be used &lt;number of charges&gt; times before it is
4956 used up. It can be recharged with scrolls of charging.
4957 </attribute>
4958 <attribute arch="startequip" editor="godgiven item" type="bool">
4959 A godgiven item vanishes as soon as the player
4960 drops it to the ground.
4961 </attribute>
4962 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4963 This text may contain a description of the wand.
4964 </attribute>
4965 </type>
4966
4967 <!--####################################################################-->
4968 <type number="0" name="Weak Wall">
4969 <required>
4970 <attribute arch="is_floor" value="0" />
4971 <attribute arch="alive" value="1" />
4972 <attribute arch="tear_down" value="1" />
4973 </required>
4974 <ignore>
4975 <ignore_list name="non_pickable" />
4976 </ignore>
4977 <description><![CDATA[
4978 A weak wall is a breakable spot amidsts a solid wall. Typically
4979 these weak walls look similar to their solid "relatives" except
4980 for a small crack or little chunks of wall on the ground.]]>
4981 </description>
4982 <use><![CDATA[
4983 If you want to create hidden rooms, using weak walls is alot
4984 better than completely indiscernible passages in a wall.<br>
4985 Anyways, there can be a lot more to weak walls than just finding
4986 them: Rising their defensive stats, weak walls can become a
4987 serious obstacle. An ice wall might only be torn down by a fire
4988 attack for example. A granite wall for instance might be very
4989 hard to destroy.]]>
4990 </use>
4991 <attribute arch="alive" value="1" type="fixed" />
4992 <attribute arch="no_pick" value="1" type="fixed" />
4993 <attribute arch="tear_down" value="1" type="fixed" />
4994 <attribute arch="race" editor="race" type="string">
4995 For weak walls, &lt;race&gt; should always be set to "wall",
4996 unless you create something fancy like a building which
4997 is in fact meant to be a huge animal.
4998 Note that shovels slay walls, so they do tripple damage
4999 against weak walls.
5000 </attribute>
5001 <attribute arch="level" editor="level" type="int">
5002 The &lt;level&gt; of a weak wall works similar to monster levels.
5003 Due to the fact that weak walls cannot attack, the level
5004 is much less important though.
5005 </attribute>
5006 <attribute arch="hp" editor="health points" type="int">
5007 The &lt;health points&gt; of a weak wall define how long it takes to
5008 tear it down. With every successful hit from an opponent,
5009 &lt;health points&gt; get drained.
5010 </attribute>
5011 <attribute arch="maxhp" editor="max health" type="int">
5012 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5013 weak wall can have. Since walls generally don't heal, I doubt
5014 this has much real effect.
5015 </attribute>
5016 <attribute arch="ac" editor="armour class" type="int">
5017 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5018 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5019 </attribute>
5020 &resistances_basic;
5021 </type>
5022
5023 <!--####################################################################-->
5024 <type number="15" name="Weapon">
5025 <description><![CDATA[
5026 Wielding a weapon, the object's stats will directly be inherited to the
5027 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5028 be improved with scrolls.]]>
5029 </description>
5030 <use><![CDATA[
5031 If you create artifacts (equipment) with stats- or resistance-bonus:
5032 Keep playbalance in mind! Such items mustn't be reachable without hard
5033 fighting AND questing.]]>
5034 </use>
5035 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5036 This number is a bitmask, specifying the weapon's attacktypes.
5037 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5038 have no more than one or two attacktypes. Keep in mind that all weapons
5039 can be blessed by the player's diety, thus adding an additional attacktype.
5040
5041 When a player hits a monster with a weapon that has more than one attacktype,
5042 then he will do as much damage as the "best" of his attacktypes does. So,
5043 the more attacktypes you've got, the better your chance to take advantage
5044 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5045 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5046 </attribute>
5047 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5048 The &lt;weapontype&gt; characterizes the weapon's type of physical
5049 attack. It could best be considered a "subclassification"
5050 of the physical attacktype. For now, this is only used for
5051 attack messages!
5052
5053 You should always set this correctly when creating new
5054 weapons for your maps.
5055 </attribute>
5056 <attribute arch="skill" editor="skill name" type="string">
5057 Matching &lt;skill name&gt; of the skill that is required
5058 to use this weapon.
5059 </attribute>
5060 <attribute arch="dam" editor="damage" type="int">
5061 The damage value is used as base value for how much damage the weapon
5062 does per hit. The actual damage involves more dependencies,
5063 like wielder's level and defender's level. Look at existing weapons
5064 to get a feel for the range of weapon damage values.
5065 </attribute>
5066 <attribute arch="slaying" editor="slaying race" type="string">
5067 Slaying means the weapon does tripple (3x) damage to monsters of the
5068 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5069 only monsters of that archtype are hit with tripple damage.
5070
5071 No god blessings are possible for weapons with a race set in this entry
5072 (That's because god blessings add tripple damage against their own
5073 enemy races). Tripple damage is very effective.
5074 </attribute>
5075 <attribute arch="last_sp" editor="weapon speed" type="int">
5076 The weapon speed determines how often the wielder can swing the weapon
5077 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5078 is best (that is lightning- fast). A typical average value is 8.
5079 Speed and damage should be kept in reasonable relation.
5080 </attribute>
5081 <attribute arch="wc" editor="weapon class" type="int">
5082 The weapon class value adds to the overall weapon class of the wielder's
5083 melee attacks. Weapon class improves the chance of hitting the opponent.
5084 </attribute>
5085 <attribute arch="magic" editor="magic bonus" type="int">
5086 For a weapon, magic bonus works just like weapon class, except that
5087 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5088 less useful than direct weapon class value on a weapon.
5089 </attribute>
5090 <attribute arch="item_power" editor="item power" type="int">
5091 The &lt;item power&gt; value measures how "powerful" an artifact is.
5092 Players will only be able to wear equipment with a certain total
5093 amount of &lt;item power&gt;, depending on their own level. This is the
5094 only way to prevent low level players to wear "undeserved" equipment
5095 (like gifts from other players or cheated items).
5096
5097 It is very important to adjust the &lt;item power&gt; value carefully
5098 for every artifact you create! If zero/unset, the Deliantra server will
5099 calculate a provisional value at runtime, but this is never
5100 going to be an accurate measurement of &lt;item power&gt;.
5101 </attribute>
5102 <attribute arch="damned" editor="damnation" type="bool">
5103 A damned weapon cannot be unwielded unless
5104 the curse is removed. Removing damnations is
5105 a tick harder than removing curses.
5106 </attribute>
5107 <attribute arch="cursed" editor="curse" type="bool">
5108 A cursed weapon cannot be unwielded unless
5109 the curse is removed.
5110 </attribute>
5111 <attribute arch="lifesave" editor="save life" type="bool">
5112 An item with this flag enabled will save the players life
5113 for one time: When the player is wearing this item and his
5114 health points reach zero, the item disappears, replenishing
5115 half of the player's health.
5116
5117 An item with &lt;save life&gt; should not have
5118 any decent additional bonuses!
5119 </attribute>
5120 <attribute arch="unique" editor="unique item" type="bool">
5121 Unique items exist only one time on a server. If the item
5122 is taken, lost or destroyed - it's gone for good.
5123 </attribute>
5124 <attribute arch="startequip" editor="godgiven item" type="bool">
5125 A godgiven item vanishes as soon as the player
5126 drops it to the ground.
5127 </attribute>
5128 &player_stat_resist_sections;
5129 <section name="misc">
5130 <attribute arch="luck" editor="luck bonus" type="int">
5131 With positive luck bonus, the player is more likely to
5132 succeed in all sorts of things (spellcasting, praying,...).
5133 Unless the &lt;luck bonus&gt; is very high, the effect will be
5134 barely visible in-game. Luck bonus on one piece of equipment
5135 should never exceed 3, and such bonus should not be too
5136 frequently available.
5137 </attribute>
5138 <attribute arch="hp" editor="health regen." type="int">
5139 Positive &lt;health regen.&gt; bonus speeds up the
5140 player's healing process. Negative values slow it down.
5141 </attribute>
5142 <attribute arch="sp" editor="mana regen." type="int">
5143 Positive &lt;mana regen.&gt; bonus speeds up the
5144 player's mana regeneration. Negative values slow it down.
5145 </attribute>
5146 <attribute arch="grace" editor="grace regen." type="int">
5147 Positive &lt;grace regen.&gt; bonus speeds up the
5148 player's grace regeneration. Negative values slow it down.
5149 Since grace can be regenerated rather easy with praying,
5150 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5151 </attribute>
5152 <attribute arch="food" editor="food bonus" type="int">
5153 Positive &lt;food bonus&gt; slows down the player's digestion,
5154 thus he consumes less food. Negative values speed it up.
5155
5156 Note that food is consumed not only for "being alive", but
5157 also for healing and mana-regeneration.
5158 &lt;food bonus&gt; only affects the amount of food consumed
5159 for "being alive". Hence, even with high &lt;food bonus&gt;,
5160 during a fight a player can run out of food quickly.
5161 </attribute>
5162 <attribute arch="xrays" editor="xray vision" type="bool">
5163 Xray vision allows the player to see through obstacles
5164 in a two-square-wide radius. This is extremely helpful and
5165 desirable, so don't give it away for cheap on equipment.
5166 </attribute>
5167 <attribute arch="stealth" editor="stealth" type="bool">
5168 Stealth allows the player to move silently.
5169 This comes to effect if a player turns himself
5170 invisible and tries to sneak around monsters.
5171 (At least that was the idea behind it)
5172 </attribute>
5173 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5174 If a player is wearing any piece of equipment with
5175 the ability to &lt;reflect spells&gt;, all kinds of
5176 spell-bullets and -beams will bounce off him.
5177 This works only about 90% of all times, to
5178 avoid players being completely immune to certain
5179 types of attacks.
5180
5181 This is a very powerful ability and it
5182 shouldn't be handed out cheap!
5183 </attribute>
5184 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5185 If a player is wearing any piece of equipment with
5186 the ability to &lt;reflect missiles&gt;, all kinds of
5187 projectiles (e.g. arrows, bolts, boulders) will
5188 bounce off him. This works only about 90% of all
5189 times, to avoid players being completely immune to
5190 certain types of attacks.
5191 </attribute>
5192 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5193 Click on the &lt;attuned paths&gt; button to select spellpaths.
5194 The player will get attuned to the specified spellpaths
5195 while wearing this weapon.
5196 </attribute>
5197 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5198 Click on the &lt;repelled paths&gt; button to select spellpaths.
5199 The player will get repelled to the specified spellpaths
5200 while wearing this weapon.
5201 </attribute>
5202 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5203 Click on the &lt;denied paths&gt; button to select spellpaths.
5204 The specified spellpaths will be denied to the player
5205 while wearing this weapon.
5206 </attribute>
5207 </section>
5208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5209 This text describes the weapons's "story". Every decent artifact weapon
5210 should have such a description.
5211 </attribute>
5212 </type>
5213
5214 <type number="116" name="Event Connector">
5215 <description><![CDATA[
5216 Event connectors link specific events that happen to objects to
5217 a crossfire plug-in. They are not used at all in Deliantra.]]>
5218 </description>
5219 </type>
5220
5221 </types>