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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.60
Committed: Thu Nov 5 15:18:21 2009 UTC (14 years, 6 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_29
Changes since 1.59: +5 -0 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Deliantra object types and their attributes. #
6 # #
7 # The server code of the Deliantra game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # New types must be inserted maintaining the alphabetical order. #
15 # #
16 # about the 'type' elements: #
17 # #
18 # <type number="15" name="Type Name"> #
19 # <import_type name="Type Name" /> import attributes of this type #
20 # <required> #
21 # list of required attributes to identifying this type #
22 # </required> #
23 # <ignore> #
24 # list of attributes not to import from default_type #
25 # </ignore> #
26 # <description><![CDATA[ #
27 # Description of this type.]]> #
28 # </description> #
29 # <use><![CDATA[ #
30 # How to use this type.]]> #
31 # </use> #
32 # ... attributes ... #
33 # </type> #
34 # #
35 # about the 'attribute' type: <attribute ... type="XXX" > #
36 # #
37 # bool - This attribute can only be set to '1' or '0' #
38 # int - This attribute contains a decimal number #
39 # float - This attr. contains a floating point number #
40 # string - This attribute contains a string #
41 # text - This attribute contains a text ("text" can have #
42 # linebreaks, unlike "string") #
43 # fixed - This attribute is always set to a fixed 'value' #
44 # (There is no user-input for this attribute) #
45 # spell - This attribute contains a spell. The mapmaker can #
46 # choose spells from a combo box. #
47 # nz_spell - works just like 'spell', except that the #
48 # spell-value zero is always interpreted as <none>, #
49 # never as "magic bullet" #
50 # bool_special - Like bool, but with customized true/false values #
51 # treasurelist - CF treasure list (see "treasures" file) #
52 # list_LISTNAME - list, must be defined as a <list> element #
53 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
54 # element #
55 # #
56 # Created by Andreas Vogl. #
57 ######################################################################
58 -->
59 <!DOCTYPE types [
60 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
61
62 <!ELEMENT bitmask (entry*)>
63 <!ATTLIST bitmask name CDATA #REQUIRED>
64
65 <!ELEMENT list (entry*)>
66 <!ATTLIST list name CDATA #REQUIRED>
67
68 <!ELEMENT entry EMPTY>
69 <!ATTLIST entry bit CDATA #IMPLIED
70 value CDATA #IMPLIED
71 name CDATA #REQUIRED>
72
73 <!ELEMENT ignore_list (attribute* | EMPTY)>
74 <!ATTLIST ignore_list name CDATA #REQUIRED>
75
76 <!ELEMENT default_type (attribute*)>
77
78 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
79 <!ATTLIST type name CDATA #REQUIRED
80 number CDATA #REQUIRED>
81
82 <!ELEMENT description (#PCDATA)>
83 <!ELEMENT use (#PCDATA)>
84
85 <!ELEMENT import_type EMPTY>
86 <!ATTLIST import_type name CDATA #REQUIRED>
87
88 <!ELEMENT required (attribute+)>
89 <!ELEMENT ignore (attribute*,ignore_list*)>
90
91 <!ELEMENT section (attribute+)>
92 <!ATTLIST section name CDATA #REQUIRED>
93
94 <!ELEMENT attribute (#PCDATA)>
95 <!ATTLIST attribute type CDATA #IMPLIED
96 arch CDATA #IMPLIED
97 arch_begin CDATA #IMPLIED
98 arch_end CDATA #IMPLIED
99 editor CDATA #IMPLIED
100 value CDATA #IMPLIED
101 length CDATA #IMPLIED
102 true CDATA #IMPLIED
103 false CDATA #IMPLIED>
104
105 <!ENTITY move_on "
106 <attribute arch='move_on' editor='movement on' type='movement_type'>
107 Which movement types automatically (as opposed to manually) activate this object.
108 </attribute>
109 ">
110 <!ENTITY move_off "
111 <attribute arch='move_off' editor='movement off' type='movement_type'>
112 Which movement types deactivate this object (e.g. button).
113 </attribute>
114 ">
115 <!ENTITY move_type "
116 <attribute arch='move_type' editor='movement type' type='movement_type'>
117 Determines which kinds of movement this object can use (e.g. for monsters)
118 or grants (e.g. for amulets).
119 </attribute>
120 ">
121 <!ENTITY move_block "
122 <attribute arch='move_block' editor='blocked movement' type='movement_type'>
123 Objects using these movement types cannot move over this space.
124 </attribute>
125 ">
126 <!ENTITY movement_types_terrain "
127 &move_block;
128 <attribute arch='move_allow' editor='allowed movement' type='movement_type'>
129 Objects using these movement types are allowed to move over this space. Takes
130 precedence over 'blocked movements'.
131 </attribute>
132 <attribute arch='move_slow' editor='slowed movement' type='movement_type'>
133 The types of movement that should by slowed down by the 'slow movement penalty'.
134 </attribute>
135 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
136 If &lt;slow movement&gt; is set to a value greater zero, all
137 creatures matching 'slow move' will be slower than normal on this spot.
138
139 &lt;slow movement&gt; 1 - rough terrain
140 &lt;slow movement&gt; 2 - very rough terrain
141 ...
142 &lt;slow movement&gt; 5 - default for deep swamp
143 ...
144 &lt;slow movement&gt; 7 - spider web (sticky as hell)
145 </attribute>
146 ">
147 <!ENTITY speed_left "
148 <attribute arch='speed_left' editor='speed left' type='float'>
149 The speed left to the object. On every tick, if this value is higher
150 than 0, the object acts/triggers/moves etc. and the value gets
151 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
152 every tick.
153 </attribute>
154 ">
155 <!ENTITY activate_on "
156 <attribute arch='activate_on_push' editor='activate on push' type='bool'>
157 Whether the teleporter should only be activated on push.
158 </attribute>
159 <attribute arch='activate_on_release' editor='activate on release' type='bool'>
160 Whether the teleporter should only be activated on release.
161 </attribute>
162 ">
163
164 <!ENTITY resistances_flesh_desc "
165 Resistances on flesh items make them more durable against spellcraft
166 of the appropriate kind. It also allows dragon players to eventually gain
167 resistance by eating it. Usually resistance should only be set for flesh
168 items in a monster's inventory.
169 ">
170
171 <!ENTITY resistances_flesh_section "
172 <section name='resistance'>
173 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
174 &resistances_flesh_desc;
175 </attribute>
176 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
177 &resistances_flesh_desc;
178 </attribute>
179 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 </section>
228 ">
229
230 <!ENTITY resistances_basic "
231 <section name='resistance'>
232 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
233 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
234 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
235 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
236 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
237 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
238 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
239 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
240 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
241 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
242 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
243 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
244 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
245 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
246 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
247 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
248 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
249 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
250 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
251 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
252 </section>
253 ">
254
255 <!ENTITY player_stat_desc "
256 The player's strentgh will rise/fall by the given value for permanent
257 (of course there is an upper limit). Generally there shouldn't be stat
258 potions granting more than one stat. Cursed potions will subtract the
259 stats if positive.
260 ">
261
262 <!ENTITY player_res_desc "
263 The player's resistance to physical will rise by this value in percent
264 (range -100 till +100). The effect is only temporare, and it does NOT
265 add on the values from the player's equipment.
266 Cursed potions will make negative resistance.. very nasty in combat!
267 ">
268
269 <!ENTITY player_stat_resist_sections "
270 <section name='stats'>
271 <attribute arch='Str' editor='strength' type='int'>
272 &player_stat_desc;
273 </attribute>
274 <attribute arch='Dex' editor='dexterity' type='int'>
275 &player_stat_desc;
276 </attribute>
277 <attribute arch='Con' editor='constitution' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Int' editor='intelligence' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Pow' editor='power' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Wis' editor='wisdom' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Cha' editor='charisma' type='int'>
290 &player_stat_desc;
291 </attribute>
292 </section>
293 <section name='resistance'>
294 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
295 &player_res_desc;
296 </attribute>
297 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
298 &player_res_desc;
299 </attribute>
300 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 </section>
355 ">
356
357 <!ENTITY match_compat "
358 If the string starts with 'match ', then it is interpreted
359 as a match expression (e.g. 'match type=POTION', or 'match type=SPELL
360 in applied type=CONTAINER in inv in originator'). For details, see
361 http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm
362 ">
363 ]>
364
365 <types>
366
367 <!--###################### bitmask definitions ######################-->
368
369 <bitmask name="attacktype">
370 <entry bit="0" name="Physical" />
371 <entry bit="1" name="Magical" />
372 <entry bit="2" name="Fire" />
373 <entry bit="3" name="Electricity" />
374 <entry bit="4" name="Cold" />
375 <entry bit="5" name="Confusion" />
376 <entry bit="6" name="Acid" />
377 <entry bit="7" name="Drain" />
378 <entry bit="8" name="Weaponmagic" />
379 <entry bit="9" name="Ghosthit" />
380 <entry bit="10" name="Poison" />
381 <entry bit="11" name="Slow" />
382 <entry bit="12" name="Paralyze" />
383 <entry bit="13" name="Turn Undead" />
384 <entry bit="14" name="Fear" />
385 <entry bit="15" name="Cancellation" />
386 <entry bit="16" name="Depletion" />
387 <entry bit="17" name="Death" />
388 <entry bit="18" name="Chaos" />
389 <entry bit="19" name="Counterspell" />
390 <entry bit="20" name="God Power" />
391 <entry bit="21" name="Holy Power" />
392 <entry bit="22" name="Blinding" />
393 </bitmask>
394
395 <bitmask name="material">
396 <entry bit="0" name="Paper" />
397 <entry bit="1" name="Iron" />
398 <entry bit="2" name="Glass" />
399 <entry bit="3" name="Leather" />
400 <entry bit="4" name="Wood" />
401 <entry bit="5" name="Organics" />
402 <entry bit="6" name="Stone" />
403 <entry bit="7" name="Cloth" />
404 <entry bit="8" name="Adamantite" />
405 <entry bit="9" name="Liquid" />
406 <entry bit="10" name="Soft Metal" />
407 <entry bit="11" name="Bone" />
408 <entry bit="12" name="Ice" />
409 <entry bit="13" name="(supress name on display)" />
410
411 </bitmask>
412
413 <bitmask name="spellpath">
414 <entry bit="0" name="Protection" />
415 <entry bit="1" name="Fire" />
416 <entry bit="2" name="Frost" />
417 <entry bit="3" name="Electricity" />
418 <entry bit="4" name="Missiles" />
419 <entry bit="5" name="Self" />
420 <entry bit="6" name="Summoning" />
421 <entry bit="7" name="Abjuration" />
422 <entry bit="8" name="Restoration" />
423 <entry bit="9" name="Detonation" />
424 <entry bit="10" name="Mind" />
425 <entry bit="11" name="Creation" />
426 <entry bit="12" name="Teleportation" />
427 <entry bit="13" name="Information" />
428 <entry bit="14" name="Transmutation" />
429 <entry bit="15" name="Transferrence" />
430 <entry bit="16" name="Turning" />
431 <entry bit="17" name="Wounding" />
432 <entry bit="18" name="Death" />
433 <entry bit="19" name="Light" />
434 </bitmask>
435
436 <bitmask name="will_apply">
437 <entry bit="0" name="Apply Handles" />
438 <entry bit="1" name="Open Chests" />
439 <entry bit="2" name="Break Walls" />
440 <entry bit="3" name="Open Doors" />
441 </bitmask>
442
443 <bitmask name="pick_up">
444 <entry bit="0" name="Nothing" />
445 <entry bit="1" name="Wealth" />
446 <entry bit="2" name="Food" />
447 <entry bit="3" name="Weapons" />
448 <entry bit="4" name="Armour" />
449 <entry bit="5" name="Inverse" />
450 <entry bit="6" name="All" />
451 </bitmask>
452
453 <bitmask name="movement_type">
454 <entry bit="0" name="Walk" />
455 <entry bit="1" name="Fly Low" />
456 <entry bit="2" name="Fly High" />
457 <entry bit="3" name="Swim" />
458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
460 </bitmask>
461
462 <!--###################### list definitions ######################-->
463
464 <list name="direction">
465 <entry value="0" name="&lt;none&gt;" />
466 <entry value="1" name="north" />
467 <entry value="2" name="northeast" />
468 <entry value="3" name="east" />
469 <entry value="4" name="southeast" />
470 <entry value="5" name="south" />
471 <entry value="6" name="southwest" />
472 <entry value="7" name="west" />
473 <entry value="8" name="northwest" />
474 </list>
475
476 <list name="mood">
477 <entry value="0" name="furious" />
478 <entry value="1" name="angry" />
479 <entry value="2" name="calm" />
480 <entry value="3" name="sleep" />
481 <entry value="4" name="charm" />
482 <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
1547 When the key string starts with "match ", then it is expected to
1548 be a match expression, which will be applied to the player, so
1549 you can use e.g. (match type=POTION in inv). Note that the matched
1550 object will be removed.
1551 </attribute>
1552 <attribute arch="container" editor="maximum weight" type="int">
1553 The container can hold a maximum total weight of the given value
1554 in gram. Note that this weight limit is calculated *after* the
1555 weight reduction (&lt;reduce weight&gt;) has been applied.
1556 </attribute>
1557 <attribute arch="Str" editor="reduce weight %" type="int">
1558 This value determines how much the weight of items is reduced in
1559 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1560 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1561 Most default values are in the range of ten.
1562 </attribute>
1563 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1564 If set, the container can be used as alchemy-cauldron.
1565 The player can put ingredients inside, close it, cast alchemy
1566 and if his formulae is true, he'll get what he longed for.
1567 </attribute>
1568 <attribute arch="unique" editor="unique item" type="bool">
1569 Unique items exist only one time on a server. If the item
1570 is taken, lost or destroyed - it's gone for good.
1571 All contents of a unique container are unique as well.
1572 </attribute>
1573 <attribute arch="startequip" editor="godgiven item" type="bool">
1574 A godgiven item vanishes as soon as the player
1575 drops it to the ground.
1576 </attribute>
1577 <attribute arch="other_arch" editor="animation arch" type="string">
1578 This is used for a certain kind of... "animation" when
1579 opening the container. Stick to the default arches here
1580 and you won't get into trouble.
1581 </attribute>
1582 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1583 This text may contain a description of the container.
1584 </attribute>
1585 </type>
1586
1587 <!--####################################################################-->
1588 <type number="103" name="Converter">
1589 <ignore>
1590 <attribute arch="value" />
1591 <attribute arch="nrof" />
1592 <attribute arch="name_pl" />
1593 <attribute arch="no_pick" />
1594 <attribute arch="unpaid" />
1595 <attribute arch="title" />
1596 </ignore>
1597 <description><![CDATA[
1598 Converters are like "exchange tables". When the player drops a
1599 specific type of items, they get converted into other items, at a
1600 predefined exchange-ratio.]]>
1601 </description>
1602 <use><![CDATA[
1603 Converters are better than shopping with doormats, because the
1604 converters never get sold out. For some items like food or jewels
1605 those "exchange tables" are really nice, while for the more important
1606 stuff like potions converters should not exist.
1607 <br><br>
1608 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1609 items on a converter, the stuff you get must be of equal or lesser
1610 value than before! (Except if you are using "rare" items like
1611 dragonscales for payment). The code will not check if your ratio is
1612 sane, so the player could gain infinite wealth by using your converter.]]>
1613 </use>
1614 <attribute arch="no_pick" value="1" type="fixed" />
1615 <attribute arch="slaying" editor="cost arch" type="string">
1616 &lt;cost arch&gt; is the name of the archetype the player has to
1617 put on the converter, as payment.
1618 </attribute>
1619 <attribute arch="food" editor="cost number" type="int">
1620 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1621 on the converter, in order to get &lt;receive number&gt; items
1622 of &lt;receive arch&gt;.
1623 </attribute>
1624 <attribute arch="other_arch" editor="receive arch" type="string">
1625 &lt;receive arch&gt; is the name of the archetype to convert into.
1626 This field is ignored if the converter has items in inventory. In this
1627 case one of the inventory items is duplicated. The duplicated item is
1628 randomly chosen from all items present.
1629 </attribute>
1630 <attribute arch="sp" editor="receive number" type="int">
1631 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1632 on the converter, in order to get &lt;receive number&gt; items
1633 of &lt;receive arch&gt;.
1634 </attribute>
1635 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1636 This text may contain a description of the converter.
1637 </attribute>
1638 <attribute arch="precious" editor="output unpaid" type="bool">
1639 If the converter has this flag set the generated items will
1640 be flagged as unpaid. Useful if you want to make a converter in a shop.
1641 (For instance for 'dragon scale' to 'dragon shield' converters in some
1642 armour shops.)
1643 </attribute>
1644 </type>
1645
1646 <!--####################################################################-->
1647 <type number="42" name="Creator">
1648 <ignore>
1649 <ignore_list name="system_object" />
1650 </ignore>
1651 <description><![CDATA[
1652 A creator is an object which creates another object when it
1653 is triggered. The child object can be anything. Creators are
1654 VERY useful for all kinds of map-mechanisms. They can even
1655 periodically create things.]]>
1656 </description>
1657 <use><![CDATA[
1658 Don't hesitate to hide your creators under the floor.
1659 The created items will still always appear ontop of the floor.]]>
1660 </use>
1661 <attribute arch="no_pick" value="1" type="fixed" />
1662 <attribute arch="other_arch" editor="create arch" type="string">
1663 This string defines the object that will be created.
1664 You can choose any of the existing arches.
1665 This field is ignored if the creator has items in inventory. In this case
1666 one of the inventory items is duplicated. The duplicated item is randomly
1667 chosen from all items present.
1668 </attribute>
1669 <attribute arch="connected" editor="connection" type="string">
1670 Whenever the connection value is activated,
1671 the creator gets triggered.
1672 </attribute>
1673 &activate_on;
1674 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1675 If &lt;unlimited uses&gt; is set, the creator will work
1676 infinitely, regardless of the value in &lt;number of uses&gt;.
1677 </attribute>
1678 <attribute arch="speed" editor="speed" type="float">
1679 When this field is set the creator will periodically create stuff
1680 (and will still do so when the connection is triggered).
1681 A value of 1 means roughly 8 times a second.
1682 </attribute>
1683 <attribute arch="hp" editor="number of uses" type="int">
1684 The creator can be triggered &lt;number of uses&gt; times, thus
1685 creating that many objects, before it dissappears.
1686 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1687 </attribute>
1688 <attribute arch="slaying" editor="name of creation" type="string">
1689 The created object will bear the name and title specified in &lt;name of
1690 creation&gt;. If nothing is set, the standard name and title of the
1691 archetype is used.
1692 </attribute>
1693 <attribute arch="level" editor="level of creation" type="int">
1694 The created object will be of that level. If zero/unset,
1695 the standard level of the archetype is used.
1696 </attribute>
1697 </type>
1698
1699 <!--####################################################################-->
1700 <type number="51" name="Detector">
1701 <ignore>
1702 <ignore_list name="system_object" />
1703 </ignore>
1704 <description><![CDATA[
1705 Detectors work quite much like inv. checkers/pedestals: If the detector
1706 finds a specific object, it toggles its connected value.
1707 <br><br>
1708 What is "unique" about them, compared to inv. checkers/ pedestals?
1709 - First, detectors check their square for a match periodically, not
1710 instantly, so generate much higher server load
1711 Second, detectors check directly for object names. Third,
1712 detectors do not check the inventory of players/monsters.]]>
1713 </description>
1714 <use>
1715 Best avoid this type at all costs, use a pedestal instead.
1716 </use>
1717 <attribute arch="no_pick" value="1" type="fixed" />
1718 <attribute arch="slaying" editor="match name" type="string">
1719 &lt;match name&gt; specifies the name of the object we are looking for.
1720 Actually it does also check for the &lt;key string&gt; in key-objects,
1721 but for this case inventory checkers are often more powerful to use.
1722 </attribute>
1723 <attribute arch="connected" editor="connection" type="string">
1724 When the detector is triggered, all objects with the same
1725 connection value get activated.
1726 </attribute>
1727 <attribute arch="speed" editor="detection speed" type="float">
1728 This value defines the time between two detector-checks.
1729 If you want the detector to behave almost like pedestals/buttons,
1730 set speed rather high, like &lt;detection speed&gt; 1.0.
1731 </attribute>
1732 &speed_left;
1733 <attribute arch="speed_left" editor="speed left" type="float">
1734 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1735 If it is larger than 0, the detector checks, and the speed is decremented
1736 by 1.
1737 </attribute>
1738 </type>
1739
1740 <!--####################################################################-->
1741 <type number="164" name="Map Script">
1742 <ignore>
1743 <ignore_list name="system_object" />
1744 </ignore>
1745 <description><![CDATA[
1746 The map script object is a very special object that can react to connected
1747 events and executes a perl script in the msg slot.
1748 ]]>
1749 </description>
1750 <use><![CDATA[
1751 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1752 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1753 ]]>
1754 </use>
1755 <attribute arch="connected" editor="connection" type="string">
1756 When the map script object is triggered, it will execute
1757 the perl script with the triggering object as $activator.
1758 </attribute>
1759 &activate_on;
1760 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1761 This perl script will be executed each time the objetc is triggered.
1762 </attribute>
1763 </type>
1764
1765 <!--####################################################################-->
1766 <type number="112" name="Director">
1767 <ignore>
1768 <ignore_list name="non_pickable" />
1769 </ignore>
1770 <description><![CDATA[
1771 Directors change the direction of spell objects and other projectiles
1772 that fly past. Unlike spinners, directors always move objects in the
1773 same direction. It does not make a difference from what angle you
1774 shoot into it.<br>
1775 Directors are visible per default.]]>
1776 </description>
1777 <use><![CDATA[
1778 Directors are rarely used in maps. Sometimes they are placed to
1779 change the direction of spells coming out of magic walls,
1780 "channeling" spell-projectiles in some direction. When doing this,
1781 <B>never place directors facing each other with magic walls fireing
1782 into them!</B> The spell-projectiles bouncing between the directors
1783 would accumulate to huge numbers and at some point slow down the
1784 server by eating memory- and CPU-time.
1785 <br><br>
1786 You'd better not place directors in monster vs. player combat
1787 areas too much, because that freaks out wizard-type players.]]>
1788 </use>
1789 <attribute arch="sp" editor="direction" type="list_direction">
1790 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1791 A director with direction &lt;none&gt; simply stops projectiles.
1792 (The latter works out a bit strange for some spells).
1793 </attribute>
1794 &move_on;
1795 </type>
1796
1797 <!--####################################################################-->
1798 <type number="158" name="Disease">
1799 <ignore>
1800 <ignore_list name="system_object" />
1801 </ignore>
1802 <description><![CDATA[
1803 Diseases are an intersting form of spellcraft in Deliantra.
1804 Once casted, they can spread out and infect creatures in a large
1805 area. Being infected can have various effects, from amusing farts
1806 to horrible damage - almost everything is possible.]]>
1807 </description>
1808 <use><![CDATA[
1809 Diseases are extremely flexible and usable in a many ways.
1810 So far they are mostly used for causing bad, unwanted effects.
1811 You could just as well create a disease which helps the player
1812 (recharging mana for example).
1813 Infection with a "positive disease" could even be a quest reward.]]>
1814 </use>
1815 <attribute arch="invisible" value="1" type="fixed" />
1816 <attribute arch="level" editor="plaque level" type="int">
1817 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1818 This mainly reflects in the &lt;damage&gt;. It has no effect on
1819 most other symptoms. Neverthless, it is a very important value for
1820 all damage-inflicting diseases.
1821 </attribute>
1822 <attribute arch="race" editor="infect race" type="string">
1823 The disease will only infect creatures of the specified &lt;race&gt;.
1824 "&lt;race&gt; *" means every creature can be infected.
1825 </attribute>
1826 <attribute arch="ac" editor="progressiveness" type="int">
1827 Every time the disease "moves" the severity of the symptoms are increased
1828 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1829 </attribute>
1830 <section name="spreading">
1831 <attribute arch="wc" editor="infectiosness" type="int">
1832 The &lt;infectiosness&gt; defines the chance of new creatures getting
1833 infected. If you set this too high, the disease is very likely to
1834 be too effective.
1835
1836 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1837 </attribute>
1838 <attribute arch="last_grace" editor="attenuation" type="int">
1839 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1840 everytime it infects someone new. This limits how many generations
1841 a disease can propagate.
1842 </attribute>
1843 <attribute arch="magic" editor="infection range" type="int">
1844 &lt;infection range&gt; sets the range at which infection may occur.
1845 If positive, the &lt;infection range&gt; is level dependant - If negative,
1846 it is not:
1847 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1848 six square range, and &lt;plaque level&gt; doesn't modify that.
1849 </attribute>
1850 <attribute arch="maxhp" editor="persistence" type="int">
1851 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1852 The disease can "move" &lt;persistence&gt; times outside a host before it
1853 vanishes. A negative value means the disease lasts for permanent
1854 (which is only recommended to use in maps without monsters).
1855 </attribute>
1856 <attribute arch="maxgrace" editor="curing duration" type="int">
1857 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1858 (Assuming the host survives and doesn't use a curing spell).
1859 After this period the disease is naturally cured, which provides the
1860 host with immunity from this particular disease of lower or equal level.
1861
1862 A negative value means the disease can never be cured naturally.
1863
1864 Note that this value can be further modulated by spell-parameters,
1865 if the disease is registered as spell in the code. Due to that,
1866 most default diseases take a lot longer to cure than it seems.
1867 </attribute>
1868 <attribute arch="speed" editor="moving speed" type="float">
1869 The &lt;speed&gt; of the disease determines how fast the disease will
1870 "move", thus how fast the symptoms strike the host.
1871 </attribute>
1872 &speed_left;
1873 </section>
1874 <section name="symptoms">
1875 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1876 The disease will attack the host with the given &lt;attacktype&gt;.
1877 Godpower attacktype is commonly used for "unresistable" diseases.
1878 </attribute>
1879 <attribute arch="dam" editor="damage" type="int">
1880 A disease with a positive &lt;damage&gt; value will strike the player for that
1881 amount of damage every time the symptoms occur.
1882 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1883 the player's health is reduced by 10% every time the symptoms strike.
1884
1885 Diseases with %-based damage can be dangerous - but not deadly -
1886 for players of all levels.
1887 </attribute>
1888 <attribute arch="other_arch" editor="create arch" type="string">
1889 If set, the specified arch is created and dropped every time the
1890 symptoms strike.
1891
1892 This can be various things: farts, body pieces, eggs ...
1893 Even monsters can be created that way. You could also make a
1894 disease where some exotic stuff like money/gems is created.
1895 </attribute>
1896 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1897 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1898 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1899 </attribute>
1900 <attribute arch="exp" editor="exp. for curing" type="int">
1901 When the player manages to cure this disease (with a curing spell),
1902 he is awarded with &lt;exp. for curing&gt; experience.
1903 </attribute>
1904 <attribute arch="maxsp" editor="mana depletion" type="int">
1905 Every time the disease "moves", the player's mana is
1906 reduced by the value of &lt;mana depletion&gt;.
1907 For negative values, a %-based amount is taken.
1908 </attribute>
1909 <attribute arch="last_eat" editor="food depletion" type="int">
1910 Every time the disease "moves", the player's food is
1911 reduced by the value of &lt;food depletion&gt;.
1912 For negative values, a %-based amount is taken.
1913 </attribute>
1914 <attribute arch="hp" editor="health regen." type="int">
1915 This value increases the player's healing rate.
1916 Negative values decrease it.
1917 </attribute>
1918 <attribute arch="sp" editor="mana regen." type="int">
1919 This value increases the player's rate of mana regeneration.
1920 Negative values decrease it.
1921 </attribute>
1922 </section>
1923 <section name="disability">
1924 <attribute arch="Str" editor="strength" type="int">
1925 The player's strength will rise by the given value
1926 while being infected. (Negative values make strength fall)
1927 </attribute>
1928 <attribute arch="Dex" editor="dexterity" type="int">
1929 The player's dexterity will rise by the given value
1930 while being infected. (Negative values make dexterity fall)
1931 </attribute>
1932 <attribute arch="Con" editor="constitution" type="int">
1933 The player's constitution will rise by the given value
1934 while being infected. (Negative values make constitution fall)
1935 </attribute>
1936 <attribute arch="Int" editor="intelligence" type="int">
1937 The player's intelligence will rise by the given value
1938 while being infected. (Negative values make intelligence fall)
1939 </attribute>
1940 <attribute arch="Pow" editor="power" type="int">
1941 The player's power will rise by the given value
1942 while being infected. (Negative values make power fall)
1943 </attribute>
1944 <attribute arch="Wis" editor="wisdom" type="int">
1945 The player's wisdom will rise by the given value
1946 while being infected. (Negative values make wisdom fall)
1947 </attribute>
1948 <attribute arch="Cha" editor="charisma" type="int">
1949 The player's charisma will rise by the given value
1950 while being infected. (Negative values make charisma fall)
1951 </attribute>
1952 </section>
1953 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1954 This text is displayed to the player every time the
1955 symptoms strike.
1956 </attribute>
1957 </type>
1958
1959 <!--####################################################################-->
1960 <type number="23" name="Door">
1961 <ignore>
1962 <ignore_list name="non_pickable" />
1963 </ignore>
1964 <description><![CDATA[
1965 A door can be opened with any normal key. It also can be broken by attacking
1966 it, and it can be defeated with the lockpicking skill. If a door is
1967 defeated, horizontally and vertically adjacent doors are automatically
1968 removed.]]>
1969 </description>
1970 <attribute arch="no_pick" value="1" type="fixed" />
1971 <attribute arch="alive" value="1" type="fixed" />
1972 &movement_types_terrain;
1973 <attribute arch="hp" editor="hitpoints" type="int">
1974 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1975 </attribute>
1976 <attribute arch="ac" editor="armour class" type="int">
1977 Doors of high &lt;armour class&gt; are less likely to get hit.
1978 &lt;armour class&gt; can be considered the "counterpiece" to
1979 &lt;weapon class&gt;.
1980 </attribute>
1981 <attribute arch="other_arch" editor="drop arch" type="string">
1982 This string defines the object that will be created when the door was
1983 defeated.
1984 </attribute>
1985 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1986 This entry determines what kind of traps will appear in the door.
1987 </attribute>
1988 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1989 Set this flag to move treasure items created into the environment (map)
1990 instead of putting them into the object.
1991 </attribute>
1992 </type>
1993
1994 <!--####################################################################-->
1995 <type number="83" name="Duplicator">
1996 <ignore>
1997 <ignore_list name="system_object" />
1998 </ignore>
1999 <description><![CDATA[
2000 When activated, a duplicator can duplicate, multiply or destroy a pile of
2001 objects which lies somewhere on top of the duplicator.
2002 The duplicator has one arch name specified as &lt;target arch&gt;,
2003 and only objects of this archetype can be affected.<br>
2004 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2005 If the latter is set to zero, it will destroy objects.]]>
2006 </description>
2007 <use><![CDATA[
2008 I hope it is clear that one must be very cautious when inserting a duplicator
2009 anywhere with &lt;multiply factor&gt; greater than one.
2010 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2011 It is <b>not acceptable</b> to allow duplication of anything other than
2012 coins, gold and jewels. Besides, it is very important that the chance to
2013 loose the input matches the chance to earn winnings.<br>
2014 A duplicator with &lt;multiply factor&gt; 3 for example should have a
2015 loosing rate of 2/3 = 67%.]]>
2016 </use>
2017 <attribute arch="other_arch" editor="target arch" type="string">
2018 Only objects of matching archtype, lying ontop of the duplicator will be
2019 duplicated, multiplied or removed. All other objects will be ignored.
2020 </attribute>
2021 <attribute arch="level" editor="multiply factor" type="int">
2022 The number of items in the target pile will be multiplied by the
2023 &lt;multiply factor&gt;. If it is set to zero, all target objects
2024 will be destroyed.
2025 </attribute>
2026 <attribute arch="connected" editor="connection" type="string">
2027 An activator (lever, altar, button, etc) with matching connection value
2028 is able to trigger this duplicator. Be very careful that players cannot
2029 abuse it to create endless amounts of money or other valuable stuff!
2030 </attribute>
2031 &activate_on;
2032 </type>
2033
2034 <!--####################################################################-->
2035 <type number="66" name="Exit">
2036 <ignore>
2037 <ignore_list name="non_pickable" />
2038 </ignore>
2039 <description><![CDATA[
2040 When the player applies an exit, he is transferred to a different location.
2041 (Monsters cannot use exits.) Depending on how it is set, the player applies
2042 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2043 the exit. ]]>
2044 </description>
2045 <use><![CDATA[
2046 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2047 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2048 detected with the show_invisible spell.
2049 <br><br>
2050 You can be quite creative with the outlook of secret exits (their "face").
2051 Don't forget to give the player relyable hints about them though.]]>
2052 </use>
2053 <attribute arch="slaying" editor="exit path" type="string">
2054 The exit path defines the map that the player is transferred to.
2055 You can enter an absolute path, beginning with '/' (for example
2056 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2057 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2058 relative path "Fire1"). Use relative paths whenever possible! Note that
2059 upper/lower case must always be set correctly. However, please use lower
2060 case only.
2061 It is well possible to have an exit pointing to the same map that the exit
2062 is on. If slaying is not set in an exit, the player will see a message like
2063 "the exit is closed".
2064 </attribute>
2065 <attribute arch="hp" editor="destination X" type="int">
2066 The exit destinations define the (x, y)-coordinates where the exit
2067 leads to.
2068 If both are set to zero, the player will be transferred to the "default
2069 enter location" of the destined map. The latter can be set in the map-
2070 properties as "Enter X/Y". Though, please DO NOT use that.
2071 It turned out to be a source for numerous map-bugs.
2072 </attribute>
2073 <attribute arch="sp" editor="destination Y" type="int">
2074 The exit destinations define the (x, y)-coordinates where the exit
2075 leads to.
2076 If both are set to zero, the player will be transferred to the "default
2077 enter location" of the destined map. The latter can be set in the map-
2078 properties as "Enter X/Y". Though, please DO NOT use that.
2079 It turned out to be a source for numerous map-bugs.
2080 </attribute>
2081 &move_on;
2082 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2083 If set, this message will be displayed to the player when he applies the exit.
2084 This is quite useful to throw in some "role-play feeling": "As you enter the
2085 dark cave you hear the sound of rustling dragonscales...". Well, my english
2086 is poor, but you get the point. =)
2087 </attribute>
2088 <attribute arch="damned" editor="set savebed" type="bool">
2089 If set, then players using this exit will have their savebed position
2090 set to the destination of the exit when passing through.
2091 </attribute>
2092 </type>
2093
2094 <!--####################################################################-->
2095 <type number="72" name="Flesh">
2096 <description><![CDATA[
2097 Just like with food, the player can fill his stomache and gain a
2098 little health by eating flesh-objects. <br>
2099 For dragon players, flesh plays a very special role though: If the
2100 flesh has resistances set, a dragon player has a chance to gain resistance in
2101 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2102 Don't forget that flesh items with resistances have to be balanced
2103 according to map/monster difficulty.]]>
2104 </description>
2105 <use><![CDATA[
2106 For dragon players, flesh items can be highly valuable. Note that many
2107 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2108 These flesh items "inherit" resistances and level from the monster they belong to.
2109 When you add special flesh items to the inventory of a monster, this is
2110 not the case - so you have to set it manually.
2111 <br><br>
2112 Generally adding special flesh-treaties for dragon players is a great thing
2113 to do. Always consider that dragon players might really not be interested
2114 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2115 out on the reward completely.]]>
2116 </use>
2117 <attribute arch="food" editor="foodpoints" type="int">
2118 The player's stomache will get filled with this amount of foodpoints.
2119 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2120 </attribute>
2121 <attribute arch="level" editor="flesh level" type="int">
2122 The &lt;flesh level&gt; is not visible to the players and it affects only
2123 dragon players. Normally this value reflects the level of the monster
2124 from which the flesh item originates.
2125 Dragon players always search for flesh of highest level possible,
2126 because it bears the best chance to gain high resistances.
2127 </attribute>
2128 <attribute arch="startequip" editor="godgiven item" type="bool">
2129 A godgiven item vanishes as soon as the player
2130 drops it to the ground.
2131 </attribute>
2132 &resistances_flesh_section;
2133 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2134 This text may describe the item.
2135 </attribute>
2136 </type>
2137
2138 <!--####################################################################-->
2139 <type number="0" name="Floor">
2140 <required>
2141 <attribute arch="is_floor" value="1" />
2142 <attribute arch="alive" value="0" />
2143 </required>
2144 <ignore>
2145 <ignore_list name="non_pickable" />
2146 </ignore>
2147 <description><![CDATA[
2148 Floor is a very basic thing whithout too much
2149 functionality. It's a floor - you stand on it.]]>
2150 </description>
2151 <attribute arch="is_floor" value="1" type="fixed" />
2152 <attribute arch="no_pick" value="1" type="fixed" />
2153 <section name="terrain">
2154 &movement_types_terrain;
2155 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2156 This flag indicates this spot contains wood or high grass.
2157 Players with activated woodsman skill can move faster here.
2158 </attribute>
2159 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2160 This flag indicates this spot contains hills or large rocks.
2161 Players with activated mountaineer skill can move faster here.
2162 </attribute>
2163 </section>
2164 <attribute arch="no_magic" editor="no spells" type="bool">
2165 If enabled, it is impossible for players to use (wizard-)
2166 spells on that spot.
2167 </attribute>
2168 <attribute arch="damned" editor="no prayers" type="bool">
2169 If enabled, it is impossible for players to use prayers
2170 on that spot. It also prevents players from saving.
2171 </attribute>
2172 <attribute arch="unique" editor="unique map" type="bool">
2173 Unique floor means that any items dropped on that spot
2174 will be saved beyond map reset. For permanent apartments,
2175 all floor tiles must be set &lt;unique map&gt;.
2176 </attribute>
2177 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2178 This text may describe the object.
2179 </attribute>
2180 </type>
2181
2182 <!--####################################################################-->
2183 <type number="67" name="Floor (Encounter)">
2184 <ignore>
2185 <ignore_list name="non_pickable" />
2186 </ignore>
2187 <description><![CDATA[
2188 Encounter-Floor is pretty much the same as normal floor.
2189 Most outdoor floor/ground-arches are set to be "encounters".
2190 That is kind of a relict from former code: When walking over
2191 encounter-floor, players sometimes got beamed to little maps
2192 with monsters on them. Nowadays this feature is disabled -
2193 Hence encounter floor is not different from normal floor.]]>
2194 </description>
2195 <attribute arch="is_floor" value="1" type="fixed" />
2196 <attribute arch="no_pick" value="1" type="fixed" />
2197 <section name="terrain">
2198 &movement_types_terrain;
2199 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2200 This flag indicates this spot contains wood or high grass.
2201 Players with activated woodsman skill can move faster here.
2202 </attribute>
2203 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2204 This flag indicates this spot contains hills or large rocks.
2205 Players with activated mountaineer skill can move faster here.
2206 </attribute>
2207 </section>
2208 <attribute arch="no_magic" editor="no spells" type="bool">
2209 If enabled, it is impossible for players to use (wizard-)
2210 spells on that spot.
2211 </attribute>
2212 <attribute arch="damned" editor="no prayers" type="bool">
2213 If enabled, it is impossible for players to use prayers
2214 on that spot. It also prevents players from saving.
2215 </attribute>
2216 <attribute arch="unique" editor="unique map" type="bool">
2217 Unique floor means that any items dropped on that spot
2218 will be saved beyond map reset. For permanent apartments,
2219 all floor tiles must be set &lt;unique map&gt;.
2220 </attribute>
2221 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2222 This text may describe the object.
2223 </attribute>
2224 </type>
2225
2226 <!--####################################################################-->
2227 <type number="6" name="Food">
2228 <description><![CDATA[
2229 By eating/drinking food-objects, the player can fill his
2230 stomache and gain a little health.]]>
2231 </description>
2232 <attribute arch="food" editor="foodpoints" type="int">
2233 The player's stomache will get filled with this amount of foodpoints.
2234 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2235 </attribute>
2236 <attribute arch="startequip" editor="godgiven item" type="bool">
2237 A godgiven item vanishes as soon as the player
2238 drops it to the ground.
2239 </attribute>
2240 </type>
2241
2242 <!--####################################################################-->
2243 <type number="91" name="Gate">
2244 <ignore>
2245 <ignore_list name="non_pickable" />
2246 </ignore>
2247 <description><![CDATA[
2248 Gates play an important role in Deliantra. Gates can be opened
2249 by activating a button/trigger, by speaking passwords (-> magic_ear)
2250 or carrying special key-objects (-> inventory checker).
2251 Unlike locked doors, gates can get shut again after a player has
2252 passed, which makes them more practical in many cases.]]>
2253 </description>
2254 <use><![CDATA[
2255 Use gates to divide your maps into seperated areas. After solving
2256 area A, the player gains access to area B, and so on. Make your
2257 maps more complex than "one-way".]]>
2258 </use>
2259 <attribute arch="no_pick" value="1" type="fixed" />
2260 <attribute arch="speed" value="1" type="float">
2261 The speed of the gate affects how fast it is closing/opening.
2262 </attribute>
2263 <attribute arch="connected" editor="connection" type="string">
2264 Whenever the inventory checker is triggered, all objects with identical
2265 &lt;connection&gt; value get activated. This only makes sense together with
2266 &lt;blocking passage&gt; disabled.
2267 </attribute>
2268 <attribute arch="wc" editor="position state" type="int">
2269 The &lt;position state&gt; defines the position of the gate:
2270 Zero means completely open/down, the "number of animation-steps" (usually
2271 about 6 or 7) means completely closed/up state. I suggest you don't
2272 mess with this value - Leave the default in place.
2273 </attribute>
2274 &movement_types_terrain;
2275 <attribute arch="no_magic" editor="restrict spells" type="bool">
2276 Restricting the use of spells to pass this gate. This has
2277 an effect only if &lt;block view&gt; is disabled.
2278 </attribute>
2279 <attribute arch="damned" editor="restrict prayers" type="bool">
2280 Restricting the use of prayers to pass this door. This has
2281 an effect only if &lt;block view&gt; is disabled.
2282 </attribute>
2283 </type>
2284
2285 <!--####################################################################-->
2286 <type number="113" name="Girdle">
2287 <import_type name="Amulet" />
2288 <description><![CDATA[
2289 Wearing a girdle, the object's stats will directly be inherited to
2290 the player. Girdles usually provide stats- or damage bonuses and no
2291 defense.]]>
2292 </description>
2293 <use><![CDATA[
2294 Feel free to create your own special artifacts. However, it is very
2295 important that you keep your artifact in balance with existing maps.]]>
2296 </use>
2297 <attribute arch="magic" editor="magic bonus" type="int">
2298 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2299 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2300 than direct armour-class bonus on the helmet.
2301
2302 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2303 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2304 &lt;magic bonus&gt; is pointless here.
2305 </attribute>
2306 </type>
2307
2308 <!--####################################################################-->
2309 <type number="100" name="Gloves">
2310 <import_type name="Amulet" />
2311 <description><![CDATA[
2312 Wearing gloves, the object's stats will directly be inherited to
2313 the player. Gloves can add defense or damage bonuses.]]>
2314 </description>
2315 <use><![CDATA[
2316 Feel free to create your own special artifacts. However, it is very
2317 important that you keep your artifact in balance with existing maps.]]>
2318 </use>
2319 <attribute arch="magic" editor="magic bonus" type="int">
2320 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2321 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2322 will increase that.
2323 </attribute>
2324 </type>
2325
2326 <!--####################################################################-->
2327 <type number="93" name="Handle">
2328 <ignore>
2329 <ignore_list name="non_pickable" />
2330 </ignore>
2331 <description><![CDATA[
2332 A handle can be applied by players and (certain) monsters.
2333 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2334 </description>
2335 <use><![CDATA[
2336 Handles are commonly used to move gates. When placing your lever,
2337 don't forget that some monsters are able to apply it.
2338 The ability to apply levers is rare among monsters -
2339 but vampires can do it for example.]]>
2340 </use>
2341 <attribute arch="no_pick" value="1" type="fixed" />
2342 <attribute arch="connected" editor="connection" type="string">
2343 Every time the handle is applied, all objects
2344 with the same &lt;connection&gt; value are activated.
2345 </attribute>
2346 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2347 This text may describe the item. You can use this
2348 message to explain the handle's purpose to the player.
2349 </attribute>
2350 </type>
2351
2352 <!--####################################################################-->
2353 <type number="27" name="Handle Trigger">
2354 <import_type name="Handle" />
2355 <ignore>
2356 <ignore_list name="non_pickable" />
2357 </ignore>
2358 <description><![CDATA[
2359 Handle triggers are handles which reset after a short period
2360 of time. Every time it is either applied or reset, the
2361 &lt;connection&gt; value is triggered.]]>
2362 </description>
2363 <use><![CDATA[
2364 When you connect an ordinary handle to a gate, the gate normally remains
2365 opened after the first player passed. If you want to keep the gate shut,
2366 connecting it to a handle trigger is an easy solution. ]]>
2367 </use>
2368 </type>
2369
2370 <!--####################################################################-->
2371 <type number="88" name="Hazard Floor">
2372 <required>
2373 <attribute arch="is_floor" value="1" />
2374 </required>
2375 <ignore>
2376 <ignore_list name="non_pickable" />
2377 </ignore>
2378 <description><![CDATA[
2379 The best example for Hazard Floor is lava. It works like standard
2380 floor, but damages all creatures standing on it.
2381 Damage is taken in regular time intervals.]]>
2382 </description>
2383 <use><![CDATA[
2384 The default lava for example does minor damage. But you can turn
2385 it up so that your hazard floor poses a real threat.<br>
2386 Like magic walls, such floors add a permanent thrill to your map.
2387 You can use that to safely chase off too-weak players, or just
2388 to have something different.]]>
2389 </use>
2390 <attribute arch="is_floor" value="1" type="fixed" />
2391 <attribute arch="lifesave" value="1" type="fixed" />
2392 &move_on;
2393 <attribute arch="no_pick" value="1" type="fixed" />
2394 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2395 This attribute specifys the attacktypes that this floor uses to
2396 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2397 If you want a real tough hazard floor, add more than just one attacktype.
2398 </attribute>
2399 <attribute arch="dam" editor="base damage" type="int">
2400 The &lt;base damage&gt; defines how much damage is inflicted to the
2401 victim per hit. The final damage is influenced by several other
2402 factors like the victim's resistance and level.
2403 </attribute>
2404 <attribute arch="wc" editor="weaponclass" type="int">
2405 &lt;weapon class&gt; improves the chance of hitting the victim.
2406 Lower values are better.
2407 Usually, hazard floors like lava are supposed to hit the
2408 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2409 to something like -30.
2410 </attribute>
2411 <attribute arch="level" editor="attack level" type="int">
2412 I guess this value is supposed to work similar to monster levels.
2413 But in fact, it does not seem to have an effect. Set any non-zero
2414 value to be on the safe side.
2415 </attribute>
2416 <section name="terrain">
2417 &movement_types_terrain;
2418 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2419 This flag indicates this spot contains wood or high grass.
2420 Players with activated woodsman skill can move faster here.
2421 </attribute>
2422 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2423 This flag indicates this spot contains hills or large rocks.
2424 Players with activated mountaineer skill can move faster here.
2425 </attribute>
2426 </section>
2427 <attribute arch="no_magic" editor="no spells" type="bool">
2428 If enabled, it is impossible for players to use (wizard-)
2429 spells on that spot.
2430 </attribute>
2431 <attribute arch="damned" editor="no prayers" type="bool">
2432 If enabled, it is impossible for players to use prayers
2433 on that spot. It also prevents players from saving.
2434 </attribute>
2435 <attribute arch="unique" editor="unique map" type="bool">
2436 Unique floor means that any items dropped on that spot
2437 will be saved beyond map reset. For permanent apartments,
2438 all floor tiles must be set &lt;unique map&gt;.
2439 </attribute>
2440 </type>
2441
2442 <!--####################################################################-->
2443 <type number="34" name="Helmet">
2444 <import_type name="Amulet" />
2445 <description><![CDATA[
2446 Wearing a helmet, the object's stats will directly be inherited to
2447 the player. Normal helmets usually increase defense, while crowns
2448 add more special bonuses like stats/resistances paired with
2449 low defense.]]>
2450 </description>
2451 <use><![CDATA[
2452 Feel free to create your own special artifacts. However, it is very
2453 important that you keep your artifact in balance with existing maps.]]>
2454 </use>
2455 <attribute arch="magic" editor="magic bonus" type="int">
2456 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2457 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2458 than direct armour-class bonus on the helmet.
2459
2460 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2461 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2462 Crowns for instance typically provide no &lt;amour class&gt;.
2463 </attribute>
2464 </type>
2465
2466 <!--####################################################################-->
2467 <type number="56" name="Holy Altar">
2468 <ignore>
2469 <ignore_list name="non_pickable" />
2470 </ignore>
2471 <description><![CDATA[
2472 Holy Altars are altars for the various religions. Praying
2473 at a Holy_altar will make you a follower of that god, and
2474 if you already follow that god, you may get some extra bonus.]]>
2475 </description>
2476 <attribute arch="no_pick" value="1" type="fixed" />
2477 <attribute arch="other_arch" editor="god name" type="string">
2478 The altar belongs to the god of the given name. Possible options for
2479 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2480 Gorokh, Valriel and Sorig.
2481
2482 If you want to have an unconsecrated altar, set
2483 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2484 </attribute>
2485 <attribute arch="level" editor="reconsecrate level" type="int">
2486 To re-consecrate an altar, the player's wisdom level must be as
2487 high or higher than this value. In that way, some altars can not
2488 be re-consecrated, while other altars, like those in dungeons, could be.
2489
2490 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2491 Some characters might need those altars, they would be very unhappy to
2492 see them re-consecrated to another cult.
2493 </attribute>
2494 </type>
2495
2496 <!--####################################################################-->
2497 <type number="35" name="Horn">
2498 <ignore>
2499 <attribute arch="title" />
2500 </ignore>
2501 <description><![CDATA[
2502 Horns are very similar to rods. The difference is that horns regenerate
2503 spellpoints faster and thus are more valuable than rods.
2504 <br><br>
2505 A horn contains a spell. The player can use this spell by applying and
2506 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2507 used endlessly.]]>
2508 </description>
2509 <use><![CDATA[
2510 Horns are powerful due to their fast recharge rate. They should
2511 never contain high level attacking spells. Even curing/healing spells
2512 are almost too good on a horn.]]>
2513 </use>
2514 <attribute arch="sp" editor="spell" type="spell">
2515 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2516 horns to players, since they can be used endlessly without any mana cost!
2517 Horns with heal/ restoration/ protection spells, IF available, MUST be
2518 very very VERY hard to get!
2519 </attribute>
2520 <attribute arch="level" editor="casting level" type="int">
2521 The casting level of the &lt;spell&gt; determines it's power.
2522 For attack spells, level should not be set too high.
2523 </attribute>
2524 <attribute arch="hp" editor="initial spellpoints" type="int">
2525 This value represents the initial amount of spellpoints in the horn.
2526 Naturally, this is quite unimportant.
2527 </attribute>
2528 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2529 When the horn is fully charged up, it will hold this maximum amount of
2530 spellpoints. Make sure it is enough to cast the contained spell at least
2531 once. But don't set the value too high, as that might make the horn way
2532 too effective.
2533 </attribute>
2534 <attribute arch="startequip" editor="godgiven item" type="bool">
2535 A godgiven item vanishes as soon as the player
2536 drops it to the ground.
2537 </attribute>
2538 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2539 This text may contain a description of the horn.
2540 </attribute>
2541 </type>
2542
2543 <!--####################################################################-->
2544 <type number="73" name="Inorganic">
2545 <description><![CDATA[
2546 Inorganic materials are generally used as ingredients for
2547 alchemical receipes. By themselves, they have no special
2548 functionalities.]]>
2549 </description>
2550 <attribute arch="is_dust" editor="is dust" type="bool">
2551 </attribute>
2552 &resistances_basic;
2553 </type>
2554
2555 <!--####################################################################-->
2556 <type number="64" name="Inventory Checker">
2557 <ignore>
2558 <ignore_list name="system_object" />
2559 </ignore>
2560 <description><![CDATA[
2561 Inventory checkers passively check the players inventory for a
2562 specific object. You can set a connected value that is triggered
2563 either if that object is present or missing (-&gt; "last_sp") when a
2564 player walks over the inv. checker. A valid option is to remove the
2565 matching object (usually not recommended, see "last_heal").
2566 <br><br>
2567 Alternatively, you can set your inv. checker to block all players
2568 that do/don't carry the matching object.
2569 <br><br>
2570 As you can see, inv. checkers are quite powerful, holding a
2571 great variety of possibilities.]]>
2572 </description>
2573 <use><![CDATA[
2574 Putting a check_inventory space in front of a gate (one below) and
2575 one on the opposite side works reasonably well as a control mechanism.
2576 Unlike the key/door-combo, this one works infinite since it is
2577 independant from map reset. Use it to put a "structure" into your
2578 maps: Player must solve area A to gain access to area B. This concept
2579 can be found in nearly every RPG - simple but effective.]]>
2580 </use>
2581 <attribute arch="no_pick" value="1" type="fixed" />
2582 <attribute arch="slaying" editor="match key string" type="string">
2583 This string specifies the object we are looking for: We have a match
2584 if the player does/don't carry a key object or a mark with identical
2585 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2586 this context. A typical example is the city gate mechanism of scorn.
2587 </attribute>
2588 <attribute arch="race" editor="match arch name" type="string">
2589 This string specifies the object we are looking for: We have a match
2590 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2591 </attribute>
2592 <attribute arch="hp" editor="match type" type="int">
2593 This value specifies the object we are looking for: We have a match
2594 if the player does/don't carry an object that is of type &lt;match type&gt;.
2595
2596 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2597 enabled. Now you have an inv. checker blocking all players that carry any
2598 kind of melee weapon. To pass, a player is forced to leave behind all
2599 his weaponry... bad news for a warrior. ;)
2600 </attribute>
2601 <attribute arch="last_sp" editor="match = having" type="bool">
2602 Enabled means having that object is a match.
2603 Disabled means not having that object is a match.
2604 </attribute>
2605 <attribute arch="connected" editor="connection" type="string">
2606 Whenever the inventory checker is triggered, all objects with identical
2607 &lt;connection&gt; value get activated. This only makes sense together with
2608 &lt;blocking passage&gt; disabled.
2609 </attribute>
2610 &movement_types_terrain;
2611 <attribute arch="last_heal" editor="remove match" type="bool">
2612 &lt;remove match&gt; means remove object if found. Setting this is usually not
2613 recommended because inv. checkers are in general invisible. So, unlike
2614 for altars/ locked doors, the player won't expect to lose an object when
2615 walking over that square. And he doesn't even get a message either.
2616
2617 So, *if* you enable &lt;remove match&gt;, make sure
2618 to inform the player what's going on!
2619 </attribute>
2620 </type>
2621
2622 <!--####################################################################-->
2623 <type number="163" name="Item Transformer">
2624 <description><![CDATA[
2625 An item transformer is simply applied, after having marked a 'victim'
2626 item. If the victim is suitable, it will be transformed into something
2627 else.]]>
2628 </description>
2629 <use><![CDATA[
2630 To make an item transformable, you just have to fill the 'slaying' field.
2631 The syntax is:
2632 <br>
2633 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2634 <br>
2635 with [] denoting optional part, and * any number of preceding [].
2636 'new_item' must be the name of an existing archetype.
2637 <br><br>
2638 Example, for object apple: slaying knife:2 half_apple
2639 <br><br>
2640 This means that, when applying a knife (should be an Item Transformer),
2641 one 'apple' will be transformed into 2 'half_apple'.]]>
2642 </use>
2643 <attribute arch="food" editor="number of uses" type="int">
2644 &lt;number of uses&gt; controls how many times the item transformer can
2645 be used. The value 0 means "unlimited"
2646 </attribute>
2647 <attribute arch="slaying" editor="verb" type="string">
2648 Contains the verb that is used to construct a message to the player
2649 applying the item transformer.
2650 </attribute>
2651 <attribute arch="startequip" editor="godgiven item" type="bool">
2652 A godgiven item vanishes as soon as the player
2653 drops it to the ground.
2654 </attribute>
2655 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2656 This text may contain a description of the item transformer.
2657 </attribute>
2658 </type>
2659
2660 <!--####################################################################-->
2661 <type number="60" name="Jewel">
2662 <description><![CDATA[
2663 Items of the type Gold &amp; Jewels are handled like a currency.
2664 Unlike for any other type of item, in shops, the buy- and selling
2665 prices differ only marginally.]]>
2666 </description>
2667 <attribute arch="race" value="gold and jewels" type="fixed" />
2668 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2669 This text may describe the object.
2670 </attribute>
2671 </type>
2672
2673 <!--####################################################################-->
2674 <type number="24" name="Key">
2675 <description><![CDATA[
2676 When carrying a key, a normal door can be opened. The key will
2677 disappear.]]>
2678 </description>
2679 <attribute arch="startequip" editor="godgiven item" type="bool">
2680 A godgiven item vanishes as soon as the player
2681 drops it to the ground.
2682 </attribute>
2683 </type>
2684
2685 <!--####################################################################-->
2686 <type number="20" name="Locked Door">
2687 <ignore>
2688 <ignore_list name="non_pickable" />
2689 </ignore>
2690 <description><![CDATA[
2691 A locked door can be opened only when carrying
2692 the appropriate special key.]]>
2693 </description>
2694 <use><![CDATA[
2695 If you want to create a locked door that cannot be opened (no key),
2696 set a &lt;key string&gt; like "no_key_available". This will clearify things
2697 and only a fool would create a key matching that string.
2698
2699 Door-objects can not only be used for "doors". In many maps these
2700 are used with all kinds of faces/names, especially often as
2701 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2702 There you have magic forces (door objects) put under certain artifact
2703 items. To get your hands on the artifacts, you need to bring up the
2704 appropriate quest items (key objects).]]>
2705 </use>
2706 <attribute arch="move_type" value="0" type="fixed" />
2707 <attribute arch="no_pick" value="1" type="fixed" />
2708 <attribute arch="slaying" editor="key string" type="string">
2709 The &lt;key string&gt; in the door must be identical with the
2710 &lt;key string&gt; in the special key, then the door is unlocked.
2711 It is VERY important to set the &lt;key string&gt; to something that
2712 is unique among the Deliantra mapset.
2713
2714 DONT EVER USE the default string "set_individual_value".
2715
2716 When the key string starts with "match ", then it is expected to
2717 be a match expression, which will be applied to the player, so
2718 you can use e.g. (match type=POTION in inv). Note that the matched
2719 object will be removed.
2720 </attribute>
2721 <attribute arch="no_magic" editor="restrict spells" type="bool">
2722 Restricting the use of spells to pass this door.
2723 This should be set in most cases.
2724 (Don't forget that the spell "dimension door" is easily
2725 available at about wisdom level 10).
2726 </attribute>
2727 <attribute arch="damned" editor="restrict prayers" type="bool">
2728 Restricting the use of prayers to pass this door.
2729 This should be set in most cases.
2730 </attribute>
2731 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2732 When a player is trying to open the door without carrying the
2733 appropriate key, this text is displayed to the player. This is
2734 a good opportunity to place hints about the special key needed
2735 to unlock the door.
2736 </attribute>
2737 </type>
2738
2739 <!--####################################################################-->
2740 <type number="29" name="Magic Ear">
2741 <ignore>
2742 <ignore_list name="system_object" />
2743 </ignore>
2744 <description><![CDATA[
2745 Magic_ears trigger a connected value
2746 when the player speaks a specific keyword.]]>
2747 </description>
2748 <use><![CDATA[
2749 Whenever you put magic_ears on your maps, make sure there are
2750 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2751 something like a gate that is opened by speaking "open" or
2752 "sesame", expecting the player to figure this out all by himself.
2753 <br><br>
2754 Magic_ears are typically used for interaction with NPCs. You
2755 can create the impression that the NPC actually *does* something
2756 according to his conversation with a player. Mostly this means
2757 opening a gate or handing out some item, but you could be quite
2758 creative here.]]>
2759 </use>
2760 <attribute arch="no_pick" value="1" type="fixed" />
2761 <attribute arch="connected" editor="connection" type="string">
2762 The Magic_ear will trigger all objects with the
2763 same connection value, every time it is activated.
2764 </attribute>
2765 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2766 This textfield contains the keyword-matching-syntax. The text should
2767 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2768 Any number of keywords from one to infinite is allowed. Make sure
2769 they are seperated by a '|'.
2770
2771 Examples: "@match yes", "@match gold|treasure". The connected
2772 value will be triggerd when the player speaks any of the given
2773 keywords within a two-square radius. IMPORTANT: Upper/lower case
2774 does not make a difference!
2775 </attribute>
2776 </type>
2777
2778 <!--####################################################################-->
2779 <type number="62" name="Magic Wall">
2780 <ignore>
2781 <ignore_list name="non_pickable" />
2782 </ignore>
2783 <description><![CDATA[
2784 Magic walls fire spells in a given direction, in regular intervals.
2785 Magic walls can contain any spell. However, some spells do not
2786 operate very successfully in them. The only way to know is to test
2787 the spell you want to use with a wall.
2788 <br><br>
2789 Several types of magical walls are predefined for you in the
2790 archetypes, and can be found on the "connected" Pickmap.]]>
2791 </description>
2792 <use><![CDATA[
2793 Spellcasting walls pose an interesting alternative to monsters.
2794 Usually they are set to be undestroyable. Thus, while monsters
2795 in a map can be cleared out, the magic walls remain. Low level
2796 characters for example will not be able to pass through their
2797 spell-area, hence they cannot loot a map that a high level character
2798 might have cleared out.
2799 <br><br>
2800 Another point of magic walls is that if the player dies, he has to face
2801 them all again. Magic walls can add a kind of "permanent thrill" to
2802 your maps.
2803 <br><br>
2804 Be careful that your magic walls don't kill the monsters on a map. If
2805 placing monsters, eventually take ones that are immune to the
2806 walls' spell(s).
2807 <br><br>
2808 It is possible to make walls rotate when triggered. But that is so
2809 confusing (and useless IMHO) that I did not mention it above. You
2810 can find a working example on the map
2811 "/pup_land/castle_eureca/castle_eureca8".]]>
2812 </use>
2813 <attribute arch="dam" editor="spell" type="spell">
2814 The magic wall will cast this &lt;spell&gt;.
2815 </attribute>
2816 <attribute arch="level" editor="spell level" type="int">
2817 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2818 walls cast spells at minimal strength. "level 100" walls cast deadly
2819 spells. Arch default is level 1 - you should always set this value
2820 to meet the overall difficulty of your map.
2821 </attribute>
2822 <attribute arch="connected" editor="connection" type="string">
2823 Every time the &lt;connection&gt; value is triggered, the wall will cast
2824 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2825 have much visible effect.
2826 </attribute>
2827 &activate_on;
2828 <attribute arch="speed" editor="casting speed" type="float">
2829 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2830 You can fine-tune how long the duration between two casts shall
2831 be. If you want to create a wall that can be activated (cast per
2832 trigger) via connected lever/button/etc, you must set "speed 0".
2833 </attribute>
2834 &speed_left;
2835 <attribute arch="sp" editor="direction" type="list_direction">
2836 The magic wall will cast it's spells always in the specified
2837 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2838 always fire in a random direction.
2839 </attribute>
2840 &movement_types_terrain;
2841 <section name="destroyable">
2842 <attribute arch="alive" editor="is destroyable" type="bool">
2843 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2844 destroyed by the player. If disabled, all other attributes on
2845 this tab, as well as resistances, are meaningless.
2846 </attribute>
2847 <attribute arch="hp" editor="hitpoints" type="int">
2848 The more &lt;hitpoints&gt; the wall has, the longer
2849 it takes to be destroyed.
2850 </attribute>
2851 <attribute arch="maxhp" editor="max hitpoints" type="int">
2852 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2853 can have. This only makes sense if the wall can regain health.
2854 </attribute>
2855 <attribute arch="ac" editor="armour class" type="int">
2856 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2857 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2858 to &lt;weapon class&gt;.
2859 </attribute>
2860 </section>
2861 &resistances_basic;
2862 </type>
2863
2864 <!--####################################################################-->
2865 <type number="55" name="Marker">
2866 <ignore>
2867 <ignore_list name="system_object" />
2868 </ignore>
2869 <description><![CDATA[
2870 A marker is an object that inserts an invisible force (a mark) into a
2871 player stepping on it. This force does nothing except containing a
2872 &lt;key string&gt; which can be discovered by detectors or inventory
2873 checkers. It is also possible to use markers for removing marks again
2874 (by setting the "name" slot to the name of the marker to be removed).
2875 <br><br>
2876 Note that the player has no possibility to "see" his own marks,
2877 except by the effect that they cause on the maps.]]>
2878 </description>
2879 <use><![CDATA[
2880 Markers hold real cool possibilities for map-making. I encourage
2881 you to use them frequently. However there is one negative point
2882 about markers: Players don't "see" what's going on with them. It is
2883 your task, as map-creator, to make sure the player is always well
2884 informed and never confused.
2885 <br><br>
2886 Please avoid infinite markers when they aren't needed. They're
2887 using a little space in the player file after all, so if there
2888 is no real purpose, set an expire time.]]>
2889 </use>
2890 <attribute arch="no_pick" value="1" type="fixed" />
2891 <attribute arch="slaying" editor="key string" type="string">
2892 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2893 If the player already has a force with that &lt;key string&gt;,
2894 there won't be inserted a second one.
2895 </attribute>
2896 <attribute arch="connected" editor="connection" type="string">
2897 When the detector is triggered, all objects with the same
2898 connection value get activated.
2899 </attribute>
2900 <attribute arch="speed" editor="marking speed" type="float">
2901 The &lt;marking speed&gt; defines how quickly it will mark something
2902 standing on the marker. Set this value rather high to make
2903 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2904 should do fine.
2905 </attribute>
2906 &speed_left;
2907 <attribute arch="food" editor="mark duration" type="int">
2908 This value defines the duration of the force it inserts.
2909 If nonzero, the duration of the player's mark is finite:
2910 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2911 means the mark will stay on the player forever.
2912 </attribute>
2913 <attribute arch="name" editor="delete mark" type="string">
2914 When the player steps onto the marker, all existing forces in
2915 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2916 will be removed. If you don't want to remove any marks, leave
2917 this textfield empty.
2918
2919 Note that the string &lt;delete mark&gt; is set as the name of
2920 this marker. So don't be confused, and remember changing the
2921 name will take effect on the marker's functionality.
2922 </attribute>
2923 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2924 In the moment when the player gets marked, this text is displayed
2925 to him. You should really set a message in any marker you create,
2926 because it's the only way for the player to notice what's going on.
2927 </attribute>
2928 </type>
2929
2930 <!--####################################################################-->
2931 <type number="36" name="Money">
2932 <ignore>
2933 <attribute arch="unpaid" />
2934 </ignore>
2935 <description><![CDATA[
2936 Items of the type Money are handled as currency.
2937 Money cannot be sold/bought in shops. When money is dropped
2938 in a shop, it stays the same.<br>
2939 When a player picks an item from a shop and attempts to
2940 walk over the shop mat, the item's selling-price is automatically
2941 subtracted from the player's money.
2942 <br><br>
2943 For money, always use the default arches.
2944 Don't modify them.]]>
2945 </description>
2946 <attribute arch="race" value="gold and jewels" type="fixed" />
2947 </type>
2948
2949 <!--####################################################################-->
2950 <type number="0" name="Monster &amp; NPC">
2951 <required>
2952 <attribute arch="is_floor" value="0" />
2953 <attribute arch="alive" value="1" />
2954 <attribute arch="tear_down" value="0" />
2955 </required>
2956 <ignore>
2957 <attribute arch="material" />
2958 <attribute arch="name_pl" />
2959 <attribute arch="nrof" />
2960 <attribute arch="value" />
2961 <attribute arch="unpaid" />
2962 </ignore>
2963 <description><![CDATA[
2964 Monsters can behave in various kinds of ways.
2965 They can be aggressive, attacking the player. Or peaceful,
2966 helping the player - maybe joining him as pet.
2967 The unagressive creatures who communicate with players are
2968 usually called "NPCs" (Non Player Character), a well-known
2969 term in role-play environments.]]>
2970 </description>
2971 <use><![CDATA[
2972 Monsters play a central role in most maps. Choosing the right
2973 combination of monsters for your map is vital:
2974 <UL>
2975 <LI> Place only monsters of slightly varying (increasing) strength.
2976 It's no fun to play for two hours just to find out the last
2977 monster is unbeatable. Similar, it's not exciting to fight orcs
2978 after passing a room of dragons.<br>
2979 This rule applies only for linear maps (one room after the other),
2980 with treasure at the end. You can sprinkle the treasure around,
2981 or make non-linear maps - That is often more entertaining.
2982 <LI> Places with high level monsters must not be easy to reach.
2983 Balrogs, Dragonmen and the likes should be at the end of a quest,
2984 not at the beginning.
2985 <LI> Don't stick monsters together that tend to kill each other.
2986 Fire- and cold dragons in one room for example is a bad idea.
2987 By weakening and killing each other they are easy prey for players,
2988 not worth the experience they hold.
2989 <LI> Create your own monsters, especially for "boss"-type monsters.
2990 Having stage-bosses guarding treasure is a lot of fun when done right.
2991 Avoid to create monsters with completely non-intuitive abilities:
2992 Don't give ice-spells to firedragons or vice versa. Don't add
2993 draining attack to trolls, etc. Additionally, you should inform the
2994 player before he bumps right into some very special/unusual monster.
2995 <LI> Last but not least: Always keep an eye on the experience your monsters
2996 hold. Design your maps in a way that high experience
2997 is always well-defended. Don't make large rooms full with only one kind
2998 of monster. Keep in mind the different abilities/techniques players
2999 can use.
3000 </UL>
3001 I know it's impossible to make the perfectly balanced map. There's always
3002 some part which is found too easy or too hard for a certain kind of player.
3003 Just give it your best shot. And listen to feedback from players if you
3004 receive some. :-)]]>
3005 </use>
3006 <attribute arch="alive" value="1" type="fixed" />
3007 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3008 When the monster is killed, items from the treasurelist will
3009 drop to the ground. This is a common way to reward players
3010 for killing (masses of) monsters.
3011
3012 Note that you can always put items into the monster's
3013 inventory. Those will drop-at-kill just like the stuff
3014 from the &lt;treasurelist&gt;.
3015 </attribute>
3016 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3017 Set this flag to move treasure items created into the environment (map)
3018 instead of putting them into the object.
3019 </attribute>
3020 <attribute arch="level" editor="level" type="int">
3021 A monster's &lt;level&gt; is the most important attribute.
3022 &lt;level&gt; affects the power of a monster in various ways.
3023 </attribute>
3024 <attribute arch="race" editor="race" type="string">
3025 Every monster should have a race set to categorize it.
3026 The monster's &lt;race&gt; can have different effects:
3027 Slaying weapons inflict tripple damage against enemy races
3028 and holy word kills only enemy races of the god.
3029 </attribute>
3030 <attribute arch="exp" editor="experience" type="int">
3031 When a player kills this monster, he will get exactly this
3032 amount of &lt;experience&gt;. The experience will flow into
3033 the skill-category the player used for the kill.
3034
3035 If you create special monsters of tweaked strenght/abilities,
3036 always make sure that the &lt;experience&gt; is set to a
3037 reasonable value. Compare with existing arches to get a feeling
3038 what reasonable means. Keep in mind that spellcasting monsters
3039 are a lot harder to kill than non-spellcasters!
3040 </attribute>
3041 <attribute arch="speed" editor="speed" type="float">
3042 The &lt;speed&gt; determines how fast a monster will both move
3043 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3044 </attribute>
3045 &speed_left;
3046 <attribute arch="other_arch" editor="breed monster" type="string">
3047 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3048 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3049 can be set to any valid arch-name of a monster. Multipart monster
3050 should not be used.
3051 </attribute>
3052 <attribute arch="generator" editor="multiply" type="bool">
3053 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3054 every once in a while. Mice are a good example for this effect.
3055 If enabled, you must also set &lt;breed monster&gt; or check
3056 &lt;template generation&gt; and put other monsters in the inventory.
3057 </attribute>
3058 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3059 This only takes effect if &lt;multiply&gt; is enabled. The monster
3060 will create a new monster every once in a while by duplicating it's inventory.
3061 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3062 Each time the monster need to generate an object, it will be
3063 a randomly chosen item from the inventory. When generator is destroyed,
3064 inventory is destroyed.
3065 </attribute>
3066 &move_type;
3067 <attribute arch="undead" editor="undead" type="bool">
3068 Several spells only affect undead monsters:
3069 turn undead, banish undead, holy word, etc.
3070 </attribute>
3071 <attribute arch="carrying" editor="carries weight" type="int">
3072 If a monster has something in the inventory, this
3073 value can be set to reflect the slowdown due to
3074 the carried weight.
3075 </attribute>
3076 <attribute arch="precious" editor="precious" type="bool">
3077 Set this flag to indicate that this monster is precious, i.e.
3078 it should not be lightly destroyed. This is most useful on pets and
3079 keeps the server from destroying them on destroy_pets/monster floors
3080 and will try to save them when the player logs out.
3081 </attribute>
3082
3083 <section name="melee">
3084 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3085 This number is a bitmask, specifying the monster's attacktypes
3086 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3087 Strong monsters often have more than just physical attacktype.
3088
3089 When a monster with multiple attacktypes hits aan oponent, it will do
3090 as much damage as the "best" of it's attacktypes does. So, the more
3091 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3092 somehow exceptions.
3093 </attribute>
3094 <attribute arch="dam" editor="damage" type="int">
3095 Among other parameters, &lt;damage&gt; affects how much melee damage
3096 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3097 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3098 take effect on the melee damage of a monster.
3099 </attribute>
3100 <attribute arch="wc" editor="weapon class" type="int">
3101 Monsters of high &lt;weapon class&gt; are more likely to really hit
3102 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3103 to &lt;armour class&gt;.
3104 </attribute>
3105 <attribute arch="hp" editor="health points" type="int">
3106 The &lt;health points&gt; of a monster define how long it takes to
3107 kill it. With every successful hit from an opponent, &lt;health points&gt;
3108 get drained - The monster dies by zero &lt;health points&gt;.
3109 </attribute>
3110 <attribute arch="maxhp" editor="max health" type="int">
3111 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3112 monster can have.
3113 </attribute>
3114 <attribute arch="ac" editor="armour class" type="int">
3115 Monsters of low &lt;armour class&gt; are less likely to get hit from
3116 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3117 to &lt;weapon class&gt;.
3118 Values typically range between +20 (very bad) to -20 (quite good).
3119 </attribute>
3120 <attribute arch="Con" editor="healing rate" type="int">
3121 Monsters regenerate this many health points each 4 ticks. Hence, the
3122 healing rate is independent of &lt;speed&gt;.
3123 </attribute>
3124 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3125 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3126 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3127 bounce off.
3128 </attribute>
3129 <attribute arch="hitback" editor="hitback" type="bool">
3130 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3131 to the amount of damage the *attacker* inflicted. This damage
3132 is additional to the regular melee damage of the monster.
3133 As far as I know, hitback uses acid attacktype, and it only takes
3134 effect if the monster actually has acid attacktype at it's disposal.
3135 Acid spheres for example use this feature.
3136 </attribute>
3137 <attribute arch="one_hit" editor="one hit only" type="bool">
3138 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3139 to a player.
3140 </attribute>
3141 </section>
3142
3143 <section name="spellcraft">
3144 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3145 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3146 Only wands/rods/etc can be used, given the appropriate abilities.
3147 </attribute>
3148 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3149 A monster with this flag has the ability to &lt;reflect spells&gt;,
3150 all kinds of spell-bullets and -beams will bounce off.
3151
3152 Generally this flag should not be set because it puts
3153 wizard-type players at an unfair disadvantage.
3154 </attribute>
3155 <attribute arch="sp" editor="spellpoints" type="int">
3156 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3157 them for both wizard- and prayer-spells. However, this value defines
3158 only the amount of *initial* spellpoints the monster starts with.
3159 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3160 and &lt;spellpoint regen.&gt; are more important than just initial
3161 &lt;spellpoints&gt;.
3162 </attribute>
3163 <attribute arch="maxsp" editor="max spellpoints" type="int">
3164 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3165 can hold. Setting this to high values has little effect unless
3166 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3167 "regenerate mana" at it's disposal.
3168 </attribute>
3169 <attribute arch="Pow" editor="spellpoint regen." type="int">
3170 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3171 spellpoint regeneration rate is independent of &lt;speed&gt;.
3172
3173 To make a real tough spellcasting monster, the rate of spellpoint
3174 regeneration is most important. If your monster is still not casting
3175 fast enough, give it the spell-ability of "regenerate mana".
3176 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3177 </attribute>
3178 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3179 Click on the &lt;attuned paths&gt; button to select spellpaths.
3180 The creature will get attuned to the specified spellpaths.
3181 </attribute>
3182 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3183 Click on the &lt;repelled paths&gt; button to select spellpaths.
3184 The creature will get repelled to the specified spellpaths.
3185 </attribute>
3186 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3187 Click on the &lt;denied paths&gt; button to select spellpaths.
3188 The creature won't be able to cast spells of the specified paths.
3189 </attribute>
3190 </section>
3191
3192 <section name="ability">
3193 <attribute arch="Int" editor="detect hidden" type="int">
3194 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3195 hidden/invisible creatures. Higher values make for better
3196 detection-skills. Enabling &lt;see invisible&gt; makes this value
3197 obsolete.
3198 </attribute>
3199 <attribute arch="see_invisible" editor="see invisible" type="bool">
3200 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3201 with by invisible or hiding players. This flag is a must-have
3202 for high-level monsters. When a monster is unable to detect
3203 invisible players, it can be killed without fighting back.
3204 </attribute>
3205 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3206 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3207 by spells of darkness or dark maps. This flag is a "should-have"
3208 for high-level monsters. When a monster is unable to see in
3209 darkness, players can cast darkness and sneak around it safely.
3210 </attribute>
3211 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3212 Monster is able to wield weapon type objects.
3213 </attribute>
3214 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3215 Monster is able to use missile-weapon type objects.
3216 </attribute>
3217 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3218 Monster is able to wear protective equipment like brestplate
3219 armour, shields, helmets etc.
3220 </attribute>
3221 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3222 Monster is able to wear rings.
3223 </attribute>
3224 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3225 Monster is able to use wands and staves.
3226 </attribute>
3227 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3228 Monster is able to use rods.
3229 </attribute>
3230 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3231 Monster is able to read scrolls.
3232 </attribute>
3233 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3234 Monster is able to use skills from it's inventory.
3235 For example, you can put a throwing skill object and some
3236 boulders into the monster's object and set &lt;can use skills&gt;.
3237 </attribute>
3238 </section>
3239
3240 <section name="behave">
3241 <attribute arch="monster" editor="monster behaviour" type="bool">
3242 When &lt;monster behaviour&gt; is enabled, this object will behave
3243 like a monster: It can move and attack enemies (which are
3244 typically players).
3245 This flag should be set for all monsters as-such.
3246 Monsters which don't move, like guards, should also have
3247 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3248 It should *not* be set for things like immobile generators.
3249 </attribute>
3250 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3251 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3252 </attribute>
3253 <attribute arch="friendly" editor="friendly" type="bool">
3254 &lt;friendly&gt; monsters help the player, attacking any
3255 non-friendly monsters in range.
3256 </attribute>
3257 <attribute arch="stand_still" editor="stand still" type="bool">
3258 Monsters which &lt;stand still&gt; won't move to leave their position.
3259 When agressive, they will attack all enemies who get close to
3260 them. This behaviour is commonly known from castle guards.
3261
3262 In older versions of Deliantra it was possible to eventually
3263 push a &lt;stand still&gt;-monster out of position by force.
3264 I believe this is no longer possible. Neverthless, you should
3265 still be cautious when lining up &lt;stand still&gt;-monster in order
3266 to "defend" something: Such monsters are rather easy to kill.
3267 It's good for low level maps, but not much more.
3268 </attribute>
3269 <attribute arch="sleep" editor="asleep" type="bool">
3270 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3271 &lt;sensing range&gt; of the monster. Usually the sensing range is
3272 larger than the players line of sight. Due to that, in most cases
3273 the player won't ever notice weither a monster was asleep or not.
3274 </attribute>
3275 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3276 This entry defines which kinds of environment actions the
3277 creature is able to perform.
3278 </attribute>
3279 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3280 Click on the &lt;pick up&gt; button and select which types of objects
3281 the creature should try to pick up.
3282
3283 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3284 etc are set, then the creature will pick up the matching items even
3285 if this is not set here.
3286 </attribute>
3287 <attribute arch="Wis" editor="sensing range" type="int">
3288 &lt;sensing range&gt; determines how close a player needs to be before
3289 the creature wakes up. This is done as a square, for reasons of speed.
3290 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3291 11x11 square of the monster will wake the monster up. If the player
3292 has stealth, the size of this square is reduced in half plus 1.
3293 </attribute>
3294 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3295 If this is set to default, the standard mode of movement will be used.
3296 </attribute>
3297 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3298 This movement is not in effect when the monster has an enemy and should
3299 only be used for non agressive monsters.
3300 </attribute>
3301 <attribute arch="run_away" editor="run at % health" type="int">
3302 This is a percentage value in the range 0-100.
3303 When the monster's health points drop below this percentage
3304 (relative to max health), it attempts to run away from the
3305 attacker.
3306 </attribute>
3307 </section>
3308 &resistances_basic;
3309 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3310 </attribute>
3311 </type>
3312
3313 <!--####################################################################-->
3314 <type number="28" name="Monster (Grimreaper)">
3315 <import_type name="Monster &amp; NPC" />
3316 <ignore>
3317 <attribute arch="material" />
3318 <attribute arch="name_pl" />
3319 <attribute arch="nrof" />
3320 <attribute arch="value" />
3321 <attribute arch="unpaid" />
3322 </ignore>
3323 <description>
3324 A grimreaper is a monster that vanishes after it did some number of
3325 draining attacks.
3326 </description>
3327 <section name="grimreaper">
3328 <attribute arch="value" editor="attacks" type="int">
3329 The object vanishes after this number of draining attacks.
3330 </attribute>
3331 </section>
3332 </type>
3333
3334 <!--####################################################################-->
3335 <type number="65" name="Mood Floor">
3336 <ignore>
3337 <ignore_list name="system_object" />
3338 </ignore>
3339 <description><![CDATA[
3340 As the name implies, mood floors can change the "mood" of
3341 a monsters/NPC. For example, an unagressive monster could be
3342 turned mad to start attacking. Similar, an agressive monster
3343 could be calmed.]]>
3344 </description>
3345 <use><![CDATA[
3346 Mood floors are absolutely cool for NPC interaction. To make an
3347 unaggressive monster/NPC attack, put a creator with "other_arch
3348 furious_floor" under it. Connect the creator to a magic_ear, so the
3349 player speaks a keyword like "stupid sucker" - and the monster attacks.
3350 <br><br>
3351 To turn an NPC into a pet, put a charm_floor under it and connect
3352 it directly to a magic_ear. Then the player speaks a keyword like
3353 "help me" - and the NPC joins him as pet.
3354 <br><br>
3355 (Of course you must always give clear hints about keywords!
3356 And there is no reason why you couldn't use a button/lever/pedestal
3357 etc. instead of a magic_ear.)]]>
3358 </use>
3359 <attribute arch="no_pick" value="1" type="fixed" />
3360 <attribute arch="last_sp" editor="mood" type="list_mood">
3361 &lt;mood&gt; is used to determine what will happen to the
3362 monster when affected by the mood floor:
3363
3364 &lt;mood&gt; 'furious': Makes all monsters aggressive
3365
3366 &lt;mood&gt; 'angry': As above but pets are unaffected
3367
3368 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3369
3370 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3371
3372 &lt;mood&gt; 'charm': Turns monster into a pet of person
3373 who triggers the square. This setting is not
3374 enabled for continous operation, you need to
3375 insert a &lt;connection&gt; value!
3376 </attribute>
3377 <attribute arch="connected" editor="connection" type="string">
3378 This should only be set in combination with &lt;mood number&gt; 4.
3379 Normally, monsters are affected by the mood floor as soon as they
3380 step on it. But charming (monster -&gt; pet) is too powerful,
3381 so it needs to be activated.
3382
3383 Typically it is connected to an altar, for buying a "hireling".
3384 But a powerful pet could as well be the reward for solving a
3385 quest. Or even better: It could be *part* of a quest!
3386 </attribute>
3387 <attribute arch="no_magic" editor="no spells" type="bool">
3388 If enabled, it is impossible for players to use (wizard-)
3389 spells on that spot.
3390 </attribute>
3391 <attribute arch="damned" editor="no prayers" type="bool">
3392 If enabled, it is impossible for players to use prayers
3393 on that spot. It also prevents players from saving.
3394 </attribute>
3395 </type>
3396
3397 <!--####################################################################-->
3398 <type number="40" name="Mover">
3399 <ignore>
3400 <ignore_list name="non_pickable" />
3401 </ignore>
3402 <description><![CDATA[
3403 Movers move the objects above them. However, only living objects
3404 are affected (monsters/NPCs always, players optional). Movers have
3405 a direction, so players can be made to move in a pattern, and so
3406 can monsters. Motion is involuntary. Additionally, players or
3407 monsters can be "frozen" while ontop of movers so that they MUST
3408 move along a chain of them.
3409 <br><br>
3410 Multisquare monsters can be moved as well, given
3411 enough space. Movers are usually invisible.]]>
3412 </description>
3413 <use><![CDATA[
3414 NEVER EVER consider a mover being unpassable in the backwards
3415 direction. Setting "forced movement" makes it seemingly impossible
3416 but there is still a trick: One player can push a second player
3417 past the mover, in opposite to the mover's direction! The more
3418 movers, the more players needed. Hence, don't make a treasure
3419 room that is surrounded by movers instead of solid walls/gates.
3420 <br><br>
3421 Btw, it does not make a difference putting movers above or
3422 below the floor. Moreover, movers that are set to be invisible
3423 cannot be discovered with the show_invisible spell.
3424 <br><br>
3425 Note that Movers and Directors are seperate objects, even though
3426 they look and act similar. Directors only do spells/missiles,
3427 while movers only do living creatures (depending on how it
3428 is set: monsters and players).]]>
3429 </use>
3430 <attribute arch="attacktype" editor="forced movement" type="bool">
3431 If forced movement is enabled, the mover "freezes" anyone it
3432 moves (so they are forced to move along a chain).
3433 For players there is no way to escape this forced movement,
3434 except being pushed by a second player.
3435 </attribute>
3436 <attribute arch="maxsp" editor="freeze duration" type="int">
3437 The player will be "frozen" for that many moves.
3438 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3439 enabled, then &lt;freeze duration&gt; gets assigned the
3440 "default value" 2 automatically.
3441 </attribute>
3442 <attribute arch="speed" editor="movement speed" type="float">
3443 The movement speed value determines how fast a chain of
3444 these movers will push a player along (default is -0.2).
3445 </attribute>
3446 &speed_left;
3447 <attribute arch="sp" editor="direction" type="list_direction">
3448 The mover will push creatures in the specified &lt;direction&gt;.
3449 A mover with direction set to &lt;none&gt; will spin clockwise,
3450 thus pushing creatures in unpredictable directions.
3451 </attribute>
3452 <attribute arch="lifesave" editor="gets used up" type="bool">
3453 If enabled, the mover gets "used up" after a certain number of moves
3454 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3455 </attribute>
3456 <attribute arch="hp" editor="number of uses" type="int">
3457 This value has only a meaning if &lt;gets used up&gt; is set:
3458 &lt;number of uses&gt; is the number of times minus one, that it
3459 will move a creature before disappearing. (It will move
3460 someone &lt;number of uses&gt;+1 times, then vanish).
3461 </attribute>
3462 <section name="targets">
3463 <attribute arch="level" editor="move players" type="bool">
3464 If &lt;move players&gt; is enabled, both players and monsters will be
3465 moved. In the arches' default it is disabled - thus ONLY monsters
3466 get moved. Remember that "monsters" includes NPCs!
3467
3468 This feature provides you with the possibility to make NPCs
3469 literally "come to life". Example: The player is talking with an
3470 NPC, speaking a certain keyword. This triggers a magic_ear and
3471 activates creators, creating (per default: monster-only) movers
3472 under the NPC's feet. The NPC starts "walking" on a predefined
3473 route! Note that it's useful to set this NPC immune to everything,
3474 preventing the player to push the NPC off his trace.
3475 </attribute>
3476 <attribute arch="move_on" editor="movement type" type="movement_type">
3477 Which movement types activate the mover.
3478 </attribute>
3479 </section>
3480 </type>
3481
3482 <!--####################################################################-->
3483 <type number="17" name="Pedestal">
3484 <ignore>
3485 <ignore_list name="non_pickable" />
3486 </ignore>
3487 <description><![CDATA[
3488 Pedestals are designed to detect certain types of living objects.
3489 When a predefined type of living creature steps on the pedestal, the
3490 connected value is triggered.]]>
3491 </description>
3492 <use><![CDATA[
3493 If you want to create a place where only players of a certain race
3494 can enter, put a teleporter over your pedestal. So the teleporter is
3495 only activated for players of the matching race. Do not use gates,
3496 because many other players could sneak in. If you put powerful
3497 artifacts into such places, generally set "startequip 1", so that
3498 they are preserved for that one race and can't be traded to others.]]>
3499 </use>
3500 <attribute arch="no_pick" value="1" type="fixed" />
3501 <attribute arch="slaying" editor="match race" type="string">
3502 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3503 matches the monster's or the player's race, we have a match.
3504 Yes, pedestals can detect a player's race! E.g. you could create a
3505 place where only fireborns can enter, by setting "slaying unnatural".
3506
3507 If it is set to "player", any player stepping on the pedestal
3508 is a match. Very useful if you want to open a gate for players
3509 but not for monsters.
3510
3511 &match_compat;
3512 </attribute>
3513 <attribute arch="connected" editor="connection" type="string">
3514 When the pedestal is triggered, all objects with the same
3515 connection value get activated.
3516 </attribute>
3517 &move_on;
3518 </type>
3519
3520 <!--####################################################################-->
3521 <type number="32" name="Pedestal Trigger">
3522 <import_type name="Pedestal" />
3523 <ignore>
3524 <ignore_list name="non_pickable" />
3525 </ignore>
3526 <description><![CDATA[
3527 Pedestal triggers are pedestals which reset after a short period
3528 of time. Every time it is either applied or reset, the
3529 &lt;connection&gt; value is triggered.]]>
3530 </description>
3531 </type>
3532
3533 <!--####################################################################-->
3534 <type number="19" name="Item Match">
3535 <ignore>
3536 <ignore_list name="non_pickable" />
3537 </ignore>
3538 <description><![CDATA[
3539 Match objects use the deliantra matching language
3540 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3541 to match items on the same mapspace (if move_on/off are unset) or
3542 items trying to enter (if move_blocked is set).
3543
3544 If a connected value is given, then it is triggered if the first object
3545 matching the expression is put on it, and the last is removed.]]>
3546 </description>
3547 <use><![CDATA[
3548 If you want to trigger something else (e.g. a gate) when an item is above this object,
3549 use the move_on/move_off settings.
3550
3551 If you want to keep something from entering if it has (or lacks) a specific item,
3552 use the move_blocked setting.]]>
3553 </use>
3554 <attribute arch="no_pick" value="1" type="fixed" />
3555 <attribute arch="slaying" editor="match expression" type="string">
3556 &match_compat;
3557
3558 Optionally you can leave out the "match " prefix.
3559 </attribute>
3560 <attribute arch="connected" editor="connection" type="string">
3561 When the match is triggered, all objects with the same
3562 connection value get activated.
3563 </attribute>
3564 &move_on;
3565 &move_off;
3566 &move_block;
3567 </type>
3568
3569 <!--####################################################################-->
3570 <type number="94" name="Pit">
3571 <ignore>
3572 <ignore_list name="non_pickable" />
3573 </ignore>
3574 <description><![CDATA[
3575 Pits are holes, transporting the player when he walks (and falls) into them.
3576 A speciality about pits is that they don't transport the player to
3577 the exact destination, but within a configurable radius of the destination
3578 (never on blocked squares).<br>
3579 Optionally, pits can get closed and opened, similar to gates.<br><br>
3580 Monsters and items are affected by pits just as well as players.
3581 Even multipart monsters can fall through them, given enough space.]]>
3582 </description>
3583 <use><![CDATA[
3584 Pits can add interesting effects to your map. When using them, make
3585 sure to use them in a "logical way": Pits should always drop the
3586 player to some kind of lower level. They should not be used to
3587 randomly interconnect maps like teleporters do.]]>
3588 </use>
3589 <attribute arch="no_pick" value="1" type="fixed" />
3590 <attribute arch="range" editor="spread radius" type="int">
3591 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3592 </attribute>
3593 <attribute arch="connected" editor="connection" type="string">
3594 When a &lt;connection&gt; value is set, the pit can be opened/closed
3595 by activating the connection.
3596 </attribute>
3597 &activate_on;
3598 <attribute arch="hp" editor="destination X" type="int">
3599 The pit will transport creatures (and items) randomly into a two-square
3600 radius of the destination coordinates.
3601 If the destination square becomes blocked, the pit will act like
3602 being filled up and not work anymore!
3603 </attribute>
3604 <attribute arch="sp" editor="destination Y" type="int">
3605 The pit will transport creatures (and items) randomly into a two-square
3606 radius of the destination coordinates.
3607 If the destination square becomes blocked, the pit will act like
3608 being filled up and not work anymore!
3609 </attribute>
3610 <attribute arch="wc" editor="position state" type="int">
3611 The &lt;position state&gt; defines the position of the gate:
3612 Zero means completely open/down, the "number of animation-steps" (usually
3613 about 6 or 7) means completely closed/up state. I suggest you don't
3614 mess with this value - Leave the default in place.
3615 </attribute>
3616 &move_on;
3617 </type>
3618
3619 <!--####################################################################-->
3620 <type number="7" name="Poison Food">
3621 <description><![CDATA[
3622 When eating, the player's stomache is drained by 1/4 of food.
3623 If his food drops to zero, the player might even die.]]>
3624 </description>
3625 </type>
3626
3627 <!--####################################################################-->
3628 <type number="5" name="Potion">
3629 <description><![CDATA[
3630 The player can drink these and gain various kinds of benefits
3631 (/penalties) by doing so.]]>
3632 </description>
3633 <use><![CDATA[
3634 One potion should never give multiple benefits at once.]]>
3635 </use>
3636 <attribute arch="level" editor="potion level" type="int">
3637 If the potion contains a spell, the spell is cast at this level.
3638 For other potions it should be set at least to 1.
3639 </attribute>
3640 <attribute arch="sp" editor="spell" type="spell">
3641 When a player drinks this potion, the selected spell
3642 will be casted (once). This should work for any given spell.
3643 E.g. heal is "sp 35", magic power is "sp 67".
3644 </attribute>
3645 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3646 There are two types of special effects for potions:
3647 'life restoration' - restore the player's stats lost by death or draining
3648 (this has nothing in common with the restoration spell!)
3649 'improvement' - increase the player's maximum health/mana/grace
3650 by a very small amount.
3651 </attribute>
3652 <attribute arch="cursed" editor="cursed" type="bool">
3653 If a potion is cursed, benefits generally turn into penalties.
3654 Note that potions can be "uncursed" by praying over an altar,
3655 with relative ease. *But* the potion must be identified to notice
3656 that it is cursed &gt;:)
3657 </attribute>
3658 <attribute arch="startequip" editor="godgiven item" type="bool">
3659 A godgiven item vanishes as soon as the player
3660 drops it to the ground.
3661 </attribute>
3662 &player_stat_resist_sections;
3663 </type>
3664
3665 <!--####################################################################-->
3666 <type number="156" name="Power Crystal">
3667 <description><![CDATA[
3668 Power crystals can store a player's mana:
3669 When the player applies the crystal with full mana, half of
3670 it flows into the crystal. When the player applies it with
3671 lacking mana, the crystal replenishes the player's mana.]]>
3672 </description>
3673 <attribute arch="sp" editor="initial mana" type="int">
3674 &lt;initial mana&gt; is the amount of spellpoints that the
3675 crystal holds when the map is loaded.
3676 </attribute>
3677 <attribute arch="maxsp" editor="mana capacity" type="int">
3678 The &lt;mana capacity&gt; defines how much mana can be stored
3679 in the crystal. This is what makes the crystal interesting.
3680 Wizard-players will always seek for crystals with large
3681 capacities.
3682 </attribute>
3683 </type>
3684
3685 <!--####################################################################-->
3686 <type number="13" name="Projectile">
3687 <description><![CDATA[
3688 Projectiles like arrows/crossbow bolts are used as ammunition
3689 for shooting weapons.
3690 <br><br>
3691 It's very easy to add new pairs of weapons &amp; projectiles.
3692 Just set matching &lt;ammunition class&gt; both for shooting
3693 weapon and projectile.]]>
3694 </description>
3695 <use><![CDATA[
3696 If you want to create new kinds of projectiles, you could
3697 add an alchemical receipe to create these.
3698
3699 Don't create new pairs of weapons &amp; projectiles unless
3700 they really fullfill a useful purpose. In fact, even bows
3701 and crossbows are rarely ever used.]]>
3702 </use>
3703 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3704 This number is a bitmask, specifying the projectile's attacktypes.
3705 Attacktypes are: physical, magical, fire, cold.. etc.
3706 This works identical to melee weapons. Note that shooting
3707 weapons cannot have attacktypes.
3708 </attribute>
3709 <attribute arch="race" editor="ammunition class" type="string">
3710 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3711 these projectiles. For arrows set "arrows", for crossbow bolts
3712 set "crossbow bolts" (big surprise).
3713
3714 In certain cases, the ammunition class is displayed in the game.
3715 Hence, when you create a new ammunition class, choose an
3716 intuitive name like "missiles", "spirit bolts" - whatever.
3717
3718 You can also make special containers holding these projectiles
3719 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3720 </attribute>
3721 <attribute arch="slaying" editor="slaying race" type="string">
3722 Slaying means the weapon does tripple (3x) damage to monsters
3723 of the specified race. If &lt;slaying race&gt; matches an arch name,
3724 only monsters of that archtype receive tripple damage.
3725 Tripple damage is very effective.
3726 </attribute>
3727 <attribute arch="dam" editor="damage" type="int">
3728 The projectile &lt;damage&gt; significantly affects the damage
3729 done. Damage can be further increased by the shooting
3730 weapon's attributes.
3731 </attribute>
3732 <attribute arch="wc" editor="weaponclass" type="int">
3733 This value is supposed to be the base &lt;weaponclass&gt;,
3734 but it seems to have rather little effect.
3735 High values are good here, low values bad.
3736 </attribute>
3737 <attribute arch="food" editor="chance to break" type="int">
3738 The &lt;chance to break&gt; defines the breaking probability when this
3739 projectile hits an obstacle, e.g. wall or monster.
3740 The value is the %-chance to break, ranging from 0 (never breaking)
3741 to 100 (breaking at first shot).
3742 </attribute>
3743 <attribute arch="magic" editor="magic bonus" type="int">
3744 Magic bonus increases chance to hit and damage a little bit.
3745 </attribute>
3746 <attribute arch="unique" editor="unique item" type="bool">
3747 Unique items exist only one time on a server. If the item
3748 is taken, lost or destroyed - it's gone for good.
3749 </attribute>
3750 <attribute arch="startequip" editor="godgiven item" type="bool">
3751 A godgiven item vanishes as soon as the player
3752 drops it to the ground.
3753 </attribute>
3754 <attribute arch="no_drop" editor="don't drop" type="bool">
3755 When a monster carries a projectile with &lt;don't drop&gt;,
3756 this item will never drop to the ground but
3757 vanish instead. If this object is shot, it can still drop
3758 after hitting an obstacle. You can prevent this by
3759 setting &lt;chance to break&gt; 100.
3760 </attribute>
3761 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3762 This text may describe the projectile. This
3763 could be nice for very special ones.
3764 </attribute>
3765 </type>
3766
3767 <!--####################################################################-->
3768 <type number="70" name="Ring">
3769 <import_type name="Amulet" />
3770 <description><![CDATA[
3771 Rings are worn on the hands - one ring each.
3772 Wearing rings, the object's stats will directly be inherited to
3773 the player. Usually enhancing his spellcasting potential.]]>
3774 </description>
3775 <use><![CDATA[
3776 When you create an artifact ring, never forget that players can
3777 wear <B>two</B> rings! Due to that it is extremely important to
3778 keep rings in balance with the game.
3779 <br><br>
3780 Also keep in mind that rings are generally the wizard's tools.
3781 They should primarily grant bonuses to spellcasting abilities
3782 and non-physical resistances.]]>
3783 </use>
3784 </type>
3785
3786 <!--####################################################################-->
3787 <type number="3" name="Rod">
3788 <ignore>
3789 <attribute arch="title" />
3790 </ignore>
3791 <description><![CDATA[
3792 A rod contains a spell. The player can use this spell by applying and
3793 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3794 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3795 used endlessly.]]>
3796 </description>
3797 <use><![CDATA[
3798 Rods with healing/curing spells are extremely powerful. Usually, potions have
3799 to be used for that purpose. Though, potions are expensive and only good for
3800 one-time-use.<br>]]>
3801 </use>
3802 <attribute arch="sp" editor="spell" type="spell">
3803 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3804 rods to players, since they can be used endlessly without any mana cost!
3805 Rods with heal/ restoration/ protection spells, IF available, MUST be
3806 very very VERY hard to get!
3807 </attribute>
3808 <attribute arch="level" editor="casting level" type="int">
3809 The casting level of the &lt;spell&gt; determines it's power.
3810 For attack spells, level should be set to something reasonable.
3811 </attribute>
3812 <attribute arch="hp" editor="initial spellpoints" type="int">
3813 This value represents the initial amount of spellpoints in the rod.
3814 Naturally, this is quite unimportant.
3815 </attribute>
3816 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3817 When the rod is fully charged up, it will hold this maximum amount of
3818 spellpoints. Make sure it is enough to cast the contained spell at least
3819 once. But don't set the value too high, as that might make the rod
3820 too effective.
3821 </attribute>
3822 <attribute arch="startequip" editor="godgiven item" type="bool">
3823 A godgiven item vanishes as soon as the player
3824 drops it to the ground.
3825 </attribute>
3826 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3827 This text may contain a description of the rod.
3828 </attribute>
3829 </type>
3830
3831 <!--####################################################################-->
3832 <type number="154" name="Rune">
3833 <ignore>
3834 <attribute arch="no_pick" />
3835 <attribute arch="title" />
3836 <attribute arch="name_pl" />
3837 <attribute arch="weight" />
3838 <attribute arch="value" />
3839 <attribute arch="material" />
3840 <attribute arch="unpaid" />
3841 </ignore>
3842 <description><![CDATA[
3843 A rune is a magical enscription on the dungeon floor.
3844 <br><br>
3845 Runes hit any monster or person who steps on them for 'dam' damage in
3846 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3847 and will cast this spell when it detonates. Yet another kind is the
3848 "summoning rune", summoning predefined monsters of any kind, at detonation.
3849 <br><br>
3850 Many runes are already defined in the archetypes.]]>
3851 </description>
3852 <use><![CDATA[
3853 Avoid monsters stepping on your runes. For example, summoning runes
3854 together with spellcasting- and attack-runes is usually a bad idea.]]>
3855 </use>
3856 <attribute arch="no_pick" value="1" type="fixed" />
3857 &move_on;
3858 <attribute arch="level" editor="rune level" type="int">
3859 This value sets the level the rune will cast the spell it contains at,
3860 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3861 (&lt;rune level&gt; 0 runes won't detonate at all!)
3862
3863 Level Also effects how easily a rune may be found and disarmed, and
3864 how much experience the player gets for doing so. Beware: High level
3865 runes can be quite a cheap source of experience! So either make them
3866 tough, or keep the level low.
3867 </attribute>
3868 <attribute arch="Cha" editor="visibility" type="int">
3869 This value determines what fraction of the time the rune is visible:
3870 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3871 how easily the rune may be found.
3872 </attribute>
3873 <attribute arch="hp" editor="number of charges" type="int">
3874 The rune will detonate &lt;number of charges&gt; times before disappearing.
3875 </attribute>
3876 <attribute arch="dam" editor="direct damage" type="int">
3877 &lt;direct damage&gt; specifies how much damage is done by the rune,
3878 if it doesn't contain a spell. This should be set in reasonable
3879 relation to the rune's level.
3880 </attribute>
3881 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3882 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3883 attribute defines what attacktype to use for direct damage when
3884 the rune detonates.
3885 </attribute>
3886 <section name="spellcraft">
3887 <attribute arch="sp" editor="spell" type="spell">
3888 The selected &lt;spell&gt; defines the spell in the rune, if any.
3889 (Many runes do direct damage).
3890 </attribute>
3891 <attribute arch="slaying" editor="spell name" type="string">
3892 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3893 but if present, overrides the &lt;spell&gt; setting.
3894 </attribute>
3895 <attribute arch="other_arch" editor="spell arch" type="string">
3896 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3897 is optional, but if present, overrides the &lt;spell&gt; setting.
3898 You can choose any of the existing arches.
3899 </attribute>
3900 <attribute arch="maxsp" editor="direction" type="list_direction">
3901 If set, the rune will cast it's containing spell (if any) in
3902 this &lt;direction&gt;.In most cases this appears useless because
3903 the spell directly hits the player.
3904 </attribute>
3905 <attribute arch="race" editor="summon monster" type="string">
3906 If this is set to the arch name of any monster, together with
3907 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3908 of those on detonation. (dam and attacktype will still be ignored
3909 in this case). Runes are even capable of summoning multi-square
3910 monsters, given enough space. You'd better test it though.
3911 </attribute>
3912 <attribute arch="maxhp" editor="summon amount" type="int">
3913 This should only be set to a summoning rune. It will then summon
3914 that many creatures of the kind &lt;summon monster&gt;.
3915 </attribute>
3916 </section>
3917 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3918 When the rune detonates, this text is displayed to the
3919 victim. For especially powerful runes, create an appropriate
3920 thrilling description. ;)
3921 </attribute>
3922 </type>
3923
3924 <!--####################################################################-->
3925 <type number="106" name="Savebed">
3926 <ignore>
3927 <ignore_list name="non_pickable" />
3928 </ignore>
3929 <description><![CDATA[
3930 When the player applies a savebed, he is not only saved. Both his
3931 respawn-after-death and his word-of-recall positions are pointing
3932 to the last-applied savebed.]]>
3933 </description>
3934 <use><![CDATA[
3935 Put savebed locations in towns, do not put them into dungeons.
3936 It is absolutely neccessary that a place with savebeds is 100% secure.
3937 That means:
3938 <UL>
3939 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3940 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3941 <LI> Insert a reliable exit! Make sure there is no possibility that
3942 players get trapped in a savebed location.
3943 <LI> If possible, mark the whole site as no-spell area (Insert this
3944 arch called "dungeon_magic" everywhere). This is not required,
3945 but it makes the place much more safe.
3946 </UL>]]>
3947 </use>
3948 <attribute arch="no_pick" value="1" type="fixed" />
3949 <attribute arch="no_magic" value="1" type="fixed" />
3950 <attribute arch="damned" value="1" type="fixed" />
3951 </type>
3952
3953 <!--####################################################################-->
3954 <type number="111" name="Scroll">
3955 <ignore>
3956 <attribute arch="title" />
3957 </ignore>
3958 <description><![CDATA[
3959 Scrolls contain spells (similar to spell-potions). Unlike potions,
3960 scrolls require a certain literacy skill to read successfully.
3961 Accordingly, for a successful reading, a small amount of
3962 experience is gained. Scrolls allow only one time usage, but
3963 usually they are sold in bulks.]]>
3964 </description>
3965 <use><![CDATA[
3966 For low level quests, scrolls of healing/curing-spells
3967 can be a nice reward. At higher levels, scrolls become less
3968 and less useful.]]>
3969 </use>
3970 <attribute arch="level" editor="casting level" type="int">
3971 The spell of the scroll will be casted at this level.
3972 This value should always be set, at least to 1.
3973 </attribute>
3974 <attribute arch="sp" editor="spell" type="spell">
3975 When a player/monster applies this scroll, the selected &lt;spell&gt;
3976 will be casted (once). This should work for any given spell.
3977 </attribute>
3978 <attribute arch="startequip" editor="godgiven item" type="bool">
3979 A godgiven item vanishes as soon as the player
3980 drops it to the ground.
3981 </attribute>
3982 </type>
3983
3984 <!--####################################################################-->
3985 <type number="33" name="Shield">
3986 <import_type name="Amulet" />
3987 <description><![CDATA[
3988 Wearing a shield, the object's stats will directly be inherited to
3989 the player. Shields usually provide good defense, only surpassed
3990 by brestplate armour. Resistances on shields aren't uncommon either.]]>
3991 </description>
3992 <use><![CDATA[
3993 Feel free to create your own special artifacts. However, it is very
3994 important that you keep your artifact in balance with existing maps.]]>
3995 </use>
3996 <attribute arch="magic" editor="magic bonus" type="int">
3997 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3998 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3999 than direct armour-class bonus on the shield.
4000 </attribute>
4001 </type>
4002
4003 <!--####################################################################-->
4004 <type number="14" name="Shooting Weapon">
4005 <description><![CDATA[
4006 Shooting weapons like bows/crossbows are used to shoot projectiles
4007 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4008 wielded both at the same time. Like with any other equipment,
4009 stats/bonuses from shooting weapons are directly inherited to the player.
4010 <br><br>
4011 It's very easy to add new pairs of weapons &amp; projectiles.
4012 Just set matching &lt;ammunition class&gt; both for shooting
4013 weapon and projectile.]]>
4014 </description>
4015 <use><![CDATA[
4016 Shooting weapons should not add bonuses in general. There's already
4017 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4018 Shooting weapons should especially not add bonuses to the player
4019 that have nothing to do with schooting. A Wisdom bonus on a bow
4020 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4021 - still crap.]]>
4022 </use>
4023 <attribute arch="race" editor="ammunition class" type="string">
4024 Only projectiles with matching &lt;ammunition class&gt; can be fired
4025 with this weapon. For normal bows set "arrows", for normal
4026 crossbows set "crossbow bolts".
4027
4028 In certain cases, the ammunition class is displayed in the game.
4029 Hence, when you create a new ammunition class, choose an
4030 intuitive name like "missiles", "spirit bolts" - whatever.
4031 </attribute>
4032 <attribute arch="sp" editor="shooting speed" type="int">
4033 After shooting a projectile, the player is frozen for a short
4034 period of time (to prevent shooting arrows machine-gun-like).
4035 The greater &lt;shooting speed&gt;, the shorter this period of time.
4036 1 is minimum (=worst) and 100 is maximum (=best) value.
4037
4038 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4039 SET IT TO ZERO! (That would freeze the player for eternety).
4040 </attribute>
4041 <attribute arch="dam" editor="base damage" type="int">
4042 The &lt;base damage&gt; significantly affects the damage done
4043 by using this weapon. This damage is added to the projectile
4044 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4045 according to the player's strength is added.
4046 </attribute>
4047 <attribute arch="wc" editor="weaponclass" type="int">
4048 This value is supposed to be the base &lt;weaponclass&gt;,
4049 but it seems to have rather little effect.
4050 High values are good here, low values bad.
4051 </attribute>
4052 <attribute arch="item_power" editor="item power" type="int">
4053 The &lt;item power&gt; value measures how "powerful" an artifact is.
4054 Players will only be able to wear equipment with a certain total
4055 amount of &lt;item power&gt;, depending on their own level. This is the
4056 only way to prevent low level players to wear "undeserved" equipment
4057 (like gifts from other players or cheated items).
4058
4059 It is very important to adjust the &lt;item power&gt; value carefully
4060 for every artifact you create! If zero/unset, the Deliantra server will
4061 calculate a provisional value at runtime, but this is never
4062 going to be an accurate measurement of &lt;item power&gt;.
4063 </attribute>
4064 <attribute arch="no_strength" editor="ignore strength" type="bool">
4065 Usually the player's strentgh takes effect on the damage
4066 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4067 the player's strength is ignored.
4068 </attribute>
4069 <attribute arch="damned" editor="damnation" type="bool">
4070 A damned shooting weapon cannot be unwielded unless
4071 the curse is removed. Removing damnations is
4072 a tick harder than removing curses.
4073 </attribute>
4074 <attribute arch="cursed" editor="curse" type="bool">
4075 A cursed shooting weapon cannot be unwielded unless
4076 the curse is removed.
4077 </attribute>
4078 <attribute arch="unique" editor="unique item" type="bool">
4079 Unique items exist only one time on a server. If the item
4080 is taken, lost or destroyed - it's gone for good.
4081 </attribute>
4082 <attribute arch="startequip" editor="godgiven item" type="bool">
4083 A godgiven item vanishes as soon as the player
4084 drops it to the ground.
4085 </attribute>
4086 <section name="stats">
4087 <attribute arch="Str" editor="strength" type="int">
4088 The player's strentgh will rise/fall by the given value
4089 while wearing this shooting weapon.
4090 </attribute>
4091 <attribute arch="Dex" editor="dexterity" type="int">
4092 The player's dexterity will rise/fall by the given value
4093 while wearing this shooting weapon.
4094 </attribute>
4095 <attribute arch="Con" editor="constitution" type="int">
4096 The player's constitution will rise/fall by the given value
4097 while wearing this shooting weapon.
4098 </attribute>
4099 <attribute arch="Int" editor="intelligence" type="int">
4100 The player's intelligence will rise/fall by the given value
4101 while wearing this shooting weapon.
4102 </attribute>
4103 <attribute arch="Pow" editor="power" type="int">
4104 The player's power will rise/fall by the given value
4105 while wearing this shooting weapon.
4106 </attribute>
4107 <attribute arch="Wis" editor="wisdom" type="int">
4108 The player's wisdom will rise/fall by the given value while
4109 wearing this shooting weapon.
4110 </attribute>
4111 <attribute arch="Cha" editor="charisma" type="int">
4112 The player's charisma will rise/fall by the given value
4113 while wearing this shooting weapon.
4114 </attribute>
4115 </section>
4116 <section name="bonus">
4117 <attribute arch="luck" editor="luck bonus" type="int">
4118 With positive luck bonus, the player is more likely to
4119 succeed in all sorts of things (spellcasting, praying,...).
4120 Unless the &lt;luck bonus&gt; is very high, the effect will be
4121 barely visible in-game. Luck bonus on one piece of equipment
4122 should never exceed 3, and such bonus should not be too
4123 frequently available.
4124 </attribute>
4125 <attribute arch="magic" editor="magic bonus" type="int">
4126 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4127 I'm not sure what exactly is increased - maybe weaponclass?
4128 However, &lt;magic bonus&gt; seems to have a little bit of positive
4129 influence on your chance to hit.
4130 </attribute>
4131 </section>
4132 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4133 This text describes the weapons's "story". Every decent artifact weapon
4134 should have such a description.
4135 </attribute>
4136 </type>
4137
4138 <!--####################################################################-->
4139 <type number="68" name="Shop Floor">
4140 <ignore>
4141 <ignore_list name="non_pickable" />
4142 </ignore>
4143 <description><![CDATA[
4144 Shop floor is used for shops. It acts like a combination of the
4145 common floor- and the treasure type: When the map is loaded,
4146 randomitems (depending on the setings) are generated on it.
4147 These items are all flagged as unpaid.
4148 When a player drops an item onto shop floor, the item becomes
4149 unpaid and the player receives payment according to the item's
4150 selling-value.
4151 Shopfloor always prevents magic (To hinder players from burning
4152 or freezing the goods).]]>
4153 </description>
4154 <use><![CDATA[
4155 Tile your whole shop-interior space which shop floor.
4156 (That assures players receive payment for dropping items).
4157 Place shop mats to enter/leave the shop, and make sure
4158 there is no other exit than the shop mat.]]>
4159 </use>
4160 <attribute arch="is_floor" value="1" type="fixed" />
4161 <attribute arch="no_pick" value="1" type="fixed" />
4162 <attribute arch="no_magic" value="1" type="fixed" />
4163 <attribute arch="auto_apply" editor="generate goods" type="bool">
4164 If enabled, items will appear on this square when the map is loaded.
4165 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4166 are generated. The items will be unpaid.
4167 </attribute>
4168 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4169 This entry determines what kind of treasure will appear, when
4170 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4171 for details about existing treasurelists.
4172 </attribute>
4173 <attribute arch="exp" editor="quality level" type="int">
4174 The &lt;quality level&gt; will be used for the quality of the generated
4175 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4176 doesn't need to be set, unless you want extraordinarily good/bad
4177 quality. If you want to make a shop with very high quality, meaybe
4178 charge an entrance fee, or make the shop hard-to-come-by.
4179 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4180 and appearance of artifact-items.
4181 </attribute>
4182 <attribute arch="damned" editor="no prayers" type="bool">
4183 If enabled, it is impossible for players to use prayers
4184 on that spot. It also prevents players from saving.
4185 (Remember that &lt;no magic&gt; is always set for shop floors.)
4186 </attribute>
4187 </type>
4188
4189 <!--####################################################################-->
4190 <type number="69" name="Shop Mat">
4191 <ignore>
4192 <ignore_list name="non_pickable" />
4193 </ignore>
4194 <description><![CDATA[
4195 Shop mats are used for entering/leaving shops. You should always
4196 have exactly TWO shop mats on your shop-map: One inside the
4197 "shopping-area" and one outside. Shop mats don't use exit paths/
4198 or -destinations. When stepping onto a shopmat the player gets beamed
4199 to the nearest other mat. If the player has unpaid items in his
4200 inventory, the price gets charged from his coins automatically.
4201 If the player has insufficient coins to buy his unpaid items, he
4202 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4203 </description>
4204 <use><![CDATA[
4205 As stated above, always place TWO shop mats into your shop.
4206 Not more and not less than that.]]>
4207 </use>
4208 <attribute arch="no_pick" value="1" type="fixed" />
4209 &move_on;
4210 </type>
4211
4212 <!--####################################################################-->
4213 <type number="98" name="Sign &amp; MagicMouth">
4214 <ignore>
4215 <ignore_list name="non_pickable" />
4216 </ignore>
4217 <description><![CDATA[
4218 The purpose of a sign or magic_mouth is to display a certain message to
4219 the player. There are three ways to have the player get this message:
4220 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4221 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4222 </description>
4223 <use><![CDATA[
4224 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4225 some true roleplay feeling to your maps, support your storyline or give
4226 hints about hidden secrets/dangers. Place signs to provide the player
4227 with all kinds of useful information for getting along in your maps.]]>
4228 </use>
4229 <attribute arch="connected" editor="connection" type="string">
4230 When a connection value is set, the message will be printed whenever
4231 the connection is triggered. This should be used in combination with
4232 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4233 If activating your magic_mouth this way, the message will not only be
4234 printed to one player, but all players on the current map.
4235 </attribute>
4236 &activate_on;
4237 &move_on;
4238 <attribute arch="food" editor="counter" type="int">
4239 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4240 (printing the message) only that many times. For signs this really shouldn't
4241 be used, while for magic_mouths it is extremely helpful.
4242 Monsters walking over the magic_mouth do not decrease the counter.
4243
4244 Often, you might want to have a message displayed only one time. For example:
4245 The player enters your map and you put a magic_mouth to tell him about the
4246 monsters and how dangerous they look and all. Later, when all the monsters
4247 are killed and the player leaves the map, displaying the same message a
4248 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4249 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4250 </attribute>
4251 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4252 This text will be displayed to the player.
4253 </attribute>
4254 </type>
4255
4256 <type number="150" name="Shop Inventory">
4257 <ignore>
4258 <ignore_list name="non_pickable" />
4259 </ignore>
4260 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4261 </description>
4262 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4263 </use>
4264 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4265 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4266 the map that will be searched for unpaid items.
4267 </attribute>
4268 </type>
4269
4270 <!--####################################################################-->
4271 <type number="43" name="Skill">
4272 <ignore>
4273 <ignore_list name="system_object" />
4274 </ignore>
4275 <description><![CDATA[
4276 Skills are objects which exist in the player/monster inventory.
4277 Both NPC/monsters and players use the same skill archetypes. Not all skills
4278 are enabled for monster use however.]]>
4279 </description>
4280 <use><![CDATA[
4281 For mapmaking, Skill objects serve two purposes:
4282 <p>First, the predefined skill archtypes (in the 'skills' directory)
4283 can be seen as the global skill definitions. A skill which doesn't
4284 exists as an archtype cannot be learned or used by players. When you
4285 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4286 of defined skill archtypes, because those strings are used as a reference in
4287 many skill-related objects.
4288 </p><p>
4289 Secondly, in order to enable monsters to use skills, you will need to
4290 copy default skill archtypes into the monsters' inventories.
4291 You can even customize the skills by changing stats. It is not
4292 recommended however, to use skills in your maps which are totally
4293 unrelated to any predefined skill archtype.</p>]]>
4294 </use>
4295 <attribute arch="invisible" value="1" type="fixed" />
4296 <attribute arch="no_drop" value="1" type="fixed" />
4297 <attribute arch="skill" editor="skill name" type="string">
4298 The &lt;skill name&gt; is used for matchings. When a usable
4299 object has an identical &lt;skill name&gt;, players
4300 (or monsters) will need this skill to apply/use the object.
4301 </attribute>
4302 <attribute arch="expmul" editor="exp multiplier" type="float">
4303 This is the ratio of experience the players total should increase by
4304 when this skill is used. If this is zero, then experience only goes to
4305 to the skill. Values higher than 1 are allowed. Note that experience
4306 rewarded to the players total is in addition to that given to the
4307 skill. Eg, if player should get 500 exp for using a skill, and
4308 expmul is 1, the player will get 500 added to that skill as well as
4309 500 to their total.
4310 </attribute>
4311 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4312 The &lt;skill type&gt; defines the base functionality of the skill.
4313 Skill types are hardcoded in the Deliantra server. It isn't hard to
4314 create new skill types, but it requires a bit of server-coding.
4315 </attribute>
4316 <attribute arch="level" editor="level" type="int">
4317 </attribute>
4318 <attribute arch="exp" editor="experience" type="int">
4319 </attribute>
4320 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4321 The &lt;is native skill&gt; flag has an effect only when this
4322 skill object is placed in the inventory of a monster (or player).
4323 If it is set, the monster or player knows the skill natively, which
4324 means he does not need a skill tool to use it.
4325 </attribute>
4326 </type>
4327
4328 <!--####################################################################-->
4329 <type number="130" name="Skill Scroll">
4330 <description><![CDATA[
4331 By reading a skill scroll, a player has a chance to learn the
4332 contained skill.]]>
4333 </description>
4334 <use><![CDATA[
4335 Skill scrolls are very much sought for by players. Currently,
4336 all skill scrolls are sold in shops randomly, which is in fact not
4337 a good system. It would be nice to have some cool quests with
4338 skill scrolls rewarded at the end.]]>
4339 </use>
4340 <attribute arch="race" value="scrolls" type="fixed" />
4341 <attribute arch="skill" editor="skill name" type="string">
4342 The &lt;skill name&gt; matches the skill object that can
4343 be learned from this scroll.
4344 </attribute>
4345 </type>
4346
4347 <!--####################################################################-->
4348 <type number="21" name="Special Key">
4349 <ignore>
4350 <attribute arch="material" />
4351 </ignore>
4352 <description><![CDATA[
4353 When carrying the appropriate special key, a locked door can
4354 be opened. The key will dissapear.
4355 <br><br>
4356 This object-type can also be used for "passport"-like items:
4357 When walking onto an invetory checker, a gate for example might
4358 get opened. The "passport" will stay in the player's inventory.]]>
4359 </description>
4360 <use><![CDATA[
4361 How to make a "passport": You take the special key arch
4362 (archetype name is "key2"), set the face to something like
4363 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4364 certainly must match with the appropiate inventory checker.
4365 <br><br>
4366 Of course you can be creative with names and faces of
4367 key-objects. A "mysterious crystal" or a "big dragon claw"
4368 (with appropriate faces) appear more interesting than just
4369 a "strange key", or "passport".]]>
4370 </use>
4371 <attribute arch="slaying" editor="key string" type="string">
4372 This string must be identical with the &lt;key string&gt; in the
4373 locked door, then it can be unlocked. It can also be used
4374 to trigger inventory checkers.
4375 </attribute>
4376 <attribute arch="material" editor="material" type="bitmask_material">
4377 For Special Keys, material should always be unset or set
4378 to Adamantite. This prevents the key from getting
4379 burned or otherwise destroyed.
4380 </attribute>
4381 <attribute arch="unique" editor="unique item" type="bool">
4382 Unique items exist only one time on a server. If the item
4383 is taken, lost or destroyed - it's gone for good.
4384
4385 This can be used if you want to sell apartments on your
4386 map: Simply sell a unique passport/key, and place
4387 an inventory checker at the entrance of your apartment.
4388 </attribute>
4389 <attribute arch="startequip" editor="godgiven item" type="bool">
4390 A godgiven item vanishes as soon as the player
4391 drops it to the ground.
4392 </attribute>
4393 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4394 This will add a description to the object. The player can read
4395 this text by clicking on the item in his inventory. Use this
4396 message to describe what the key/passport is good for. A player
4397 might have 50 different keys on his key-ring. Don't expect
4398 players to recall their purpose just by their names.
4399 </attribute>
4400 </type>
4401
4402 <!--####################################################################-->
4403 <type number="101" name="Spell">
4404 <ignore>
4405 <ignore_list name="system_object" />
4406 </ignore>
4407 <description><![CDATA[
4408 Spell objects define a spell. When a spell is put in a spellbook,
4409 players can learn it by reading the book. Once learned, players
4410 can use the spell as often as they like. With increasing skill level
4411 of the player, spells may gain power but also increase cost.<br>
4412 Monsters can use spells which are put in their inventory (provided
4413 that certain "enabling" settings are correct). The monster's
4414 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4415 </description>
4416 <use><![CDATA[
4417 A lot of the spells' settings can be tuned and customized.
4418 When creating new spells which are accessible to players, it is
4419 important to think about balance. A single spell which is too
4420 powerful and/or too easy to use can eventually toss the whole skill
4421 and magic school system out of whack. Testing new spells is
4422 quite important therefore.]]>
4423 </use>
4424 <attribute arch="no_drop" value="1" type="fixed" />
4425 <attribute arch="invisible" value="1" type="fixed" />
4426 <attribute arch="skill" editor="skill name" type="string">
4427 The &lt;skill name&gt; matches the skill which is needed
4428 to cast this spell. This should be one out of "sorcery",
4429 "pyromancy", "evocation", "summoning" or "praying".
4430 If you want to fiddle with these, please take care not
4431 to upset the concept and balance of the various skills.
4432 </attribute>
4433 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4434 The &lt;spell type&gt; defines the basic type of spell.
4435 Some of these types are of a more generic nature than others.
4436 </attribute>
4437 <attribute arch="level" editor="spell level" type="int">
4438 </attribute>
4439 <attribute arch="casting_time" editor="casting time" type="int">
4440 </attribute>
4441 <attribute arch="duration" editor="duration" type="int">
4442 </attribute>
4443 <attribute arch="other_arch" editor="create object" type="string">
4444 </attribute>
4445 <attribute arch="sp" editor="cost spellpoints" type="int">
4446 </attribute>
4447 <attribute arch="grace" editor="cost grace" type="int">
4448 </attribute>
4449 <attribute arch="maxsp" editor="double cost per level" type="int">
4450 </attribute>
4451 </type>
4452
4453 <!--####################################################################-->
4454 <type number="85" name="Spellbook">
4455 <description><![CDATA[
4456 By reading a spellbook, the player has a chance of learning the
4457 contained spell. Once learned from a book, the spell is available
4458 forever. Spellbooks with high level spells require some skill-level
4459 to read.<br><br>
4460 You can create widely customized spells only by adjusting the
4461 spell object in the spellbooks inventory. Refer to the description
4462 of spell objects for detailed information how to customize spells.<br>
4463 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4464 with a compilation of spells that the book may contain.]]>
4465 </description>
4466 <use><![CDATA[
4467 Don't put any of the godgiven spells into a spellbook! These are
4468 reserved for the followers of the appropriate cults. Handing them
4469 out in a spellbook would violate the balance between different religions.
4470 <br><br>
4471 Note that there is no fundamental difference between the spellbooks
4472 of varying schools (pyromancy, sorcery, evocation, summoning, and
4473 even praying). The difference lies only in the spells they contain.
4474 It is up to you, the mapmaker, to pick the right type of book
4475 for your spells.]]>
4476 </use>
4477 <attribute arch="skill" value="literacy" type="fixed" />
4478 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4479 There are two ways to put spells into a spellbook:
4480 1. Put a spell object in the books inventory. In this case,
4481 treasurelist must be set to &lt;none&gt;.
4482 2. Choose a treasurelist which contains spells.
4483 In that way, a spell will be chosen randomly from the list.
4484 </attribute>
4485 <attribute arch="startequip" editor="godgiven item" type="bool">
4486 A godgiven item vanishes as soon as the player
4487 drops it to the ground.
4488 </attribute>
4489 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4490 This text may contain a nice description
4491 of the spellbook's cover or something.
4492 </attribute>
4493 </type>
4494
4495 <!--####################################################################-->
4496 <type number="90" name="Spinner">
4497 <ignore>
4498 <ignore_list name="non_pickable" />
4499 </ignore>
4500 <description><![CDATA[
4501 Spinners change the direction of spell objects and other projectiles
4502 that fly past. Unlike directors, it does make a difference from what
4503 angle you shoot into the spinner. The direction of objects flying past
4504 is always changed by a certain degree.]]>
4505 </description>
4506 <use><![CDATA[
4507 Spinners are very rarely used. I believe they are quite
4508 confusing and pointless. The only use I can think of is building
4509 some puzzle about where to shoot into spinners to shoot somewhere you
4510 otherwise couldn't.
4511
4512 When placing spinners on a map with magic walls, make sure the spell-
4513 projectiles from magic walls don't get to fly in loops.]]>
4514 </use>
4515 <attribute arch="sp" editor="direction number" type="int">
4516 The spinner will change the direction of flying objects by
4517 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4518 positive values counter clockwise.
4519
4520 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4521 </attribute>
4522 &move_on;
4523 </type>
4524
4525 <!--####################################################################-->
4526 <type number="138" name="Swamp">
4527 <ignore>
4528 <ignore_list name="non_pickable" />
4529 </ignore>
4530 <description><![CDATA[
4531 Swamp areas show a special behaviour:
4532 When a player stands still on a swamp-square for too long,
4533 he will start to sink in and eventually drown and die.
4534 Items dropped on the swamp sink in and dissapear.
4535 Players with knowledge of the woodsman skill are a lot less likely
4536 to die in the swamp.]]>
4537 </description>
4538 <attribute arch="is_floor" value="1" type="fixed" />
4539 <attribute arch="is_wooded" value="1" type="fixed" />
4540 <attribute arch="speed" editor="drowning speed" type="float">
4541 The higher the &lt;drowning speed&gt;, the faster will players and items
4542 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4543 and unexpected death-trap. Players should get a warning before such areas.
4544 </attribute>
4545 &speed_left;
4546 &move_on;
4547 &movement_types_terrain;
4548 <attribute arch="no_magic" editor="no spells" type="bool">
4549 If enabled, it is impossible for players to use (wizard-)
4550 spells on that spot.
4551 </attribute>
4552 <attribute arch="damned" editor="no prayers" type="bool">
4553 If enabled, it is impossible for players to use prayers
4554 on that spot. It also prevents players from saving.
4555 </attribute>
4556 </type>
4557
4558 <!--####################################################################-->
4559 <type number="41" name="Teleporter">
4560 <ignore>
4561 <ignore_list name="non_pickable" />
4562 </ignore>
4563 <description><![CDATA[
4564 When the player walks into a teleporter, he is transferred to a
4565 different location. The main difference to the object-type exit
4566 is the possibility to have teleporters connected to levers/buttons/etc.
4567 Sometimes teleporters are activated even against the players will.
4568 <br><br>
4569 Unlike exits, teleporters can also transfer items and
4570 monsters to different locations on the same map.]]>
4571 </description>
4572 <use><![CDATA[
4573 When creating maps, I guess sooner or later you'll want to have
4574 an invisible teleporter. If using "invisible 1", the teleporter
4575 can still be discovered with the show_invisible spell. And in
4576 some cases you can't place it under the floor to prevent this.
4577 <br><br>
4578 Fortunately, there is a cool trick to make a perfectly invisible
4579 teleporter: You simply add teleporter functionality to the floor
4580 itself. That means: You take the floor arch (e.g. "flagstone"),
4581 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4582 </use>
4583 <attribute arch="slaying" editor="exit path" type="string">
4584 The exit path specifies the map that the player is transferred to.
4585 &lt;exit path&gt; can be an absolute path, beginning with '/'
4586 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4587 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4588 for example I could use the relative path "Fire1"). Use relative
4589 paths whenever possible! Note that upper/lower case must always be
4590 set correctly. However, please use lower case only.
4591
4592 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4593 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4594 monsters and items. In this case, the destined map is automatically
4595 the same map the teleporter is on.
4596 </attribute>
4597 <attribute arch="hp" editor="destination X" type="int">
4598 The exit destinations define the (x, y)-coordinates where the exit
4599 leads to.
4600
4601 If both are set to zero and &lt;exit path&gt; is empty, the player will
4602 get teleported to another, randomly chosen teleporter on the same
4603 map (Slightly confusing for the player though). Make sure there
4604 actually *is* a second one in that case.
4605
4606 If both are set to zero and &lt;exit path&gt; is set, the player will
4607 be transferred to the "default enter location" of the destined map.
4608 The latter can be set in the map-properties as "Enter X/Y". Though,
4609 please DO NOT use that. It turned out to be a source for numerous
4610 map-bugs.
4611 </attribute>
4612 <attribute arch="sp" editor="destination Y" type="int">
4613 The exit destinations define the (x, y)-coordinates where the exit
4614 leads to.
4615
4616 If both are set to zero and &lt;exit path&gt; is empty, the player will
4617 get teleported to another, randomly chosen teleporter on the same
4618 map (Slightly confusing for the player though). Make sure there
4619 actually *is* a second one in that case.
4620
4621 If both are set to zero and &lt;exit path&gt; is set, the player will
4622 be transferred to the "default enter location" of the destined map.
4623 The latter can be set in the map-properties as "Enter X/Y". Though,
4624 please DO NOT use that. It turned out to be a source for numerous
4625 map-bugs.
4626 </attribute>
4627 <attribute arch="connected" editor="connection" type="string">
4628 If a connection value is set, the teleporter will be activated
4629 whenever the connection is triggered. To use this properly,
4630 &lt;activation speed&gt; must be zero.
4631 </attribute>
4632 &activate_on;
4633 <attribute arch="speed" editor="activation speed" type="float">
4634 If the &lt;activation speed&gt; is nonzero, the teleporter will
4635 automatically be activated in regular time-intervals. Hence, the
4636 player can just step on it and gets teleported sooner or later.
4637 The duration between two activates depends on the given value.
4638 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4639
4640 VERY IMPORTANT: If you want to have your teleporter activated via
4641 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4642 </attribute>
4643 &speed_left;
4644 </type>
4645
4646 <!--####################################################################-->
4647 <type number="26" name="Timed Gate">
4648 <ignore>
4649 <ignore_list name="non_pickable" />
4650 </ignore>
4651 <description><![CDATA[
4652 Gates play an important role in Deliantra. Gates can be opened
4653 by activating a button/trigger, by speaking passwords (-> magic_ear)
4654 or carrying special key-objects (-> inventory checker).
4655 Unlike locked doors, gates can get shut again after a player has
4656 passed, which makes them more practical in many cases. Unlike normal
4657 gates, timed gates open when triggered but automatically close again
4658 after some time.]]>
4659 </description>
4660 <use><![CDATA[
4661 Use gates to divide your maps into separated areas. After solving
4662 area A, the player gains access to area B, and so on. Make your
4663 maps more complex than "one-way".]]>
4664 </use>
4665 <attribute arch="no_pick" value="1" type="fixed" />
4666 <attribute arch="connected" editor="connection" type="string">
4667 Whenever the inventory checker is triggered, all objects with identical
4668 &lt;connection&gt; value get activated. This only makes sense together with
4669 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4670 after some time.
4671 </attribute>
4672 &activate_on;
4673 <attribute arch="wc" editor="position state" type="int">
4674 The &lt;position state&gt; defines the position of the gate:
4675 Zero means completely open/down, the "number of animation-steps" (usually
4676 about 6 or 7) means completely closed/up state. I suggest you don't
4677 mess with this value - Leave the default in place.
4678 </attribute>
4679 &movement_types_terrain;
4680 <attribute arch="no_magic" editor="restrict spells" type="bool">
4681 Restricting the use of spells to pass this gate. This has
4682 an effect only if &lt;block view&gt; is disabled.
4683 </attribute>
4684 <attribute arch="damned" editor="restrict prayers" type="bool">
4685 Restricting the use of prayers to pass this door. This has
4686 an effect only if &lt;block view&gt; is disabled.
4687 </attribute>
4688 <attribute arch="hp" editor="open duration" type="int">
4689 Defines the duration the gate remains closed. This only takes effect
4690 if the gate is not connected.
4691 </attribute>
4692 </type>
4693
4694 <!--####################################################################-->
4695 <type number="155" name="Trap">
4696 <ignore>
4697 <attribute arch="no_pick" />
4698 <attribute arch="title" />
4699 <attribute arch="name_pl" />
4700 <attribute arch="weight" />
4701 <attribute arch="value" />
4702 <attribute arch="material" />
4703 <attribute arch="unpaid" />
4704 </ignore>
4705 <description><![CDATA[
4706 A trap is a object that can either do damage or trigger another connected object
4707 when detonated. Traps are like runes except they are not magical in nature,
4708 and generally have either a physical attack or trigger a reaction.
4709 <br><br>
4710 Traps hit any monster or person who steps on them for 'dam' damage in
4711 'attacktype' attacktype and/or trigger a reaction.
4712 <br><br>
4713 Many traps are already defined in the archetypes.]]>
4714 </description>
4715 <use><![CDATA[
4716 Avoid monsters stepping on your traps. For example, a party of orcs setting
4717 off your lightning wall and pit trap is usually a bad idea.]]>
4718 </use>
4719 <attribute arch="no_pick" value="1" type="fixed" />
4720 &move_on;
4721 <attribute arch="level" editor="trap level" type="int">
4722 Level effects how easily a trap may be found and disarmed, and
4723 how much experience the player gets for doing so. Beware: High level
4724 traps can be quite a cheap source of experience! So either make them
4725 tough, or keep the level low.
4726 </attribute>
4727 <attribute arch="Cha" editor="visibility" type="int">
4728 This value determines what fraction of the time the trap is visible:
4729 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4730 how easily the trap may be found.
4731 </attribute>
4732 <attribute arch="hp" editor="number of charges" type="int">
4733 The trap will detonate &lt;number of charges&gt; times before disappearing.
4734 </attribute>
4735 <attribute arch="dam" editor="direct damage" type="int">
4736 &lt;direct damage&gt; specifies how much damage is done by the trap.
4737 This should be set in reasonable relation to the trap's level.
4738 </attribute>
4739 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4740 This attribute defines what attacktype to use for direct damage when
4741 the trap detonates.
4742 </attribute>
4743 <attribute arch="connected" editor="connection" type="string">
4744 When the trap is detonated, all objects with the same
4745 connection value get activated.
4746 </attribute>
4747 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4748 When the trap detonates, this text is displayed to the
4749 victim. For especially powerful or complex traps, create an appropriate
4750 and thrilling description. ;)
4751 </attribute>
4752 </type>
4753
4754 <!--####################################################################-->
4755 <type number="95" name="Trapdoor">
4756 <ignore>
4757 <ignore_list name="non_pickable" />
4758 </ignore>
4759 <description><![CDATA[
4760 Trapdoors are very similar to pits. The difference is that they
4761 can not be closed. Instead, the weight of the object on the
4762 trapdoor determines weither it slams the trapdoor open and falls through
4763 or not.<br>
4764 Once a trapdoor has been opened (by a creature or items of sufficient
4765 weight,) it remains open, acting like an opened pit.]]>
4766 </description>
4767 <use><![CDATA[
4768 Trapdoors should be used in the same fashion as pits:
4769 They should always drop the victims to some kind of lower level. They
4770 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4771 </use>
4772 <attribute arch="no_pick" value="1" type="fixed" />
4773 &move_on;
4774 <attribute arch="weight" editor="hold weight" type="int">
4775 This value defines how much weight the trapdoor can hold.
4776 Once items or creatures are gathered on the trapdoor, with
4777 a total weight surpassing this value, then the trapdoor will
4778 open and things start falling through.
4779 </attribute>
4780 <attribute arch="hp" editor="destination X" type="int">
4781 The trapdoor will transport creatures (and items) randomly into
4782 a two-square radius of the destination coordinates.
4783 If the destination square becomes blocked, the trapdoor will act like
4784 being filled up and not work anymore!
4785 </attribute>
4786 <attribute arch="sp" editor="destination Y" type="int">
4787 The trapdoor will transport creatures (and items) randomly into
4788 a two-square radius of the destination coordinates.
4789 If the destination square becomes blocked, the trapdoor will act like
4790 being filled up and not work anymore!
4791 </attribute>
4792 </type>
4793
4794 <!--####################################################################-->
4795 <type number="4" name="Treasure">
4796 <ignore>
4797 <attribute arch="nrof" />
4798 <attribute arch="title" />
4799 <attribute arch="name_pl" />
4800 <attribute arch="weight" />
4801 <attribute arch="value" />
4802 <attribute arch="material" />
4803 </ignore>
4804 <description><![CDATA[
4805 A treasure-object turns into certain randomitems when the map is loaded
4806 into the game.]]>
4807 </description>
4808 <use><![CDATA[
4809 About usage of the "random-artifact" treasurelist:
4810 This will generate powerful stuff like girdles, xray helmets, special
4811 swords etc. If you put this as reward to your quest, players might be
4812 motivated to do it more than once. BUT, by doing so they will get a huge
4813 number of different artifacts! Besides, players will always seek the place
4814 with the most easy-to-get random artifact and ignore all others.
4815 My advice: Don't use it! Attract players with good fighting experience
4816 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4817 </use>
4818 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4819 This entry determines what kind of treasure will appear. Look into
4820 /crossfire/share/crossfire/treasures for details about existing
4821 treasurelists.
4822 </attribute>
4823 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4824 "Auto-generate" must be set in order to have the treasure be created
4825 when the map is loaded.
4826 If you want to create a random treasure chest, you unset this flag.
4827 That way, the player has to apply the object (the chest), then the
4828 treasure is generated.
4829 </attribute>
4830 <attribute arch="hp" editor="create number" type="int">
4831 "Create number" specifies how many pieces of the given treasurelist
4832 will appear. Note that for every piece there is a chance that nothing is
4833 generated. Also, sometimes there can be stacks of items generated, like
4834 for gems/money.
4835 </attribute>
4836 <attribute arch="exp" editor="quality level" type="int">
4837 The &lt;quality level&gt; will be used for the quality of the generated
4838 treasure instead of the map difficulty (as was done with shops).
4839 If zero/unset, the map difficulty will instead be used.
4840 (Example for comparison: Shop floors generate treasure of
4841 &lt;quality level&gt; 5 per default).
4842 </attribute>
4843 </type>
4844
4845 <!--####################################################################-->
4846 <type number="52" name="Trigger Marker">
4847 <ignore>
4848 <ignore_list name="system_object" />
4849 </ignore>
4850 <description><![CDATA[
4851 A trigger marker is an object that inserts an invisible force (a mark) into a
4852 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4853 &lt;key string&gt; which can be discovered by detectors or inventory
4854 checkers. It is also possible to use markers for removing marks again.
4855 (by setting the "name" slot to the name of the marker to be removed).
4856 <br><br>
4857 Note that the player has no possibility to "see" his own marks,
4858 except by the effect that they cause on the maps.]]>
4859 </description>
4860 <use><![CDATA[
4861 Markers hold real cool possibilities for map-making. I encourage
4862 you to use them frequently. However there is one negative point
4863 about markers: Players don't "see" what's going on with them. It is
4864 your task, as map-creator, to make sure the player is always well
4865 informed and never confused.
4866 <br><br>
4867 Please avoid infinite markers when they aren't needed. They're
4868 using a little space in the player file after all, so if there
4869 is no real purpose, set an expire time.]]>
4870 </use>
4871 <attribute arch="no_pick" value="1" type="fixed" />
4872 <attribute arch="slaying" editor="key string" type="string">
4873 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4874 If the player already has a force with that &lt;key string&gt;,
4875 there won't be inserted a second one.
4876 </attribute>
4877 <attribute arch="connected" editor="connection" type="string">
4878 Unlike a regular marker this is the connection that triggers this marker to activate.
4879 </attribute>
4880 <attribute arch="food" editor="mark duration" type="int">
4881 This value defines the duration of the force it inserts.
4882 If nonzero, the duration of the player's mark is finite:
4883 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4884 means the mark will stay on the player forever.
4885 </attribute>
4886 <attribute arch="name" editor="delete mark" type="string">
4887 When the player steps onto the marker, all existing forces in
4888 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4889 will be removed. If you don't want to remove any marks, leave
4890 this textfield empty.
4891
4892 Note that the string &lt;delete mark&gt; is set as the name of
4893 this marker. So don't be confused, and remember changing the
4894 name will take effect on the marker's functionality.
4895 </attribute>
4896 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4897 In the moment when the player gets marked, this text is displayed
4898 to him. You should really set a message in any marker you create,
4899 because it's the only way for the player to notice what's going on.
4900 </attribute>
4901 </type>
4902
4903 <!--####################################################################-->
4904 <type number="0" name="Wall">
4905 <required>
4906 <attribute arch="is_floor" value="0" />
4907 <attribute arch="alive" value="0" />
4908 <attribute arch="no_pass" value="1" />
4909 </required>
4910 <ignore>
4911 <attribute arch="nrof" />
4912 <attribute arch="title" />
4913 <attribute arch="name_pl" />
4914 <attribute arch="value" />
4915 <attribute arch="unpaid" />
4916 </ignore>
4917 <description><![CDATA[
4918 Walls usually block passage and sight.]]>
4919 </description>
4920 &movement_types_terrain;
4921 <attribute arch="can_roll" editor="moveable" type="bool">
4922 If set, the object is able to "roll", so it can be pushed around.
4923 This setting is used for boulders and barrels.
4924 </attribute>
4925 <attribute arch="no_magic" editor="restrict spells" type="bool">
4926 This takes effect only with &lt;blocksview&gt; disabled.
4927 Restricting the use of spells to pass this wall.
4928 </attribute>
4929 <attribute arch="damned" editor="restrict prayers" type="bool">
4930 This takes effect only with &lt;blocksview&gt; disabled.
4931 Restricting the use of spells to pass this wall.
4932 </attribute>
4933 </type>
4934
4935 <!--####################################################################-->
4936 <type number="109" name="Wand &amp; Staff">
4937 <description><![CDATA[
4938 Wands contain a certain spell. The player can apply (ready) and
4939 fire the wand. After a defined number of casts, the wand is
4940 "used up". It is possible to recharge a wand with scrolls of
4941 charging, but usually that isn't worth the cost.]]>
4942 </description>
4943 <use><![CDATA[
4944 Wands are quite seldomly used. The reason prolly is that they're
4945 generally not cost-efficient. Handing out high-level wands with
4946 powerful special spells isn't a good idea either, because of
4947 the recharge ability.
4948 <br><br>
4949 For low levels, staffs of healing/cure and word of recall are
4950 quite desirable though. Ideal rewards for low level quests.]]>
4951 </use>
4952 <attribute arch="sp" editor="spell" type="spell">
4953 The &lt;spell&gt; specifies the contained spell.
4954 </attribute>
4955 <attribute arch="level" editor="casting level" type="int">
4956 The &lt;casting level&gt; of the wand determines it's power.
4957 An average level for wands in shops is about 10.
4958 </attribute>
4959 <attribute arch="food" editor="number of charges" type="int">
4960 The wand can be used &lt;number of charges&gt; times before it is
4961 used up. It can be recharged with scrolls of charging.
4962 </attribute>
4963 <attribute arch="startequip" editor="godgiven item" type="bool">
4964 A godgiven item vanishes as soon as the player
4965 drops it to the ground.
4966 </attribute>
4967 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4968 This text may contain a description of the wand.
4969 </attribute>
4970 </type>
4971
4972 <!--####################################################################-->
4973 <type number="0" name="Weak Wall">
4974 <required>
4975 <attribute arch="is_floor" value="0" />
4976 <attribute arch="alive" value="1" />
4977 <attribute arch="tear_down" value="1" />
4978 </required>
4979 <ignore>
4980 <ignore_list name="non_pickable" />
4981 </ignore>
4982 <description><![CDATA[
4983 A weak wall is a breakable spot amidsts a solid wall. Typically
4984 these weak walls look similar to their solid "relatives" except
4985 for a small crack or little chunks of wall on the ground.]]>
4986 </description>
4987 <use><![CDATA[
4988 If you want to create hidden rooms, using weak walls is alot
4989 better than completely indiscernible passages in a wall.<br>
4990 Anyways, there can be a lot more to weak walls than just finding
4991 them: Rising their defensive stats, weak walls can become a
4992 serious obstacle. An ice wall might only be torn down by a fire
4993 attack for example. A granite wall for instance might be very
4994 hard to destroy.]]>
4995 </use>
4996 <attribute arch="alive" value="1" type="fixed" />
4997 <attribute arch="no_pick" value="1" type="fixed" />
4998 <attribute arch="tear_down" value="1" type="fixed" />
4999 <attribute arch="race" editor="race" type="string">
5000 For weak walls, &lt;race&gt; should always be set to "wall",
5001 unless you create something fancy like a building which
5002 is in fact meant to be a huge animal.
5003 Note that shovels slay walls, so they do tripple damage
5004 against weak walls.
5005 </attribute>
5006 <attribute arch="level" editor="level" type="int">
5007 The &lt;level&gt; of a weak wall works similar to monster levels.
5008 Due to the fact that weak walls cannot attack, the level
5009 is much less important though.
5010 </attribute>
5011 <attribute arch="hp" editor="health points" type="int">
5012 The &lt;health points&gt; of a weak wall define how long it takes to
5013 tear it down. With every successful hit from an opponent,
5014 &lt;health points&gt; get drained.
5015 </attribute>
5016 <attribute arch="maxhp" editor="max health" type="int">
5017 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5018 weak wall can have. Since walls generally don't heal, I doubt
5019 this has much real effect.
5020 </attribute>
5021 <attribute arch="ac" editor="armour class" type="int">
5022 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5023 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5024 </attribute>
5025 &resistances_basic;
5026 </type>
5027
5028 <!--####################################################################-->
5029 <type number="15" name="Weapon">
5030 <description><![CDATA[
5031 Wielding a weapon, the object's stats will directly be inherited to the
5032 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5033 be improved with scrolls.]]>
5034 </description>
5035 <use><![CDATA[
5036 If you create artifacts (equipment) with stats- or resistance-bonus:
5037 Keep playbalance in mind! Such items mustn't be reachable without hard
5038 fighting AND questing.]]>
5039 </use>
5040 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5041 This number is a bitmask, specifying the weapon's attacktypes.
5042 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5043 have no more than one or two attacktypes. Keep in mind that all weapons
5044 can be blessed by the player's diety, thus adding an additional attacktype.
5045
5046 When a player hits a monster with a weapon that has more than one attacktype,
5047 then he will do as much damage as the "best" of his attacktypes does. So,
5048 the more attacktypes you've got, the better your chance to take advantage
5049 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5050 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5051 </attribute>
5052 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5053 The &lt;weapontype&gt; characterizes the weapon's type of physical
5054 attack. It could best be considered a "subclassification"
5055 of the physical attacktype. For now, this is only used for
5056 attack messages!
5057
5058 You should always set this correctly when creating new
5059 weapons for your maps.
5060 </attribute>
5061 <attribute arch="skill" editor="skill name" type="string">
5062 Matching &lt;skill name&gt; of the skill that is required
5063 to use this weapon.
5064 </attribute>
5065 <attribute arch="dam" editor="damage" type="int">
5066 The damage value is used as base value for how much damage the weapon
5067 does per hit. The actual damage involves more dependencies,
5068 like wielder's level and defender's level. Look at existing weapons
5069 to get a feel for the range of weapon damage values.
5070 </attribute>
5071 <attribute arch="slaying" editor="slaying race" type="string">
5072 Slaying means the weapon does tripple (3x) damage to monsters of the
5073 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5074 only monsters of that archtype are hit with tripple damage.
5075
5076 No god blessings are possible for weapons with a race set in this entry
5077 (That's because god blessings add tripple damage against their own
5078 enemy races). Tripple damage is very effective.
5079 </attribute>
5080 <attribute arch="last_sp" editor="weapon speed" type="int">
5081 The weapon speed determines how often the wielder can swing the weapon
5082 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5083 is best (that is lightning- fast). A typical average value is 8.
5084 Speed and damage should be kept in reasonable relation.
5085 </attribute>
5086 <attribute arch="wc" editor="weapon class" type="int">
5087 The weapon class value adds to the overall weapon class of the wielder's
5088 melee attacks. Weapon class improves the chance of hitting the opponent.
5089 </attribute>
5090 <attribute arch="magic" editor="magic bonus" type="int">
5091 For a weapon, magic bonus works just like weapon class, except that
5092 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5093 less useful than direct weapon class value on a weapon.
5094 </attribute>
5095 <attribute arch="item_power" editor="item power" type="int">
5096 The &lt;item power&gt; value measures how "powerful" an artifact is.
5097 Players will only be able to wear equipment with a certain total
5098 amount of &lt;item power&gt;, depending on their own level. This is the
5099 only way to prevent low level players to wear "undeserved" equipment
5100 (like gifts from other players or cheated items).
5101
5102 It is very important to adjust the &lt;item power&gt; value carefully
5103 for every artifact you create! If zero/unset, the Deliantra server will
5104 calculate a provisional value at runtime, but this is never
5105 going to be an accurate measurement of &lt;item power&gt;.
5106 </attribute>
5107 <attribute arch="damned" editor="damnation" type="bool">
5108 A damned weapon cannot be unwielded unless
5109 the curse is removed. Removing damnations is
5110 a tick harder than removing curses.
5111 </attribute>
5112 <attribute arch="cursed" editor="curse" type="bool">
5113 A cursed weapon cannot be unwielded unless
5114 the curse is removed.
5115 </attribute>
5116 <attribute arch="lifesave" editor="save life" type="bool">
5117 An item with this flag enabled will save the players life
5118 for one time: When the player is wearing this item and his
5119 health points reach zero, the item disappears, replenishing
5120 half of the player's health.
5121
5122 An item with &lt;save life&gt; should not have
5123 any decent additional bonuses!
5124 </attribute>
5125 <attribute arch="unique" editor="unique item" type="bool">
5126 Unique items exist only one time on a server. If the item
5127 is taken, lost or destroyed - it's gone for good.
5128 </attribute>
5129 <attribute arch="startequip" editor="godgiven item" type="bool">
5130 A godgiven item vanishes as soon as the player
5131 drops it to the ground.
5132 </attribute>
5133 &player_stat_resist_sections;
5134 <section name="misc">
5135 <attribute arch="luck" editor="luck bonus" type="int">
5136 With positive luck bonus, the player is more likely to
5137 succeed in all sorts of things (spellcasting, praying,...).
5138 Unless the &lt;luck bonus&gt; is very high, the effect will be
5139 barely visible in-game. Luck bonus on one piece of equipment
5140 should never exceed 3, and such bonus should not be too
5141 frequently available.
5142 </attribute>
5143 <attribute arch="hp" editor="health regen." type="int">
5144 Positive &lt;health regen.&gt; bonus speeds up the
5145 player's healing process. Negative values slow it down.
5146 </attribute>
5147 <attribute arch="sp" editor="mana regen." type="int">
5148 Positive &lt;mana regen.&gt; bonus speeds up the
5149 player's mana regeneration. Negative values slow it down.
5150 </attribute>
5151 <attribute arch="grace" editor="grace regen." type="int">
5152 Positive &lt;grace regen.&gt; bonus speeds up the
5153 player's grace regeneration. Negative values slow it down.
5154 Since grace can be regenerated rather easy with praying,
5155 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5156 </attribute>
5157 <attribute arch="food" editor="food bonus" type="int">
5158 Positive &lt;food bonus&gt; slows down the player's digestion,
5159 thus he consumes less food. Negative values speed it up.
5160
5161 Note that food is consumed not only for "being alive", but
5162 also for healing and mana-regeneration.
5163 &lt;food bonus&gt; only affects the amount of food consumed
5164 for "being alive". Hence, even with high &lt;food bonus&gt;,
5165 during a fight a player can run out of food quickly.
5166 </attribute>
5167 <attribute arch="xrays" editor="xray vision" type="bool">
5168 Xray vision allows the player to see through obstacles
5169 in a two-square-wide radius. This is extremely helpful and
5170 desirable, so don't give it away for cheap on equipment.
5171 </attribute>
5172 <attribute arch="stealth" editor="stealth" type="bool">
5173 Stealth allows the player to move silently.
5174 This comes to effect if a player turns himself
5175 invisible and tries to sneak around monsters.
5176 (At least that was the idea behind it)
5177 </attribute>
5178 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5179 If a player is wearing any piece of equipment with
5180 the ability to &lt;reflect spells&gt;, all kinds of
5181 spell-bullets and -beams will bounce off him.
5182 This works only about 90% of all times, to
5183 avoid players being completely immune to certain
5184 types of attacks.
5185
5186 This is a very powerful ability and it
5187 shouldn't be handed out cheap!
5188 </attribute>
5189 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5190 If a player is wearing any piece of equipment with
5191 the ability to &lt;reflect missiles&gt;, all kinds of
5192 projectiles (e.g. arrows, bolts, boulders) will
5193 bounce off him. This works only about 90% of all
5194 times, to avoid players being completely immune to
5195 certain types of attacks.
5196 </attribute>
5197 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5198 Click on the &lt;attuned paths&gt; button to select spellpaths.
5199 The player will get attuned to the specified spellpaths
5200 while wearing this weapon.
5201 </attribute>
5202 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5203 Click on the &lt;repelled paths&gt; button to select spellpaths.
5204 The player will get repelled to the specified spellpaths
5205 while wearing this weapon.
5206 </attribute>
5207 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5208 Click on the &lt;denied paths&gt; button to select spellpaths.
5209 The specified spellpaths will be denied to the player
5210 while wearing this weapon.
5211 </attribute>
5212 </section>
5213 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5214 This text describes the weapons's "story". Every decent artifact weapon
5215 should have such a description.
5216 </attribute>
5217 </type>
5218
5219 <type number="116" name="Event Connector">
5220 <description><![CDATA[
5221 Event connectors link specific events that happen to objects to
5222 a crossfire plug-in. They are not used at all in Deliantra.]]>
5223 </description>
5224 </type>
5225
5226 </types>