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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.61
Committed: Tue Mar 9 15:20:01 2010 UTC (14 years, 2 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.60: +14 -0 lines
Log Message:
added unique and buildable flags.

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 <attribute arch="unique" editor="unique" type="bool">
729 Unique items exist only one time on a server. If the item
730 is taken, lost or destroyed - it's gone for good.
731 </attribute>
732 </default_type>
733
734 <!-- This ignorelist is for all system objects which are non pickable
735 and invisible. They don't interact with players at all. -->
736 <ignore_list name="system_object">
737 <attribute arch="value" />
738 <attribute arch="nrof" />
739 <attribute arch="weight" />
740 <attribute arch="name_pl" />
741 <attribute arch="material" />
742 <attribute arch="no_pick" />
743 <attribute arch="unpaid" />
744 <attribute arch="title" />
745 <attribute arch="glow_radius" />
746 <attribute arch="identified" />
747 <attribute arch="blocksview" />
748 <attribute arch="invisible" />
749 </ignore_list>
750
751 <!-- This ignorelist is for non-pickable objects. They can be seen by
752 the player, but don't have values like material or weight. -->
753 <ignore_list name="non_pickable">
754 <attribute arch="value" />
755 <attribute arch="nrof" />
756 <attribute arch="weight" />
757 <attribute arch="name_pl" />
758 <attribute arch="material" />
759 <attribute arch="no_pick" />
760 <attribute arch="unpaid" />
761 <attribute arch="title" />
762 <attribute arch="identified" />
763 </ignore_list>
764
765 <!--####################################################################-->
766 <type number="0" name="Misc">
767 <required>
768 <!-- this is a special case: The "misc" type with type number 0 is
769 the fallback for all types which don't match any other defined types.
770 The required attribute "misc x" prevents that it gets confused with
771 other types like "monster & npc" which also have type number 0. -->
772 <attribute arch="misc" value="x" />
773 </required>
774 &movement_types_terrain;
775 <attribute arch="cursed" editor="cursed" type="bool">
776 Curses can have various effects: On equipment and food,
777 they generally harm the player in some way.
778 </attribute>
779 <attribute arch="damned" editor="damned" type="bool">
780 A damned item/floor on the ground makes it impossible for players
781 to use prayers on that spot. It also prevents players from saving.
782 Damnation on equipment works similar to a curse.
783 </attribute>
784 <attribute arch="unique" editor="unique item" type="bool">
785 Unique items exist only one time on a server. If the item
786 is taken, lost or destroyed - it's gone for good.
787 </attribute>
788 <attribute arch="startequip" editor="godgiven item" type="bool">
789 A godgiven item vanishes as soon as the player
790 drops it to the ground.
791 </attribute>
792 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
793 This text may describe the object.
794 </attribute>
795 </type>
796
797 <!--####################################################################-->
798 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
799 <type number="999" name="Ability">
800 <ignore>
801 <ignore_list name="system_object" />
802 </ignore>
803 <description><![CDATA[
804 Abilities are to be put in a monster's inventory. They grant monsters the
805 knowledge to cast spells. Spells from abilities are usually magical in
806 nature, thus adding magic attacktype to the spell-damage they produce.
807 <br><br>
808 A particularly nice feature of abilities is that they can hold two
809 spells: One for short range - and one for long range use.
810 \n\n
811 You should know that spellcasting monsters receive abilities via
812 &lt;treasurelist&gt;.]]>
813 </description>
814 <use><![CDATA[
815 If you want to create "customized" spellcasting monsters, you
816 should use abilities (rather than spellbooks/wands or something).
817 The long/short-range spell feature can make boss-monsters more
818 interesting and challenging.
819 <br><br>
820 You should keep in mind that magic abilities allow players
821 to get better resistance. You can turn off the magic part to
822 make the spells more dangerous. However, this really shouldn't
823 be neccessary unless you work on very high level maps.
824 And what fun is a magic resistance cloak when it has no effect?]]>
825 </use>
826 <attribute arch="invisible" value="1" type="fixed" />
827 <attribute arch="no_drop" value="1" type="fixed" />
828 <attribute arch="sp" editor="short range spell" type="spell">
829 The monster will use the specified &lt;short range spell&gt;
830 when the player is within 6-square radius (of the
831 monster's head).
832 </attribute>
833 <attribute arch="hp" editor="long range spell" type="nz_spell">
834 The monster will use the specified &lt;long range spell&gt;
835 when the player is at least 6 squares away (from the
836 monster's head).
837
838 Setting a &lt;long range spell&gt; is optional. If unset, the
839 &lt;short range spell&gt; gets used all the time.
840 </attribute>
841 <attribute arch="maxsp" editor="importance" type="int">
842 Sometimes you'll want a monster to use one ability more than others.
843 To achieve this, set the &lt;importance&gt; to a value greater than
844 one. Abilities with this value zero/unset are counted to be of
845 &lt;importance&gt; one.
846
847 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
848 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
849 times the "small fireball".
850 </attribute>
851 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
852 This flag specifies whether the ability &lt;is magical&gt; in nature.
853 If enabled, all spells produced by this ability will have magic
854 attacktype added to the usual attacktypes.
855
856 This should always be set for spell-like abilities. "Natural"
857 abilities like a dragon's firebreath are an exception.
858 Note that non-magical abilities are more dangerous because
859 magic resistance does not protect from those.</attribute>
860 </type>
861
862 <!--####################################################################-->
863
864 <type number="81" name="Torch">
865 <description><![CDATA[
866 Torches are a special kind of Lamp that offer the option of lighting them
867 up without using a lighter (These torches are usually
868 called 'pyrophor torches'. See also the 'reignitable' setting).
869 The other kind of torches, that are reignitable, can be put out and
870 put on again using a lighter.]]>
871 </description>
872 <attribute arch="is_lightable" editor="reignitable" type="bool">
873 This flag controls whether the torch can be lit up again using
874 a lighter or whether it can only be used once, in which case
875 they can be enabled by simply applying them without any special tools.
876 </attribute>
877 <attribute arch="food" editor="burning duration" type="int">
878 This field specifies the burning duration of the torch.
879 </attribute>
880 <attribute arch="range" editor="enabled glow radius" type="int">
881 This field sets the glow radius of the torch if it is enabled.
882 If you want to make a torch that is already burning set the
883 "glow radius" field.
884 </attribute>
885 <attribute arch="level" editor="level" type="int">
886 If this field specyfies the cursed effect's level. If it is
887 0 no cursed effect will be generate. See also the "cursed" flag.
888 </attribute>
889 <attribute arch="cursed" editor="cursed" type="bool">
890 Cursed torches, which have a level above 0, explode if the
891 player applies them.
892 </attribute>
893 </type>
894
895 <type number="82" name="Lamp">
896 <description><![CDATA[
897 Lamps are carryable light sources for players with a fuel tank.]]>
898 </description>
899 <attribute arch="speed" editor="burn speed" type="float">
900 This field is the speed of the lamp. (If the value 0.00208 is given
901 here the fuel field will specify the burning duration in minutes.)
902 </attribute>
903 <attribute arch="food" editor="fuel" type="int">
904 This field sets the burning duration of the lamp, which depends on the speed
905 field of this object.
906 </attribute>
907 <attribute arch="range" editor="enabled glow radius" type="int">
908 This field sets the glow radius of the lamp if it is enabled.
909 If you want to make a lamp that is already burning set the
910 "glow radius" field.
911 </attribute>
912 <attribute arch="level" editor="level" type="int">
913 If this field specyfies the cursed effect's level. If it is
914 0 no cursed effect will be generate. See also the "cursed" flag.
915 </attribute>
916 <attribute arch="cursed" editor="cursed" type="bool">
917 Cursed lamps, which have a level above 0, explode if the
918 player applies them.
919 </attribute>
920 </type>
921
922 <!--####################################################################-->
923 <type number="18" name="Altar">
924 <ignore>
925 <ignore_list name="non_pickable" />
926 </ignore>
927 <description><![CDATA[
928 When a player puts a defined number of certain items on the altar,
929 then either a spell is casted (on the player) or a connector is
930 triggered. If the latter is the case, the altar works only once.
931 Either way, the sacrificed item disappears.]]>
932 </description>
933 <attribute arch="no_pick" value="1" type="fixed" />
934 &move_on;
935 <attribute arch="slaying" editor="match item name" type="string">
936 This string specifies the item that must be put on the altar to
937 activate it. It can either be the name of an archetype, or directly
938 the name of an object. Yet, titles are not recognized by altars.
939 If you want the player to have to drop a specific amount of money use "money".
940 See also the "drop amount" attribute.
941 &match_compat;
942 </attribute>
943 <attribute arch="food" editor="drop amount" type="int">
944 The drop amount specifies the amount of items (specified
945 in &lt;match item name&gt;) that must be dropped to activate the altar.
946
947 If &lt;match item name&gt; is set to "money", then the value of the
948 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
949 200 silver, 20 gold, or 4 platinum will all work.)
950
951 Note that the maximum possible for &lt;drop amount&gt; is 32767.
952 </attribute>
953 <attribute arch="connected" editor="connection" type="string">
954 If a connection value is set, the altar will trigger all objects
955 with the same value, when activated. This will only work once.
956 </attribute>
957 <attribute arch="sp" editor="spell" type="spell">
958 When activated, the selected &lt;spell&gt; will be casted (once, on the
959 player). This should work for any given spell. The altar will work
960 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
961 one altar.
962 </attribute>
963 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
964 This text will be displayed to the player
965 in the exact moment when the altar is activated.
966 </attribute>
967 </type>
968
969 <!--####################################################################-->
970 <type number="31" name="Altar Trigger">
971 <ignore>
972 <ignore_list name="non_pickable" />
973 </ignore>
974 <description><![CDATA[
975 Altar_triggers work pretty much like normal altars
976 (drop sacrifice -> connection activated), except for the fact that
977 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
978 </description>
979 <use><![CDATA[
980 Altar_triggers are very useful if you want to charge a price for...
981 <UL>
982 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
983 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
984 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
985 </UL>
986 The big advantage over normal altars is the infinite usability
987 of altar_triggers! If there are ten players on one server, they're
988 quite grateful if things work more than once. =)]]>
989 </use>
990 <attribute arch="no_pick" value="1" type="fixed" />
991 <attribute arch="slaying" editor="match item name" type="string">
992 This string specifies the item that must be put on the altar to
993 activate it. It can either be the name of an archetype, or directly
994 the name of an object. Yet, titles are not recognized by altars.
995 If you want the player to have to drop a specific amount of money use "money".
996 See also the "drop amount" attribute.
997 &match_compat;
998 </attribute>
999 <attribute arch="food" editor="drop amount" type="int">
1000 The drop amount specifies the amount of items (specified
1001 in &lt;match item name&gt;) that must be dropped to activate the altar.
1002
1003 If &lt;match item name&gt; is set to "money", then the value of the
1004 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
1005 200 silver, 20 gold, or 4 platinum will all work.)
1006
1007 Note that the maximum possible for &lt;drop amount&gt; is 32767.
1008 </attribute>
1009 <attribute arch="connected" editor="connection" type="string">
1010 If a connection value is set, the altar will trigger all objects
1011 with the same value, when activated. This will only work once.
1012 </attribute>
1013 <attribute arch="sp" editor="spell" type="spell">
1014 When activated, this &lt;spell&gt; will be casted (once, on the player).
1015 This should work for any given spell. The altar will work infinitely
1016 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1017 </attribute>
1018 <attribute arch="exp" editor="reset time" type="int">
1019 Being activated, the altar will reset after &lt;reset time&gt; ticks.
1020 After reset, the altar is ready to be activated once again.
1021 The default &lt;reset time&gt; is 30.
1022 </attribute>
1023 <attribute arch="last_sp" editor="ignore reset" type="bool">
1024 If this attribute is enabled, the altar_trigger won't push the
1025 connected value by altar reset. Only ONCE by dropping the sacrifice.
1026 This is typically used when the altar is connected to a creator,
1027 e.g. for selling tickets.
1028
1029 If this attribute is disabled (default), the altar_trigger
1030 will push the connected value TWICE per sacrifice: First by
1031 dropping sacrifice, second by reset. This mode is typically
1032 used for altars being connected to gates, resulting in the
1033 gate being opened and closed again.
1034 </attribute>
1035 &move_on;
1036 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1037 This text will be displayed to the player
1038 in the exact moment when the altar is activated.
1039 </attribute>
1040 </type>
1041
1042 <!--####################################################################-->
1043 <type number="74" name="Skill Tool">
1044 <description><![CDATA[
1045 Wearing a skill tool will give the player the ability to use a skill.
1046 ]]>
1047 </description>
1048 <use><![CDATA[
1049 Feel free to assign resistancies and stats to a skill tools or change
1050 the skill that is given.
1051 ]]>
1052 </use>
1053 <attribute arch="skill" editor="skill name" type="string">
1054 This field describes which skill the player will be able to use wearing this item.
1055 </attribute>
1056 &player_stat_resist_sections;
1057 </type>
1058 <!--####################################################################-->
1059 <type number="39" name="Amulet">
1060 <description><![CDATA[
1061 Wearing an amulet, the object's stats will directly be inherited to
1062 the player. Amulets are usually meant for protection and defense.]]>
1063 </description>
1064 <use><![CDATA[
1065 Feel free to create your own special artifacts. However, it is very
1066 important that you keep your artifact in balance with existing maps.]]>
1067 </use>
1068 <attribute arch="ac" editor="armour class" type="int">
1069 This value defines the amount of armour-class bonus for wearing
1070 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1071 values are better. It should usually be set only for armour-like equipment.
1072 </attribute>
1073 <attribute arch="wc" editor="weapon class" type="int">
1074 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1075 melee attacks. Weapon class improves the chance of hitting the opponent.
1076 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1077 be set only for weapon-like items. Lower values are better.
1078 </attribute>
1079 <attribute arch="item_power" editor="item power" type="int">
1080 The &lt;item power&gt; value measures how "powerful" an artifact is.
1081 Players will only be able to wear equipment with a certain total
1082 amount of &lt;item power&gt;, depending on their own level. This is the
1083 only way to prevent low level players to wear "undeserved" equipment
1084 (like gifts from other players or cheated items).
1085
1086 It is very important to adjust the &lt;item power&gt; value carefully
1087 for every artifact you create! If zero/unset, the Deliantra server will
1088 calculate a provisional value at runtime, but this is never
1089 going to be an accurate measurement of &lt;item power&gt;.
1090 </attribute>
1091 <attribute arch="damned" editor="damnation" type="bool">
1092 A damned piece of equipment cannot be unwielded unless the curse
1093 is removed. Removing damnations is a tick harder than removing curses.
1094 </attribute>
1095 <attribute arch="cursed" editor="curse" type="bool">
1096 A cursed piece of equipment cannot be unwielded
1097 unless the curse is removed.
1098 </attribute>
1099 <attribute arch="lifesave" editor="save life" type="bool">
1100 An item with this flag enabled will save the players life
1101 for one time: When the player is wearing this item and his
1102 health points reach zero, the item disappears, replenishing
1103 half of the player's health.
1104
1105 An item with &lt;save life&gt; should not have
1106 any decent additional bonuses!
1107 </attribute>
1108 <attribute arch="unique" editor="unique item" type="bool">
1109 Unique items exist only one time on a server. If the item
1110 is taken, lost or destroyed - it's gone for good.
1111 </attribute>
1112 <attribute arch="startequip" editor="godgiven item" type="bool">
1113 A godgiven item vanishes as soon as the player
1114 drops it to the ground.
1115 </attribute>
1116 <attribute arch="applied" editor="is applied" type="bool">
1117 If you put this item into the inventory of a monster, and
1118 you want the monster to use/wear the item - you must set
1119 &lt;is applied&gt;.
1120 Enabling this flag doesn't make any sense if the item
1121 is NOT in a monster's inventory.
1122 </attribute>
1123 &player_stat_resist_sections;
1124 <section name="misc">
1125 <attribute arch="luck" editor="luck bonus" type="int">
1126 With positive luck bonus, the player is more likely to
1127 succeed in all sorts of things (spellcasting, praying,...).
1128 Unless the &lt;luck bonus&gt; is very high, the effect will be
1129 barely visible in-game. Luck bonus on one piece of equipment
1130 should never exceed 3, and such bonus should not be too
1131 frequently available.
1132 </attribute>
1133 <attribute arch="hp" editor="health regen." type="int">
1134 Positive &lt;health regen.&gt; bonus speeds up the
1135 player's healing process. Negative values slow it down.
1136 </attribute>
1137 <attribute arch="sp" editor="mana regen." type="int">
1138 Positive &lt;mana regen.&gt; bonus speeds up the
1139 player's mana regeneration. Negative values slow it down.
1140 </attribute>
1141 <attribute arch="grace" editor="grace regen." type="int">
1142 Positive &lt;grace regen.&gt; bonus speeds up the
1143 player's grace regeneration. Negative values slow it down.
1144 Since grace can be regenerated rather easy with praying,
1145 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1146 </attribute>
1147 <attribute arch="food" editor="food bonus" type="int">
1148 Positive &lt;food bonus&gt; slows down the player's digestion,
1149 thus he consumes less food. Negative values speed it up.
1150
1151 Note that food is consumed not only for "being alive", but
1152 also for healing and mana-regeneration.
1153 &lt;food bonus&gt; only affects the amount of food consumed
1154 for "being alive". Hence, even with high &lt;food bonus&gt;,
1155 during a fight a player can run out of food quickly.
1156 </attribute>
1157 <attribute arch="xrays" editor="xray vision" type="bool">
1158 Xray vision allows the player to see through obstacles
1159 in a two-square-wide radius. This is extremely helpful and
1160 desirable, so don't give it away for cheap on equipment.
1161 </attribute>
1162 <attribute arch="stealth" editor="stealth" type="bool">
1163 Stealth allows the player to move silently.
1164 This comes to effect if a player turns himself
1165 invisible and tries to sneak around monsters.
1166 (At least that was the idea behind it)
1167 </attribute>
1168 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1169 If a player is wearing any piece of equipment with
1170 the ability to &lt;reflect spells&gt;, all kinds of
1171 spell-bullets and -beams will bounce off him.
1172 This works only about 90% of all times, to
1173 avoid players being completely immune to certain
1174 types of attacks.
1175
1176 This is a very powerful ability and it
1177 shouldn't be handed out cheap!
1178 </attribute>
1179 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1180 If a player is wearing any piece of equipment with
1181 the ability to &lt;reflect missiles&gt;, all kinds of
1182 projectiles (e.g. arrows, bolts, boulders) will
1183 bounce off him. This works only about 90% of all
1184 times, to avoid players being completely immune to
1185 certain types of attacks.
1186 </attribute>
1187 &move_type;
1188 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1189 Click on the &lt;attuned paths&gt; button to select spellpaths.
1190 The player will get attuned to the specified spellpaths
1191 while wearing this item.
1192 </attribute>
1193 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1194 Click on the &lt;repelled paths&gt; button to select spellpaths.
1195 The player will get repelled to the specified spellpaths
1196 while wearing this item.
1197 </attribute>
1198 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1199 Click on the &lt;denied paths&gt; button to select spellpaths.
1200 The specified spellpaths will be denied to the player
1201 while wearing this item.
1202 </attribute>
1203 </section>
1204 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1205 This text describes the item's "story". Every decent artifact
1206 should have such a description.
1207 </attribute>
1208 </type>
1209
1210 <!--####################################################################-->
1211 <type number="58" name="Battleground">
1212 <ignore>
1213 <ignore_list name="non_pickable" />
1214 </ignore>
1215 <description><![CDATA[
1216 Battleground is very special: In short, players can die on battleground
1217 without any death penalties. They don't loose or gain experience
1218 while on battleground. Acid, draining and depletion effects don't
1219 work either.
1220 When a player dies on battleground, he gets teleported to an exit
1221 location which is defined in the battleground object.]]>
1222 </description>
1223 <use><![CDATA[
1224 Battleground is only meant for player vs. player duels. You can
1225 design combat arenas similiar to the one in scorn.<br>
1226 What should NEVER be done is placing battleground tiles in
1227 open dungeons or other free kinds of land.
1228 It must not be possible to gain significant treasure for fighting
1229 on battleground, because it bears no risk.<br><br>
1230 (Battleground will cease to work when the image or name is changed,
1231 or when it is placed beneath another floor tile.
1232 This is not a bug, it is there to prevent any attempts of placing
1233 "hidden" battleground tiles anywhere.)]]>
1234 </use>
1235 <attribute arch="no_pick" value="1" type="fixed" />
1236 <attribute arch="is_floor" value="1" type="fixed" />
1237 <attribute arch="hp" editor="destination X" 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 <attribute arch="sp" editor="destination Y" type="int">
1242 The exit destinations define the (x, y)-coordinates where players
1243 get teleported after they died on this battleground.
1244 </attribute>
1245 </type>
1246
1247 <!--####################################################################-->
1248 <type number="165" name="Safe ground">
1249 <ignore>
1250 <ignore_list name="non_pickable" />
1251 </ignore>
1252 <description><![CDATA[
1253 Safe ground is a special object that prevents any effects that might
1254 be harmful for the map, other players or items on the map.
1255 It blocks all magic and prayers, usage of alchemy, prevents potions
1256 from being used and blocks bombs from exploding. Note that altars that
1257 do cast spells still work.
1258 ]]>
1259 </description>
1260 <use><![CDATA[
1261 Safe ground can be used to prevents any means of burning
1262 or destroying the items in a shop. Put this object below all floor tiles
1263 in your map and your shop will be safe. It's generally useful for making
1264 areas where really no kind of spell should be invoked by a player.
1265 ]]>
1266 </use>
1267 &movement_types_terrain;
1268 <attribute arch="no_pick" value="1" type="fixed" />
1269 </type>
1270
1271 <!--####################################################################-->
1272 <type number="8" name="Book">
1273 <description><![CDATA[
1274 Applying a book, the containing message is displayed to the player.]]>
1275 </description>
1276 <attribute arch="level" editor="literacy level" type="int">
1277 If this value is set to be greater than zero, the player needs a
1278 certain literacy level to succeed reading the book. The book can be
1279 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1280 book can be a nice idea, personally I like it when a player needs
1281 more than his fighting skills to solve a quest. However, keep the
1282 booklevel at least below 15 because it is quite hard to gain high
1283 mental levels.
1284 </attribute>
1285 <attribute arch="startequip" editor="godgiven item" type="bool">
1286 A godgiven item vanishes as soon as the player
1287 drops it to the ground.
1288 </attribute>
1289 <attribute arch="unique" editor="unique item" type="bool">
1290 Unique items exist only one time on a server. If the item
1291 is taken, lost or destroyed - it's gone for good.
1292 </attribute>
1293 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1294 This is the text that appears "written" in the book.
1295 </attribute>
1296 <attribute arch="slaying" editor="key string" type="string">
1297 This is the key string of the book. The key string is checked by an inventory checker.
1298 (This is used eg. for the gate/port passes in scorn)
1299 </attribute>
1300 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1301 If this flag is true the player won't be able to identify this
1302 item with by using a skill.
1303 </attribute>
1304 </type>
1305
1306 <!--####################################################################-->
1307 <type number="110" name="Inscribable">
1308 <description><![CDATA[
1309 Inscribable Item - when inscribed, it becomes another object.]]>
1310 </description>
1311 <attribute arch="startequip" editor="godgiven item" type="bool">
1312 A godgiven item vanishes as soon as the player
1313 drops it to the ground.
1314 </attribute>
1315 <attribute arch="unique" editor="unique item" type="bool">
1316 Unique items exist only one time on a server. If the item
1317 is taken, lost or destroyed - it's gone for good.
1318 </attribute>
1319 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1320 This is the item created after being inscribed - scrolls are treated
1321 like spell scrolls, all else will have it's message replaced.
1322 </attribute>
1323 </type>
1324
1325 <!--####################################################################-->
1326 <type number="99" name="Boots">
1327 <import_type name="Amulet" />
1328 <description><![CDATA[
1329 Wearing boots, the object's stats will directly be inherited to
1330 the player. Usually enhancing his speed, or granting some minor
1331 protection bonus.]]>
1332 </description>
1333 <use><![CDATA[
1334 Feel free to create your own special artifacts. However, it is very
1335 important that you keep your artifact in balance with existing maps.]]>
1336 </use>
1337 <attribute arch="exp" editor="speed bonus" type="int">
1338 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1339 while worn. This kind of bonus is quite desirable for players of low-
1340 and medium level. High level players usually have fastest possible
1341 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1342 Still, this bonus is good for nice artifacts - not everything has
1343 to be for highest level.
1344 </attribute>
1345 <attribute arch="magic" editor="magic bonus" type="int">
1346 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1347 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1348 than direct armour-class bonus on the boots.
1349
1350 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1351 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1352 </attribute>
1353 </type>
1354
1355 <!--####################################################################-->
1356 <type number="104" name="Bracers">
1357 <import_type name="Amulet" />
1358 <description><![CDATA[
1359 Bracers are armour-plates worn around the wrists.
1360 Wearing bracer, the object's stats will directly be inherited to
1361 the player. Usually enhancing his defense.]]>
1362 </description>
1363 <use><![CDATA[
1364 Feel free to create your own special artifacts. However, it is very
1365 important that you keep your artifact in balance with existing maps.]]>
1366 </use>
1367 <attribute arch="magic" editor="magic bonus" type="int">
1368 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1369 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1370 than direct armour-class bonus on the bracers.
1371 </attribute>
1372 </type>
1373
1374 <!--####################################################################-->
1375 <type number="16" name="Brestplate Armour">
1376 <import_type name="Amulet" />
1377 <description><![CDATA[
1378 Wearing an armour, the object's stats will directly be inherited to
1379 the player. Usually enhancing his defense.]]>
1380 </description>
1381 <use><![CDATA[
1382 Feel free to create your own special artifacts. However, it is very
1383 important that you keep your artifact in balance with existing maps.]]>
1384 </use>
1385 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1386 This poses a penalty to spell regeneration speed, for wearing the armour.
1387 The bigger the spellpoint penalty, the worse.
1388 </attribute>
1389 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1390 Slowdown penalty reduces the player's walking speed when wearing the
1391 armour. Bigger values are worse - zero is best.
1392 </attribute>
1393 <attribute arch="magic" editor="magic bonus" type="int">
1394 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1395 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1396 than direct armour-class bonus on the armour.
1397 </attribute>
1398 </type>
1399
1400 <!--####################################################################-->
1401 <type number="92" name="Button">
1402 <ignore>
1403 <ignore_list name="non_pickable" />
1404 </ignore>
1405 <description><![CDATA[
1406 When a predefined amount of weigh is placed on a button, the
1407 &lt;connection&gt; value is triggered. In most cases this happens when a
1408 player or monster steps on it. When the button is "released", the
1409 &lt;connection&gt; value get's triggered a second time.]]>
1410 </description>
1411 &move_on;
1412 &move_off;
1413 <attribute arch="no_pick" value="1" type="fixed" />
1414 <attribute arch="weight" editor="press weight" type="int">
1415 The button is pressed (triggered), as soon as
1416 &lt;press weigh&gt; gram are placed ontop of it.
1417 </attribute>
1418 <attribute arch="connected" editor="connection" type="string">
1419 Every time the button is pressed or released, all objects
1420 with the same &lt;connection&gt; value are activated.
1421 </attribute>
1422 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1423 This text may describe the item. You can use this
1424 message to explain the button's purpose to the player.
1425 </attribute>
1426 </type>
1427
1428 <!--####################################################################-->
1429 <type number="30" name="Button Trigger">
1430 <import_type name="Button" />
1431 <ignore>
1432 <ignore_list name="non_pickable" />
1433 </ignore>
1434 <description><![CDATA[
1435 Handle buttons are buttons which reset after a short period
1436 of time. Every time it is either applied or reset, the
1437 &lt;connection&gt; value is triggered.]]>
1438 </description>
1439 </type>
1440
1441 <!--####################################################################-->
1442 <type number="37" name="Class Changer">
1443 <ignore>
1444 <ignore_list name="non_pickable" />
1445 </ignore>
1446 <description><![CDATA[
1447 Class changer are used while creating a character.]]>
1448 </description>
1449 <attribute arch="randomitems" editor="class items" type="treasurelist">
1450 This entry determines which initial items the character receives.
1451 </attribute>
1452 <section name="stats">
1453 <attribute arch="Str" editor="strength" type="int">
1454 The player's strength will rise by the given value if he chooses this
1455 class. (Negative values make strength fall)
1456 </attribute>
1457 <attribute arch="Dex" editor="dexterity" type="int">
1458 The player's dexterity will rise by the given value if he chooses this
1459 class. (Negative values make dexterity fall)
1460 </attribute>
1461 <attribute arch="Con" editor="constitution" type="int">
1462 The player's constitution will rise by the given value if he chooses this
1463 class. (Negative values make constitution fall)
1464 </attribute>
1465 <attribute arch="Int" editor="intelligence" type="int">
1466 The player's intelligence will rise by the given value if he chooses this
1467 class. (Negative values make intelligence fall)
1468 </attribute>
1469 <attribute arch="Pow" editor="power" type="int">
1470 The player's power will rise by the given value if he chooses this
1471 class. (Negative values make power fall)
1472 </attribute>
1473 <attribute arch="Wis" editor="wisdom" type="int">
1474 The player's wisdom will rise by the given value if he chooses this
1475 class. (Negative values make wisdom fall)
1476 </attribute>
1477 <attribute arch="Cha" editor="charisma" type="int">
1478 The player's charisma will rise by the given value if he chooses this
1479 class. (Negative values make charisma fall)
1480 </attribute>
1481 </section>
1482 </type>
1483
1484 <!--####################################################################-->
1485 <type number="87" name="Cloak">
1486 <import_type name="Amulet" />
1487 <description><![CDATA[
1488 Wearing a cloak, the object's stats will directly be inherited to
1489 the player. Cloaks usually add minor &lt;armour class&gt; and
1490 sometimes a bit of resistance.]]>
1491 </description>
1492 <use><![CDATA[
1493 Feel free to create your own special artifacts. However, it is very
1494 important that you keep your artifact in balance with existing maps.]]>
1495 </use>
1496 <attribute arch="magic" editor="magic bonus" type="int">
1497 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1498 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1499 than direct armour-class bonus on the cloak.
1500
1501 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1502 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1503 </attribute>
1504 </type>
1505
1506 <!--####################################################################-->
1507 <type number="9" name="Clock">
1508 <description><![CDATA[
1509 Applying a clock, the time is displayed to the player.]]>
1510 </description>
1511 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1512 This text may describe the item
1513 </attribute>
1514 </type>
1515
1516 <!--####################################################################-->
1517 <type number="122" name="Container">
1518 <description><![CDATA[
1519 A player can put (certain kinds of) items in the container.
1520 The overall weight of items is reduced when put inside a
1521 container, depending on the settings.
1522 <br><br>
1523 A special feature of containers is the "cauldron",
1524 capable of mixing alchemical receipes.]]>
1525 </description>
1526 <use><![CDATA[
1527 Note on chests - There are two types of chests:
1528 <UL>
1529 <LI> First the random treasure chests - Those are NOT containers
1530 (but object type Treasure), they create random treasures when
1531 applied. Archetype name is "chest".
1532 <LI> Second there are the permanent chests - Those are containers,
1533 they can be opened and closed again. Archetype name is "chest_2".
1534 </UL>]]>
1535 </use>
1536 <attribute arch="race" editor="container class" type="string">
1537 If set, the container will hold only certain types of objects.
1538 Possible choices for &lt;container class&gt; are: "gold and jewels",
1539 "arrows" and "keys".
1540
1541 Unfortunately it is not easy to create new container
1542 classes, because items need a matching counterpiece-attribute
1543 to the &lt;container class&gt; before they can be put inside a
1544 container. This attribute ("race") is set only for the existing
1545 container classes.
1546 </attribute>
1547 <attribute arch="slaying" editor="key string" type="string">
1548 If &lt;key string&gt; is set, only players with a special key
1549 of matching &lt;key string&gt; are able to open the container.
1550
1551 When the key string starts with "match ", then it is expected to
1552 be a match expression, which will be applied to the player, so
1553 you can use e.g. (match type=POTION in inv). Note that the matched
1554 object will be removed.
1555 </attribute>
1556 <attribute arch="container" editor="maximum weight" type="int">
1557 The container can hold a maximum total weight of the given value
1558 in gram. Note that this weight limit is calculated *after* the
1559 weight reduction (&lt;reduce weight&gt;) has been applied.
1560 </attribute>
1561 <attribute arch="Str" editor="reduce weight %" type="int">
1562 This value determines how much the weight of items is reduced in
1563 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1564 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1565 Most default values are in the range of ten.
1566 </attribute>
1567 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1568 If set, the container can be used as alchemy-cauldron.
1569 The player can put ingredients inside, close it, cast alchemy
1570 and if his formulae is true, he'll get what he longed for.
1571 </attribute>
1572 <attribute arch="unique" editor="unique item" type="bool">
1573 Unique items exist only one time on a server. If the item
1574 is taken, lost or destroyed - it's gone for good.
1575 All contents of a unique container are unique as well.
1576 </attribute>
1577 <attribute arch="startequip" editor="godgiven item" type="bool">
1578 A godgiven item vanishes as soon as the player
1579 drops it to the ground.
1580 </attribute>
1581 <attribute arch="other_arch" editor="animation arch" type="string">
1582 This is used for a certain kind of... "animation" when
1583 opening the container. Stick to the default arches here
1584 and you won't get into trouble.
1585 </attribute>
1586 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1587 This text may contain a description of the container.
1588 </attribute>
1589 </type>
1590
1591 <!--####################################################################-->
1592 <type number="103" name="Converter">
1593 <ignore>
1594 <attribute arch="value" />
1595 <attribute arch="nrof" />
1596 <attribute arch="name_pl" />
1597 <attribute arch="no_pick" />
1598 <attribute arch="unpaid" />
1599 <attribute arch="title" />
1600 </ignore>
1601 <description><![CDATA[
1602 Converters are like "exchange tables". When the player drops a
1603 specific type of items, they get converted into other items, at a
1604 predefined exchange-ratio.]]>
1605 </description>
1606 <use><![CDATA[
1607 Converters are better than shopping with doormats, because the
1608 converters never get sold out. For some items like food or jewels
1609 those "exchange tables" are really nice, while for the more important
1610 stuff like potions converters should not exist.
1611 <br><br>
1612 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1613 items on a converter, the stuff you get must be of equal or lesser
1614 value than before! (Except if you are using "rare" items like
1615 dragonscales for payment). The code will not check if your ratio is
1616 sane, so the player could gain infinite wealth by using your converter.]]>
1617 </use>
1618 <attribute arch="no_pick" value="1" type="fixed" />
1619 <attribute arch="slaying" editor="cost arch" type="string">
1620 &lt;cost arch&gt; is the name of the archetype the player has to
1621 put on the converter, as payment.
1622 </attribute>
1623 <attribute arch="food" editor="cost number" type="int">
1624 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1625 on the converter, in order to get &lt;receive number&gt; items
1626 of &lt;receive arch&gt;.
1627 </attribute>
1628 <attribute arch="other_arch" editor="receive arch" type="string">
1629 &lt;receive arch&gt; is the name of the archetype to convert into.
1630 This field is ignored if the converter has items in inventory. In this
1631 case one of the inventory items is duplicated. The duplicated item is
1632 randomly chosen from all items present.
1633 </attribute>
1634 <attribute arch="sp" editor="receive number" type="int">
1635 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1636 on the converter, in order to get &lt;receive number&gt; items
1637 of &lt;receive arch&gt;.
1638 </attribute>
1639 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1640 This text may contain a description of the converter.
1641 </attribute>
1642 <attribute arch="precious" editor="output unpaid" type="bool">
1643 If the converter has this flag set the generated items will
1644 be flagged as unpaid. Useful if you want to make a converter in a shop.
1645 (For instance for 'dragon scale' to 'dragon shield' converters in some
1646 armour shops.)
1647 </attribute>
1648 </type>
1649
1650 <!--####################################################################-->
1651 <type number="42" name="Creator">
1652 <ignore>
1653 <ignore_list name="system_object" />
1654 </ignore>
1655 <description><![CDATA[
1656 A creator is an object which creates another object when it
1657 is triggered. The child object can be anything. Creators are
1658 VERY useful for all kinds of map-mechanisms. They can even
1659 periodically create things.]]>
1660 </description>
1661 <use><![CDATA[
1662 Don't hesitate to hide your creators under the floor.
1663 The created items will still always appear ontop of the floor.]]>
1664 </use>
1665 <attribute arch="no_pick" value="1" type="fixed" />
1666 <attribute arch="other_arch" editor="create arch" type="string">
1667 This string defines the object that will be created.
1668 You can choose any of the existing arches.
1669 This field is ignored if the creator has items in inventory. In this case
1670 one of the inventory items is duplicated. The duplicated item is randomly
1671 chosen from all items present.
1672 </attribute>
1673 <attribute arch="connected" editor="connection" type="string">
1674 Whenever the connection value is activated,
1675 the creator gets triggered.
1676 </attribute>
1677 &activate_on;
1678 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1679 If &lt;unlimited uses&gt; is set, the creator will work
1680 infinitely, regardless of the value in &lt;number of uses&gt;.
1681 </attribute>
1682 <attribute arch="speed" editor="speed" type="float">
1683 When this field is set the creator will periodically create stuff
1684 (and will still do so when the connection is triggered).
1685 A value of 1 means roughly 8 times a second.
1686 </attribute>
1687 <attribute arch="hp" editor="number of uses" type="int">
1688 The creator can be triggered &lt;number of uses&gt; times, thus
1689 creating that many objects, before it dissappears.
1690 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1691 </attribute>
1692 <attribute arch="slaying" editor="name of creation" type="string">
1693 The created object will bear the name and title specified in &lt;name of
1694 creation&gt;. If nothing is set, the standard name and title of the
1695 archetype is used.
1696 </attribute>
1697 <attribute arch="level" editor="level of creation" type="int">
1698 The created object will be of that level. If zero/unset,
1699 the standard level of the archetype is used.
1700 </attribute>
1701 </type>
1702
1703 <!--####################################################################-->
1704 <type number="51" name="Detector">
1705 <ignore>
1706 <ignore_list name="system_object" />
1707 </ignore>
1708 <description><![CDATA[
1709 Detectors work quite much like inv. checkers/pedestals: If the detector
1710 finds a specific object, it toggles its connected value.
1711 <br><br>
1712 What is "unique" about them, compared to inv. checkers/ pedestals?
1713 - First, detectors check their square for a match periodically, not
1714 instantly, so generate much higher server load
1715 Second, detectors check directly for object names. Third,
1716 detectors do not check the inventory of players/monsters.]]>
1717 </description>
1718 <use>
1719 Best avoid this type at all costs, use a pedestal instead.
1720 </use>
1721 <attribute arch="no_pick" value="1" type="fixed" />
1722 <attribute arch="slaying" editor="match name" type="string">
1723 &lt;match name&gt; specifies the name of the object we are looking for.
1724 Actually it does also check for the &lt;key string&gt; in key-objects,
1725 but for this case inventory checkers are often more powerful to use.
1726 </attribute>
1727 <attribute arch="connected" editor="connection" type="string">
1728 When the detector is triggered, all objects with the same
1729 connection value get activated.
1730 </attribute>
1731 <attribute arch="speed" editor="detection speed" type="float">
1732 This value defines the time between two detector-checks.
1733 If you want the detector to behave almost like pedestals/buttons,
1734 set speed rather high, like &lt;detection speed&gt; 1.0.
1735 </attribute>
1736 &speed_left;
1737 <attribute arch="speed_left" editor="speed left" type="float">
1738 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1739 If it is larger than 0, the detector checks, and the speed is decremented
1740 by 1.
1741 </attribute>
1742 </type>
1743
1744 <!--####################################################################-->
1745 <type number="164" name="Map Script">
1746 <ignore>
1747 <ignore_list name="system_object" />
1748 </ignore>
1749 <description><![CDATA[
1750 The map script object is a very special object that can react to connected
1751 events and executes a perl script in the msg slot.
1752 ]]>
1753 </description>
1754 <use><![CDATA[
1755 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1756 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1757 ]]>
1758 </use>
1759 <attribute arch="connected" editor="connection" type="string">
1760 When the map script object is triggered, it will execute
1761 the perl script with the triggering object as $activator.
1762 </attribute>
1763 &activate_on;
1764 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1765 This perl script will be executed each time the objetc is triggered.
1766 </attribute>
1767 </type>
1768
1769 <!--####################################################################-->
1770 <type number="112" name="Director">
1771 <ignore>
1772 <ignore_list name="non_pickable" />
1773 </ignore>
1774 <description><![CDATA[
1775 Directors change the direction of spell objects and other projectiles
1776 that fly past. Unlike spinners, directors always move objects in the
1777 same direction. It does not make a difference from what angle you
1778 shoot into it.<br>
1779 Directors are visible per default.]]>
1780 </description>
1781 <use><![CDATA[
1782 Directors are rarely used in maps. Sometimes they are placed to
1783 change the direction of spells coming out of magic walls,
1784 "channeling" spell-projectiles in some direction. When doing this,
1785 <B>never place directors facing each other with magic walls fireing
1786 into them!</B> The spell-projectiles bouncing between the directors
1787 would accumulate to huge numbers and at some point slow down the
1788 server by eating memory- and CPU-time.
1789 <br><br>
1790 You'd better not place directors in monster vs. player combat
1791 areas too much, because that freaks out wizard-type players.]]>
1792 </use>
1793 <attribute arch="sp" editor="direction" type="list_direction">
1794 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1795 A director with direction &lt;none&gt; simply stops projectiles.
1796 (The latter works out a bit strange for some spells).
1797 </attribute>
1798 &move_on;
1799 </type>
1800
1801 <!--####################################################################-->
1802 <type number="158" name="Disease">
1803 <ignore>
1804 <ignore_list name="system_object" />
1805 </ignore>
1806 <description><![CDATA[
1807 Diseases are an intersting form of spellcraft in Deliantra.
1808 Once casted, they can spread out and infect creatures in a large
1809 area. Being infected can have various effects, from amusing farts
1810 to horrible damage - almost everything is possible.]]>
1811 </description>
1812 <use><![CDATA[
1813 Diseases are extremely flexible and usable in a many ways.
1814 So far they are mostly used for causing bad, unwanted effects.
1815 You could just as well create a disease which helps the player
1816 (recharging mana for example).
1817 Infection with a "positive disease" could even be a quest reward.]]>
1818 </use>
1819 <attribute arch="invisible" value="1" type="fixed" />
1820 <attribute arch="level" editor="plaque level" type="int">
1821 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1822 This mainly reflects in the &lt;damage&gt;. It has no effect on
1823 most other symptoms. Neverthless, it is a very important value for
1824 all damage-inflicting diseases.
1825 </attribute>
1826 <attribute arch="race" editor="infect race" type="string">
1827 The disease will only infect creatures of the specified &lt;race&gt;.
1828 "&lt;race&gt; *" means every creature can be infected.
1829 </attribute>
1830 <attribute arch="ac" editor="progressiveness" type="int">
1831 Every time the disease "moves" the severity of the symptoms are increased
1832 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1833 </attribute>
1834 <section name="spreading">
1835 <attribute arch="wc" editor="infectiosness" type="int">
1836 The &lt;infectiosness&gt; defines the chance of new creatures getting
1837 infected. If you set this too high, the disease is very likely to
1838 be too effective.
1839
1840 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1841 </attribute>
1842 <attribute arch="last_grace" editor="attenuation" type="int">
1843 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1844 everytime it infects someone new. This limits how many generations
1845 a disease can propagate.
1846 </attribute>
1847 <attribute arch="magic" editor="infection range" type="int">
1848 &lt;infection range&gt; sets the range at which infection may occur.
1849 If positive, the &lt;infection range&gt; is level dependant - If negative,
1850 it is not:
1851 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1852 six square range, and &lt;plaque level&gt; doesn't modify that.
1853 </attribute>
1854 <attribute arch="maxhp" editor="persistence" type="int">
1855 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1856 The disease can "move" &lt;persistence&gt; times outside a host before it
1857 vanishes. A negative value means the disease lasts for permanent
1858 (which is only recommended to use in maps without monsters).
1859 </attribute>
1860 <attribute arch="maxgrace" editor="curing duration" type="int">
1861 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1862 (Assuming the host survives and doesn't use a curing spell).
1863 After this period the disease is naturally cured, which provides the
1864 host with immunity from this particular disease of lower or equal level.
1865
1866 A negative value means the disease can never be cured naturally.
1867
1868 Note that this value can be further modulated by spell-parameters,
1869 if the disease is registered as spell in the code. Due to that,
1870 most default diseases take a lot longer to cure than it seems.
1871 </attribute>
1872 <attribute arch="speed" editor="moving speed" type="float">
1873 The &lt;speed&gt; of the disease determines how fast the disease will
1874 "move", thus how fast the symptoms strike the host.
1875 </attribute>
1876 &speed_left;
1877 </section>
1878 <section name="symptoms">
1879 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1880 The disease will attack the host with the given &lt;attacktype&gt;.
1881 Godpower attacktype is commonly used for "unresistable" diseases.
1882 </attribute>
1883 <attribute arch="dam" editor="damage" type="int">
1884 A disease with a positive &lt;damage&gt; value will strike the player for that
1885 amount of damage every time the symptoms occur.
1886 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1887 the player's health is reduced by 10% every time the symptoms strike.
1888
1889 Diseases with %-based damage can be dangerous - but not deadly -
1890 for players of all levels.
1891 </attribute>
1892 <attribute arch="other_arch" editor="create arch" type="string">
1893 If set, the specified arch is created and dropped every time the
1894 symptoms strike.
1895
1896 This can be various things: farts, body pieces, eggs ...
1897 Even monsters can be created that way. You could also make a
1898 disease where some exotic stuff like money/gems is created.
1899 </attribute>
1900 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1901 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1902 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1903 </attribute>
1904 <attribute arch="exp" editor="exp. for curing" type="int">
1905 When the player manages to cure this disease (with a curing spell),
1906 he is awarded with &lt;exp. for curing&gt; experience.
1907 </attribute>
1908 <attribute arch="maxsp" editor="mana depletion" type="int">
1909 Every time the disease "moves", the player's mana is
1910 reduced by the value of &lt;mana depletion&gt;.
1911 For negative values, a %-based amount is taken.
1912 </attribute>
1913 <attribute arch="last_eat" editor="food depletion" type="int">
1914 Every time the disease "moves", the player's food is
1915 reduced by the value of &lt;food depletion&gt;.
1916 For negative values, a %-based amount is taken.
1917 </attribute>
1918 <attribute arch="hp" editor="health regen." type="int">
1919 This value increases the player's healing rate.
1920 Negative values decrease it.
1921 </attribute>
1922 <attribute arch="sp" editor="mana regen." type="int">
1923 This value increases the player's rate of mana regeneration.
1924 Negative values decrease it.
1925 </attribute>
1926 </section>
1927 <section name="disability">
1928 <attribute arch="Str" editor="strength" type="int">
1929 The player's strength will rise by the given value
1930 while being infected. (Negative values make strength fall)
1931 </attribute>
1932 <attribute arch="Dex" editor="dexterity" type="int">
1933 The player's dexterity will rise by the given value
1934 while being infected. (Negative values make dexterity fall)
1935 </attribute>
1936 <attribute arch="Con" editor="constitution" type="int">
1937 The player's constitution will rise by the given value
1938 while being infected. (Negative values make constitution fall)
1939 </attribute>
1940 <attribute arch="Int" editor="intelligence" type="int">
1941 The player's intelligence will rise by the given value
1942 while being infected. (Negative values make intelligence fall)
1943 </attribute>
1944 <attribute arch="Pow" editor="power" type="int">
1945 The player's power will rise by the given value
1946 while being infected. (Negative values make power fall)
1947 </attribute>
1948 <attribute arch="Wis" editor="wisdom" type="int">
1949 The player's wisdom will rise by the given value
1950 while being infected. (Negative values make wisdom fall)
1951 </attribute>
1952 <attribute arch="Cha" editor="charisma" type="int">
1953 The player's charisma will rise by the given value
1954 while being infected. (Negative values make charisma fall)
1955 </attribute>
1956 </section>
1957 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1958 This text is displayed to the player every time the
1959 symptoms strike.
1960 </attribute>
1961 </type>
1962
1963 <!--####################################################################-->
1964 <type number="23" name="Door">
1965 <ignore>
1966 <ignore_list name="non_pickable" />
1967 </ignore>
1968 <description><![CDATA[
1969 A door can be opened with any normal key. It also can be broken by attacking
1970 it, and it can be defeated with the lockpicking skill. If a door is
1971 defeated, horizontally and vertically adjacent doors are automatically
1972 removed.]]>
1973 </description>
1974 <attribute arch="no_pick" value="1" type="fixed" />
1975 <attribute arch="alive" value="1" type="fixed" />
1976 &movement_types_terrain;
1977 <attribute arch="hp" editor="hitpoints" type="int">
1978 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1979 </attribute>
1980 <attribute arch="ac" editor="armour class" type="int">
1981 Doors of high &lt;armour class&gt; are less likely to get hit.
1982 &lt;armour class&gt; can be considered the "counterpiece" to
1983 &lt;weapon class&gt;.
1984 </attribute>
1985 <attribute arch="other_arch" editor="drop arch" type="string">
1986 This string defines the object that will be created when the door was
1987 defeated.
1988 </attribute>
1989 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1990 This entry determines what kind of traps will appear in the door.
1991 </attribute>
1992 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1993 Set this flag to move treasure items created into the environment (map)
1994 instead of putting them into the object.
1995 </attribute>
1996 </type>
1997
1998 <!--####################################################################-->
1999 <type number="83" name="Duplicator">
2000 <ignore>
2001 <ignore_list name="system_object" />
2002 </ignore>
2003 <description><![CDATA[
2004 When activated, a duplicator can duplicate, multiply or destroy a pile of
2005 objects which lies somewhere on top of the duplicator.
2006 The duplicator has one arch name specified as &lt;target arch&gt;,
2007 and only objects of this archetype can be affected.<br>
2008 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2009 If the latter is set to zero, it will destroy objects.]]>
2010 </description>
2011 <use><![CDATA[
2012 I hope it is clear that one must be very cautious when inserting a duplicator
2013 anywhere with &lt;multiply factor&gt; greater than one.
2014 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2015 It is <b>not acceptable</b> to allow duplication of anything other than
2016 coins, gold and jewels. Besides, it is very important that the chance to
2017 loose the input matches the chance to earn winnings.<br>
2018 A duplicator with &lt;multiply factor&gt; 3 for example should have a
2019 loosing rate of 2/3 = 67%.]]>
2020 </use>
2021 <attribute arch="other_arch" editor="target arch" type="string">
2022 Only objects of matching archtype, lying ontop of the duplicator will be
2023 duplicated, multiplied or removed. All other objects will be ignored.
2024 </attribute>
2025 <attribute arch="level" editor="multiply factor" type="int">
2026 The number of items in the target pile will be multiplied by the
2027 &lt;multiply factor&gt;. If it is set to zero, all target objects
2028 will be destroyed.
2029 </attribute>
2030 <attribute arch="connected" editor="connection" type="string">
2031 An activator (lever, altar, button, etc) with matching connection value
2032 is able to trigger this duplicator. Be very careful that players cannot
2033 abuse it to create endless amounts of money or other valuable stuff!
2034 </attribute>
2035 &activate_on;
2036 </type>
2037
2038 <!--####################################################################-->
2039 <type number="66" name="Exit">
2040 <ignore>
2041 <ignore_list name="non_pickable" />
2042 </ignore>
2043 <description><![CDATA[
2044 When the player applies an exit, he is transferred to a different location.
2045 (Monsters cannot use exits.) Depending on how it is set, the player applies
2046 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2047 the exit. ]]>
2048 </description>
2049 <use><![CDATA[
2050 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2051 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2052 detected with the show_invisible spell.
2053 <br><br>
2054 You can be quite creative with the outlook of secret exits (their "face").
2055 Don't forget to give the player relyable hints about them though.]]>
2056 </use>
2057 <attribute arch="slaying" editor="exit path" type="string">
2058 The exit path defines the map that the player is transferred to.
2059 You can enter an absolute path, beginning with '/' (for example
2060 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2061 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2062 relative path "Fire1"). Use relative paths whenever possible! Note that
2063 upper/lower case must always be set correctly. However, please use lower
2064 case only.
2065 It is well possible to have an exit pointing to the same map that the exit
2066 is on. If slaying is not set in an exit, the player will see a message like
2067 "the exit is closed".
2068 </attribute>
2069 <attribute arch="hp" editor="destination X" type="int">
2070 The exit destinations define the (x, y)-coordinates where the exit
2071 leads to.
2072 If both are set to zero, the player will be transferred to the "default
2073 enter location" of the destined map. The latter can be set in the map-
2074 properties as "Enter X/Y". Though, please DO NOT use that.
2075 It turned out to be a source for numerous map-bugs.
2076 </attribute>
2077 <attribute arch="sp" editor="destination Y" type="int">
2078 The exit destinations define the (x, y)-coordinates where the exit
2079 leads to.
2080 If both are set to zero, the player will be transferred to the "default
2081 enter location" of the destined map. The latter can be set in the map-
2082 properties as "Enter X/Y". Though, please DO NOT use that.
2083 It turned out to be a source for numerous map-bugs.
2084 </attribute>
2085 &move_on;
2086 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2087 If set, this message will be displayed to the player when he applies the exit.
2088 This is quite useful to throw in some "role-play feeling": "As you enter the
2089 dark cave you hear the sound of rustling dragonscales...". Well, my english
2090 is poor, but you get the point. =)
2091 </attribute>
2092 <attribute arch="damned" editor="set savebed" type="bool">
2093 If set, then players using this exit will have their savebed position
2094 set to the destination of the exit when passing through.
2095 </attribute>
2096 </type>
2097
2098 <!--####################################################################-->
2099 <type number="72" name="Flesh">
2100 <description><![CDATA[
2101 Just like with food, the player can fill his stomache and gain a
2102 little health by eating flesh-objects. <br>
2103 For dragon players, flesh plays a very special role though: If the
2104 flesh has resistances set, a dragon player has a chance to gain resistance in
2105 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2106 Don't forget that flesh items with resistances have to be balanced
2107 according to map/monster difficulty.]]>
2108 </description>
2109 <use><![CDATA[
2110 For dragon players, flesh items can be highly valuable. Note that many
2111 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2112 These flesh items "inherit" resistances and level from the monster they belong to.
2113 When you add special flesh items to the inventory of a monster, this is
2114 not the case - so you have to set it manually.
2115 <br><br>
2116 Generally adding special flesh-treaties for dragon players is a great thing
2117 to do. Always consider that dragon players might really not be interested
2118 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2119 out on the reward completely.]]>
2120 </use>
2121 <attribute arch="food" editor="foodpoints" type="int">
2122 The player's stomache will get filled with this amount of foodpoints.
2123 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2124 </attribute>
2125 <attribute arch="level" editor="flesh level" type="int">
2126 The &lt;flesh level&gt; is not visible to the players and it affects only
2127 dragon players. Normally this value reflects the level of the monster
2128 from which the flesh item originates.
2129 Dragon players always search for flesh of highest level possible,
2130 because it bears the best chance to gain high resistances.
2131 </attribute>
2132 <attribute arch="startequip" editor="godgiven item" type="bool">
2133 A godgiven item vanishes as soon as the player
2134 drops it to the ground.
2135 </attribute>
2136 &resistances_flesh_section;
2137 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2138 This text may describe the item.
2139 </attribute>
2140 </type>
2141
2142 <!--####################################################################-->
2143 <type number="0" name="Floor">
2144 <required>
2145 <attribute arch="is_floor" value="1" />
2146 <attribute arch="alive" value="0" />
2147 </required>
2148 <ignore>
2149 <ignore_list name="non_pickable" />
2150 </ignore>
2151 <description><![CDATA[
2152 Floor is a very basic thing whithout too much
2153 functionality. It's a floor - you stand on it.]]>
2154 </description>
2155 <attribute arch="is_floor" value="1" type="fixed" />
2156 <attribute arch="no_pick" value="1" type="fixed" />
2157 <section name="terrain">
2158 &movement_types_terrain;
2159 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2160 This flag indicates this spot contains wood or high grass.
2161 Players with activated woodsman skill can move faster here.
2162 </attribute>
2163 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2164 This flag indicates this spot contains hills or large rocks.
2165 Players with activated mountaineer skill can move faster here.
2166 </attribute>
2167 </section>
2168 <attribute arch="no_magic" editor="no spells" type="bool">
2169 If enabled, it is impossible for players to use (wizard-)
2170 spells on that spot.
2171 </attribute>
2172 <attribute arch="damned" editor="no prayers" type="bool">
2173 If enabled, it is impossible for players to use prayers
2174 on that spot. It also prevents players from saving.
2175 </attribute>
2176 <attribute arch="unique" editor="unique map" type="bool">
2177 Unique floor means that any items dropped on that spot
2178 will be saved beyond map reset. For permanent apartments,
2179 all floor tiles must be set &lt;unique map&gt;.
2180 </attribute>
2181 <attribute arch="buildable" editor="buildable" type="bool">
2182 A buildable can be built upon. This is usually used in combination with
2183 the unique attribute for player apartments or guild storages. But it's
2184 use is not limited to private maps.
2185 </attribute>
2186 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2187 This text may describe the object.
2188 </attribute>
2189 </type>
2190
2191 <!--####################################################################-->
2192 <type number="67" name="Floor (Encounter)">
2193 <ignore>
2194 <ignore_list name="non_pickable" />
2195 </ignore>
2196 <description><![CDATA[
2197 Encounter-Floor is pretty much the same as normal floor.
2198 Most outdoor floor/ground-arches are set to be "encounters".
2199 That is kind of a relict from former code: When walking over
2200 encounter-floor, players sometimes got beamed to little maps
2201 with monsters on them. Nowadays this feature is disabled -
2202 Hence encounter floor is not different from normal floor.]]>
2203 </description>
2204 <attribute arch="is_floor" value="1" type="fixed" />
2205 <attribute arch="no_pick" value="1" type="fixed" />
2206 <section name="terrain">
2207 &movement_types_terrain;
2208 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2209 This flag indicates this spot contains wood or high grass.
2210 Players with activated woodsman skill can move faster here.
2211 </attribute>
2212 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2213 This flag indicates this spot contains hills or large rocks.
2214 Players with activated mountaineer skill can move faster here.
2215 </attribute>
2216 </section>
2217 <attribute arch="no_magic" editor="no spells" type="bool">
2218 If enabled, it is impossible for players to use (wizard-)
2219 spells on that spot.
2220 </attribute>
2221 <attribute arch="damned" editor="no prayers" type="bool">
2222 If enabled, it is impossible for players to use prayers
2223 on that spot. It also prevents players from saving.
2224 </attribute>
2225 <attribute arch="unique" editor="unique map" type="bool">
2226 Unique floor means that any items dropped on that spot
2227 will be saved beyond map reset. For permanent apartments,
2228 all floor tiles must be set &lt;unique map&gt;.
2229 </attribute>
2230 <attribute arch="buildable" editor="buildable" type="bool">
2231 A buildable can be built upon. This is usually used in combination with
2232 the unique attribute for player apartments or guild storages. But it's
2233 use is not limited to private maps.
2234 </attribute>
2235 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2236 This text may describe the object.
2237 </attribute>
2238 </type>
2239
2240 <!--####################################################################-->
2241 <type number="6" name="Food">
2242 <description><![CDATA[
2243 By eating/drinking food-objects, the player can fill his
2244 stomache and gain a little health.]]>
2245 </description>
2246 <attribute arch="food" editor="foodpoints" type="int">
2247 The player's stomache will get filled with this amount of foodpoints.
2248 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2249 </attribute>
2250 <attribute arch="startequip" editor="godgiven item" type="bool">
2251 A godgiven item vanishes as soon as the player
2252 drops it to the ground.
2253 </attribute>
2254 </type>
2255
2256 <!--####################################################################-->
2257 <type number="91" name="Gate">
2258 <ignore>
2259 <ignore_list name="non_pickable" />
2260 </ignore>
2261 <description><![CDATA[
2262 Gates play an important role in Deliantra. Gates can be opened
2263 by activating a button/trigger, by speaking passwords (-> magic_ear)
2264 or carrying special key-objects (-> inventory checker).
2265 Unlike locked doors, gates can get shut again after a player has
2266 passed, which makes them more practical in many cases.]]>
2267 </description>
2268 <use><![CDATA[
2269 Use gates to divide your maps into seperated areas. After solving
2270 area A, the player gains access to area B, and so on. Make your
2271 maps more complex than "one-way".]]>
2272 </use>
2273 <attribute arch="no_pick" value="1" type="fixed" />
2274 <attribute arch="speed" value="1" type="float">
2275 The speed of the gate affects how fast it is closing/opening.
2276 </attribute>
2277 <attribute arch="connected" editor="connection" type="string">
2278 Whenever the inventory checker is triggered, all objects with identical
2279 &lt;connection&gt; value get activated. This only makes sense together with
2280 &lt;blocking passage&gt; disabled.
2281 </attribute>
2282 <attribute arch="wc" editor="position state" type="int">
2283 The &lt;position state&gt; defines the position of the gate:
2284 Zero means completely open/down, the "number of animation-steps" (usually
2285 about 6 or 7) means completely closed/up state. I suggest you don't
2286 mess with this value - Leave the default in place.
2287 </attribute>
2288 &movement_types_terrain;
2289 <attribute arch="no_magic" editor="restrict spells" type="bool">
2290 Restricting the use of spells to pass this gate. This has
2291 an effect only if &lt;block view&gt; is disabled.
2292 </attribute>
2293 <attribute arch="damned" editor="restrict prayers" type="bool">
2294 Restricting the use of prayers to pass this door. This has
2295 an effect only if &lt;block view&gt; is disabled.
2296 </attribute>
2297 </type>
2298
2299 <!--####################################################################-->
2300 <type number="113" name="Girdle">
2301 <import_type name="Amulet" />
2302 <description><![CDATA[
2303 Wearing a girdle, the object's stats will directly be inherited to
2304 the player. Girdles usually provide stats- or damage bonuses and no
2305 defense.]]>
2306 </description>
2307 <use><![CDATA[
2308 Feel free to create your own special artifacts. However, it is very
2309 important that you keep your artifact in balance with existing maps.]]>
2310 </use>
2311 <attribute arch="magic" editor="magic bonus" type="int">
2312 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2313 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2314 than direct armour-class bonus on the helmet.
2315
2316 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2317 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2318 &lt;magic bonus&gt; is pointless here.
2319 </attribute>
2320 </type>
2321
2322 <!--####################################################################-->
2323 <type number="100" name="Gloves">
2324 <import_type name="Amulet" />
2325 <description><![CDATA[
2326 Wearing gloves, the object's stats will directly be inherited to
2327 the player. Gloves can add defense or damage bonuses.]]>
2328 </description>
2329 <use><![CDATA[
2330 Feel free to create your own special artifacts. However, it is very
2331 important that you keep your artifact in balance with existing maps.]]>
2332 </use>
2333 <attribute arch="magic" editor="magic bonus" type="int">
2334 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2335 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2336 will increase that.
2337 </attribute>
2338 </type>
2339
2340 <!--####################################################################-->
2341 <type number="93" name="Handle">
2342 <ignore>
2343 <ignore_list name="non_pickable" />
2344 </ignore>
2345 <description><![CDATA[
2346 A handle can be applied by players and (certain) monsters.
2347 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2348 </description>
2349 <use><![CDATA[
2350 Handles are commonly used to move gates. When placing your lever,
2351 don't forget that some monsters are able to apply it.
2352 The ability to apply levers is rare among monsters -
2353 but vampires can do it for example.]]>
2354 </use>
2355 <attribute arch="no_pick" value="1" type="fixed" />
2356 <attribute arch="connected" editor="connection" type="string">
2357 Every time the handle is applied, all objects
2358 with the same &lt;connection&gt; value are activated.
2359 </attribute>
2360 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2361 This text may describe the item. You can use this
2362 message to explain the handle's purpose to the player.
2363 </attribute>
2364 </type>
2365
2366 <!--####################################################################-->
2367 <type number="27" name="Handle Trigger">
2368 <import_type name="Handle" />
2369 <ignore>
2370 <ignore_list name="non_pickable" />
2371 </ignore>
2372 <description><![CDATA[
2373 Handle triggers are handles which reset after a short period
2374 of time. Every time it is either applied or reset, the
2375 &lt;connection&gt; value is triggered.]]>
2376 </description>
2377 <use><![CDATA[
2378 When you connect an ordinary handle to a gate, the gate normally remains
2379 opened after the first player passed. If you want to keep the gate shut,
2380 connecting it to a handle trigger is an easy solution. ]]>
2381 </use>
2382 </type>
2383
2384 <!--####################################################################-->
2385 <type number="88" name="Hazard Floor">
2386 <required>
2387 <attribute arch="is_floor" value="1" />
2388 </required>
2389 <ignore>
2390 <ignore_list name="non_pickable" />
2391 </ignore>
2392 <description><![CDATA[
2393 The best example for Hazard Floor is lava. It works like standard
2394 floor, but damages all creatures standing on it.
2395 Damage is taken in regular time intervals.]]>
2396 </description>
2397 <use><![CDATA[
2398 The default lava for example does minor damage. But you can turn
2399 it up so that your hazard floor poses a real threat.<br>
2400 Like magic walls, such floors add a permanent thrill to your map.
2401 You can use that to safely chase off too-weak players, or just
2402 to have something different.]]>
2403 </use>
2404 <attribute arch="is_floor" value="1" type="fixed" />
2405 <attribute arch="lifesave" value="1" type="fixed" />
2406 &move_on;
2407 <attribute arch="no_pick" value="1" type="fixed" />
2408 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2409 This attribute specifys the attacktypes that this floor uses to
2410 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2411 If you want a real tough hazard floor, add more than just one attacktype.
2412 </attribute>
2413 <attribute arch="dam" editor="base damage" type="int">
2414 The &lt;base damage&gt; defines how much damage is inflicted to the
2415 victim per hit. The final damage is influenced by several other
2416 factors like the victim's resistance and level.
2417 </attribute>
2418 <attribute arch="wc" editor="weaponclass" type="int">
2419 &lt;weapon class&gt; improves the chance of hitting the victim.
2420 Lower values are better.
2421 Usually, hazard floors like lava are supposed to hit the
2422 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2423 to something like -30.
2424 </attribute>
2425 <attribute arch="level" editor="attack level" type="int">
2426 I guess this value is supposed to work similar to monster levels.
2427 But in fact, it does not seem to have an effect. Set any non-zero
2428 value to be on the safe side.
2429 </attribute>
2430 <section name="terrain">
2431 &movement_types_terrain;
2432 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2433 This flag indicates this spot contains wood or high grass.
2434 Players with activated woodsman skill can move faster here.
2435 </attribute>
2436 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2437 This flag indicates this spot contains hills or large rocks.
2438 Players with activated mountaineer skill can move faster here.
2439 </attribute>
2440 </section>
2441 <attribute arch="no_magic" editor="no spells" type="bool">
2442 If enabled, it is impossible for players to use (wizard-)
2443 spells on that spot.
2444 </attribute>
2445 <attribute arch="damned" editor="no prayers" type="bool">
2446 If enabled, it is impossible for players to use prayers
2447 on that spot. It also prevents players from saving.
2448 </attribute>
2449 <attribute arch="unique" editor="unique map" type="bool">
2450 Unique floor means that any items dropped on that spot
2451 will be saved beyond map reset. For permanent apartments,
2452 all floor tiles must be set &lt;unique map&gt;.
2453 </attribute>
2454 </type>
2455
2456 <!--####################################################################-->
2457 <type number="34" name="Helmet">
2458 <import_type name="Amulet" />
2459 <description><![CDATA[
2460 Wearing a helmet, the object's stats will directly be inherited to
2461 the player. Normal helmets usually increase defense, while crowns
2462 add more special bonuses like stats/resistances paired with
2463 low defense.]]>
2464 </description>
2465 <use><![CDATA[
2466 Feel free to create your own special artifacts. However, it is very
2467 important that you keep your artifact in balance with existing maps.]]>
2468 </use>
2469 <attribute arch="magic" editor="magic bonus" type="int">
2470 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2471 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2472 than direct armour-class bonus on the helmet.
2473
2474 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2475 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2476 Crowns for instance typically provide no &lt;amour class&gt;.
2477 </attribute>
2478 </type>
2479
2480 <!--####################################################################-->
2481 <type number="56" name="Holy Altar">
2482 <ignore>
2483 <ignore_list name="non_pickable" />
2484 </ignore>
2485 <description><![CDATA[
2486 Holy Altars are altars for the various religions. Praying
2487 at a Holy_altar will make you a follower of that god, and
2488 if you already follow that god, you may get some extra bonus.]]>
2489 </description>
2490 <attribute arch="no_pick" value="1" type="fixed" />
2491 <attribute arch="other_arch" editor="god name" type="string">
2492 The altar belongs to the god of the given name. Possible options for
2493 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2494 Gorokh, Valriel and Sorig.
2495
2496 If you want to have an unconsecrated altar, set
2497 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2498 </attribute>
2499 <attribute arch="level" editor="reconsecrate level" type="int">
2500 To re-consecrate an altar, the player's wisdom level must be as
2501 high or higher than this value. In that way, some altars can not
2502 be re-consecrated, while other altars, like those in dungeons, could be.
2503
2504 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2505 Some characters might need those altars, they would be very unhappy to
2506 see them re-consecrated to another cult.
2507 </attribute>
2508 </type>
2509
2510 <!--####################################################################-->
2511 <type number="35" name="Horn">
2512 <ignore>
2513 <attribute arch="title" />
2514 </ignore>
2515 <description><![CDATA[
2516 Horns are very similar to rods. The difference is that horns regenerate
2517 spellpoints faster and thus are more valuable than rods.
2518 <br><br>
2519 A horn contains a spell. The player can use this spell by applying and
2520 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2521 used endlessly.]]>
2522 </description>
2523 <use><![CDATA[
2524 Horns are powerful due to their fast recharge rate. They should
2525 never contain high level attacking spells. Even curing/healing spells
2526 are almost too good on a horn.]]>
2527 </use>
2528 <attribute arch="sp" editor="spell" type="spell">
2529 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2530 horns to players, since they can be used endlessly without any mana cost!
2531 Horns with heal/ restoration/ protection spells, IF available, MUST be
2532 very very VERY hard to get!
2533 </attribute>
2534 <attribute arch="level" editor="casting level" type="int">
2535 The casting level of the &lt;spell&gt; determines it's power.
2536 For attack spells, level should not be set too high.
2537 </attribute>
2538 <attribute arch="hp" editor="initial spellpoints" type="int">
2539 This value represents the initial amount of spellpoints in the horn.
2540 Naturally, this is quite unimportant.
2541 </attribute>
2542 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2543 When the horn is fully charged up, it will hold this maximum amount of
2544 spellpoints. Make sure it is enough to cast the contained spell at least
2545 once. But don't set the value too high, as that might make the horn way
2546 too effective.
2547 </attribute>
2548 <attribute arch="startequip" editor="godgiven item" type="bool">
2549 A godgiven item vanishes as soon as the player
2550 drops it to the ground.
2551 </attribute>
2552 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2553 This text may contain a description of the horn.
2554 </attribute>
2555 </type>
2556
2557 <!--####################################################################-->
2558 <type number="73" name="Inorganic">
2559 <description><![CDATA[
2560 Inorganic materials are generally used as ingredients for
2561 alchemical receipes. By themselves, they have no special
2562 functionalities.]]>
2563 </description>
2564 <attribute arch="is_dust" editor="is dust" type="bool">
2565 </attribute>
2566 &resistances_basic;
2567 </type>
2568
2569 <!--####################################################################-->
2570 <type number="64" name="Inventory Checker">
2571 <ignore>
2572 <ignore_list name="system_object" />
2573 </ignore>
2574 <description><![CDATA[
2575 Inventory checkers passively check the players inventory for a
2576 specific object. You can set a connected value that is triggered
2577 either if that object is present or missing (-&gt; "last_sp") when a
2578 player walks over the inv. checker. A valid option is to remove the
2579 matching object (usually not recommended, see "last_heal").
2580 <br><br>
2581 Alternatively, you can set your inv. checker to block all players
2582 that do/don't carry the matching object.
2583 <br><br>
2584 As you can see, inv. checkers are quite powerful, holding a
2585 great variety of possibilities.]]>
2586 </description>
2587 <use><![CDATA[
2588 Putting a check_inventory space in front of a gate (one below) and
2589 one on the opposite side works reasonably well as a control mechanism.
2590 Unlike the key/door-combo, this one works infinite since it is
2591 independant from map reset. Use it to put a "structure" into your
2592 maps: Player must solve area A to gain access to area B. This concept
2593 can be found in nearly every RPG - simple but effective.]]>
2594 </use>
2595 <attribute arch="no_pick" value="1" type="fixed" />
2596 <attribute arch="slaying" editor="match key string" type="string">
2597 This string specifies the object we are looking for: We have a match
2598 if the player does/don't carry a key object or a mark with identical
2599 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2600 this context. A typical example is the city gate mechanism of scorn.
2601 </attribute>
2602 <attribute arch="race" editor="match arch name" type="string">
2603 This string specifies the object we are looking for: We have a match
2604 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2605 </attribute>
2606 <attribute arch="hp" editor="match type" type="int">
2607 This value specifies the object we are looking for: We have a match
2608 if the player does/don't carry an object that is of type &lt;match type&gt;.
2609
2610 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2611 enabled. Now you have an inv. checker blocking all players that carry any
2612 kind of melee weapon. To pass, a player is forced to leave behind all
2613 his weaponry... bad news for a warrior. ;)
2614 </attribute>
2615 <attribute arch="last_sp" editor="match = having" type="bool">
2616 Enabled means having that object is a match.
2617 Disabled means not having that object is a match.
2618 </attribute>
2619 <attribute arch="connected" editor="connection" type="string">
2620 Whenever the inventory checker is triggered, all objects with identical
2621 &lt;connection&gt; value get activated. This only makes sense together with
2622 &lt;blocking passage&gt; disabled.
2623 </attribute>
2624 &movement_types_terrain;
2625 <attribute arch="last_heal" editor="remove match" type="bool">
2626 &lt;remove match&gt; means remove object if found. Setting this is usually not
2627 recommended because inv. checkers are in general invisible. So, unlike
2628 for altars/ locked doors, the player won't expect to lose an object when
2629 walking over that square. And he doesn't even get a message either.
2630
2631 So, *if* you enable &lt;remove match&gt;, make sure
2632 to inform the player what's going on!
2633 </attribute>
2634 </type>
2635
2636 <!--####################################################################-->
2637 <type number="163" name="Item Transformer">
2638 <description><![CDATA[
2639 An item transformer is simply applied, after having marked a 'victim'
2640 item. If the victim is suitable, it will be transformed into something
2641 else.]]>
2642 </description>
2643 <use><![CDATA[
2644 To make an item transformable, you just have to fill the 'slaying' field.
2645 The syntax is:
2646 <br>
2647 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2648 <br>
2649 with [] denoting optional part, and * any number of preceding [].
2650 'new_item' must be the name of an existing archetype.
2651 <br><br>
2652 Example, for object apple: slaying knife:2 half_apple
2653 <br><br>
2654 This means that, when applying a knife (should be an Item Transformer),
2655 one 'apple' will be transformed into 2 'half_apple'.]]>
2656 </use>
2657 <attribute arch="food" editor="number of uses" type="int">
2658 &lt;number of uses&gt; controls how many times the item transformer can
2659 be used. The value 0 means "unlimited"
2660 </attribute>
2661 <attribute arch="slaying" editor="verb" type="string">
2662 Contains the verb that is used to construct a message to the player
2663 applying the item transformer.
2664 </attribute>
2665 <attribute arch="startequip" editor="godgiven item" type="bool">
2666 A godgiven item vanishes as soon as the player
2667 drops it to the ground.
2668 </attribute>
2669 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2670 This text may contain a description of the item transformer.
2671 </attribute>
2672 </type>
2673
2674 <!--####################################################################-->
2675 <type number="60" name="Jewel">
2676 <description><![CDATA[
2677 Items of the type Gold &amp; Jewels are handled like a currency.
2678 Unlike for any other type of item, in shops, the buy- and selling
2679 prices differ only marginally.]]>
2680 </description>
2681 <attribute arch="race" value="gold and jewels" type="fixed" />
2682 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2683 This text may describe the object.
2684 </attribute>
2685 </type>
2686
2687 <!--####################################################################-->
2688 <type number="24" name="Key">
2689 <description><![CDATA[
2690 When carrying a key, a normal door can be opened. The key will
2691 disappear.]]>
2692 </description>
2693 <attribute arch="startequip" editor="godgiven item" type="bool">
2694 A godgiven item vanishes as soon as the player
2695 drops it to the ground.
2696 </attribute>
2697 </type>
2698
2699 <!--####################################################################-->
2700 <type number="20" name="Locked Door">
2701 <ignore>
2702 <ignore_list name="non_pickable" />
2703 </ignore>
2704 <description><![CDATA[
2705 A locked door can be opened only when carrying
2706 the appropriate special key.]]>
2707 </description>
2708 <use><![CDATA[
2709 If you want to create a locked door that cannot be opened (no key),
2710 set a &lt;key string&gt; like "no_key_available". This will clearify things
2711 and only a fool would create a key matching that string.
2712
2713 Door-objects can not only be used for "doors". In many maps these
2714 are used with all kinds of faces/names, especially often as
2715 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2716 There you have magic forces (door objects) put under certain artifact
2717 items. To get your hands on the artifacts, you need to bring up the
2718 appropriate quest items (key objects).]]>
2719 </use>
2720 <attribute arch="move_type" value="0" type="fixed" />
2721 <attribute arch="no_pick" value="1" type="fixed" />
2722 <attribute arch="slaying" editor="key string" type="string">
2723 The &lt;key string&gt; in the door must be identical with the
2724 &lt;key string&gt; in the special key, then the door is unlocked.
2725 It is VERY important to set the &lt;key string&gt; to something that
2726 is unique among the Deliantra mapset.
2727
2728 DONT EVER USE the default string "set_individual_value".
2729
2730 When the key string starts with "match ", then it is expected to
2731 be a match expression, which will be applied to the player, so
2732 you can use e.g. (match type=POTION in inv). Note that the matched
2733 object will be removed.
2734 </attribute>
2735 <attribute arch="no_magic" editor="restrict spells" type="bool">
2736 Restricting the use of spells to pass this door.
2737 This should be set in most cases.
2738 (Don't forget that the spell "dimension door" is easily
2739 available at about wisdom level 10).
2740 </attribute>
2741 <attribute arch="damned" editor="restrict prayers" type="bool">
2742 Restricting the use of prayers to pass this door.
2743 This should be set in most cases.
2744 </attribute>
2745 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2746 When a player is trying to open the door without carrying the
2747 appropriate key, this text is displayed to the player. This is
2748 a good opportunity to place hints about the special key needed
2749 to unlock the door.
2750 </attribute>
2751 </type>
2752
2753 <!--####################################################################-->
2754 <type number="29" name="Magic Ear">
2755 <ignore>
2756 <ignore_list name="system_object" />
2757 </ignore>
2758 <description><![CDATA[
2759 Magic_ears trigger a connected value
2760 when the player speaks a specific keyword.]]>
2761 </description>
2762 <use><![CDATA[
2763 Whenever you put magic_ears on your maps, make sure there are
2764 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2765 something like a gate that is opened by speaking "open" or
2766 "sesame", expecting the player to figure this out all by himself.
2767 <br><br>
2768 Magic_ears are typically used for interaction with NPCs. You
2769 can create the impression that the NPC actually *does* something
2770 according to his conversation with a player. Mostly this means
2771 opening a gate or handing out some item, but you could be quite
2772 creative here.]]>
2773 </use>
2774 <attribute arch="no_pick" value="1" type="fixed" />
2775 <attribute arch="connected" editor="connection" type="string">
2776 The Magic_ear will trigger all objects with the
2777 same connection value, every time it is activated.
2778 </attribute>
2779 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2780 This textfield contains the keyword-matching-syntax. The text should
2781 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2782 Any number of keywords from one to infinite is allowed. Make sure
2783 they are seperated by a '|'.
2784
2785 Examples: "@match yes", "@match gold|treasure". The connected
2786 value will be triggerd when the player speaks any of the given
2787 keywords within a two-square radius. IMPORTANT: Upper/lower case
2788 does not make a difference!
2789 </attribute>
2790 </type>
2791
2792 <!--####################################################################-->
2793 <type number="62" name="Magic Wall">
2794 <ignore>
2795 <ignore_list name="non_pickable" />
2796 </ignore>
2797 <description><![CDATA[
2798 Magic walls fire spells in a given direction, in regular intervals.
2799 Magic walls can contain any spell. However, some spells do not
2800 operate very successfully in them. The only way to know is to test
2801 the spell you want to use with a wall.
2802 <br><br>
2803 Several types of magical walls are predefined for you in the
2804 archetypes, and can be found on the "connected" Pickmap.]]>
2805 </description>
2806 <use><![CDATA[
2807 Spellcasting walls pose an interesting alternative to monsters.
2808 Usually they are set to be undestroyable. Thus, while monsters
2809 in a map can be cleared out, the magic walls remain. Low level
2810 characters for example will not be able to pass through their
2811 spell-area, hence they cannot loot a map that a high level character
2812 might have cleared out.
2813 <br><br>
2814 Another point of magic walls is that if the player dies, he has to face
2815 them all again. Magic walls can add a kind of "permanent thrill" to
2816 your maps.
2817 <br><br>
2818 Be careful that your magic walls don't kill the monsters on a map. If
2819 placing monsters, eventually take ones that are immune to the
2820 walls' spell(s).
2821 <br><br>
2822 It is possible to make walls rotate when triggered. But that is so
2823 confusing (and useless IMHO) that I did not mention it above. You
2824 can find a working example on the map
2825 "/pup_land/castle_eureca/castle_eureca8".]]>
2826 </use>
2827 <attribute arch="dam" editor="spell" type="spell">
2828 The magic wall will cast this &lt;spell&gt;.
2829 </attribute>
2830 <attribute arch="level" editor="spell level" type="int">
2831 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2832 walls cast spells at minimal strength. "level 100" walls cast deadly
2833 spells. Arch default is level 1 - you should always set this value
2834 to meet the overall difficulty of your map.
2835 </attribute>
2836 <attribute arch="connected" editor="connection" type="string">
2837 Every time the &lt;connection&gt; value is triggered, the wall will cast
2838 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2839 have much visible effect.
2840 </attribute>
2841 &activate_on;
2842 <attribute arch="speed" editor="casting speed" type="float">
2843 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2844 You can fine-tune how long the duration between two casts shall
2845 be. If you want to create a wall that can be activated (cast per
2846 trigger) via connected lever/button/etc, you must set "speed 0".
2847 </attribute>
2848 &speed_left;
2849 <attribute arch="sp" editor="direction" type="list_direction">
2850 The magic wall will cast it's spells always in the specified
2851 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2852 always fire in a random direction.
2853 </attribute>
2854 &movement_types_terrain;
2855 <section name="destroyable">
2856 <attribute arch="alive" editor="is destroyable" type="bool">
2857 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2858 destroyed by the player. If disabled, all other attributes on
2859 this tab, as well as resistances, are meaningless.
2860 </attribute>
2861 <attribute arch="hp" editor="hitpoints" type="int">
2862 The more &lt;hitpoints&gt; the wall has, the longer
2863 it takes to be destroyed.
2864 </attribute>
2865 <attribute arch="maxhp" editor="max hitpoints" type="int">
2866 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2867 can have. This only makes sense if the wall can regain health.
2868 </attribute>
2869 <attribute arch="ac" editor="armour class" type="int">
2870 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2871 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2872 to &lt;weapon class&gt;.
2873 </attribute>
2874 </section>
2875 &resistances_basic;
2876 </type>
2877
2878 <!--####################################################################-->
2879 <type number="55" name="Marker">
2880 <ignore>
2881 <ignore_list name="system_object" />
2882 </ignore>
2883 <description><![CDATA[
2884 A marker is an object that inserts an invisible force (a mark) into a
2885 player stepping on it. This force does nothing except containing a
2886 &lt;key string&gt; which can be discovered by detectors or inventory
2887 checkers. It is also possible to use markers for removing marks again
2888 (by setting the "name" slot to the name of the marker to be removed).
2889 <br><br>
2890 Note that the player has no possibility to "see" his own marks,
2891 except by the effect that they cause on the maps.]]>
2892 </description>
2893 <use><![CDATA[
2894 Markers hold real cool possibilities for map-making. I encourage
2895 you to use them frequently. However there is one negative point
2896 about markers: Players don't "see" what's going on with them. It is
2897 your task, as map-creator, to make sure the player is always well
2898 informed and never confused.
2899 <br><br>
2900 Please avoid infinite markers when they aren't needed. They're
2901 using a little space in the player file after all, so if there
2902 is no real purpose, set an expire time.]]>
2903 </use>
2904 <attribute arch="no_pick" value="1" type="fixed" />
2905 <attribute arch="slaying" editor="key string" type="string">
2906 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2907 If the player already has a force with that &lt;key string&gt;,
2908 there won't be inserted a second one.
2909 </attribute>
2910 <attribute arch="connected" editor="connection" type="string">
2911 When the detector is triggered, all objects with the same
2912 connection value get activated.
2913 </attribute>
2914 <attribute arch="speed" editor="marking speed" type="float">
2915 The &lt;marking speed&gt; defines how quickly it will mark something
2916 standing on the marker. Set this value rather high to make
2917 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2918 should do fine.
2919 </attribute>
2920 &speed_left;
2921 <attribute arch="food" editor="mark duration" type="int">
2922 This value defines the duration of the force it inserts.
2923 If nonzero, the duration of the player's mark is finite:
2924 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2925 means the mark will stay on the player forever.
2926 </attribute>
2927 <attribute arch="name" editor="delete mark" type="string">
2928 When the player steps onto the marker, all existing forces in
2929 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2930 will be removed. If you don't want to remove any marks, leave
2931 this textfield empty.
2932
2933 Note that the string &lt;delete mark&gt; is set as the name of
2934 this marker. So don't be confused, and remember changing the
2935 name will take effect on the marker's functionality.
2936 </attribute>
2937 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2938 In the moment when the player gets marked, this text is displayed
2939 to him. You should really set a message in any marker you create,
2940 because it's the only way for the player to notice what's going on.
2941 </attribute>
2942 </type>
2943
2944 <!--####################################################################-->
2945 <type number="36" name="Money">
2946 <ignore>
2947 <attribute arch="unpaid" />
2948 </ignore>
2949 <description><![CDATA[
2950 Items of the type Money are handled as currency.
2951 Money cannot be sold/bought in shops. When money is dropped
2952 in a shop, it stays the same.<br>
2953 When a player picks an item from a shop and attempts to
2954 walk over the shop mat, the item's selling-price is automatically
2955 subtracted from the player's money.
2956 <br><br>
2957 For money, always use the default arches.
2958 Don't modify them.]]>
2959 </description>
2960 <attribute arch="race" value="gold and jewels" type="fixed" />
2961 </type>
2962
2963 <!--####################################################################-->
2964 <type number="0" name="Monster &amp; NPC">
2965 <required>
2966 <attribute arch="is_floor" value="0" />
2967 <attribute arch="alive" value="1" />
2968 <attribute arch="tear_down" value="0" />
2969 </required>
2970 <ignore>
2971 <attribute arch="material" />
2972 <attribute arch="name_pl" />
2973 <attribute arch="nrof" />
2974 <attribute arch="value" />
2975 <attribute arch="unpaid" />
2976 </ignore>
2977 <description><![CDATA[
2978 Monsters can behave in various kinds of ways.
2979 They can be aggressive, attacking the player. Or peaceful,
2980 helping the player - maybe joining him as pet.
2981 The unagressive creatures who communicate with players are
2982 usually called "NPCs" (Non Player Character), a well-known
2983 term in role-play environments.]]>
2984 </description>
2985 <use><![CDATA[
2986 Monsters play a central role in most maps. Choosing the right
2987 combination of monsters for your map is vital:
2988 <UL>
2989 <LI> Place only monsters of slightly varying (increasing) strength.
2990 It's no fun to play for two hours just to find out the last
2991 monster is unbeatable. Similar, it's not exciting to fight orcs
2992 after passing a room of dragons.<br>
2993 This rule applies only for linear maps (one room after the other),
2994 with treasure at the end. You can sprinkle the treasure around,
2995 or make non-linear maps - That is often more entertaining.
2996 <LI> Places with high level monsters must not be easy to reach.
2997 Balrogs, Dragonmen and the likes should be at the end of a quest,
2998 not at the beginning.
2999 <LI> Don't stick monsters together that tend to kill each other.
3000 Fire- and cold dragons in one room for example is a bad idea.
3001 By weakening and killing each other they are easy prey for players,
3002 not worth the experience they hold.
3003 <LI> Create your own monsters, especially for "boss"-type monsters.
3004 Having stage-bosses guarding treasure is a lot of fun when done right.
3005 Avoid to create monsters with completely non-intuitive abilities:
3006 Don't give ice-spells to firedragons or vice versa. Don't add
3007 draining attack to trolls, etc. Additionally, you should inform the
3008 player before he bumps right into some very special/unusual monster.
3009 <LI> Last but not least: Always keep an eye on the experience your monsters
3010 hold. Design your maps in a way that high experience
3011 is always well-defended. Don't make large rooms full with only one kind
3012 of monster. Keep in mind the different abilities/techniques players
3013 can use.
3014 </UL>
3015 I know it's impossible to make the perfectly balanced map. There's always
3016 some part which is found too easy or too hard for a certain kind of player.
3017 Just give it your best shot. And listen to feedback from players if you
3018 receive some. :-)]]>
3019 </use>
3020 <attribute arch="alive" value="1" type="fixed" />
3021 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3022 When the monster is killed, items from the treasurelist will
3023 drop to the ground. This is a common way to reward players
3024 for killing (masses of) monsters.
3025
3026 Note that you can always put items into the monster's
3027 inventory. Those will drop-at-kill just like the stuff
3028 from the &lt;treasurelist&gt;.
3029 </attribute>
3030 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3031 Set this flag to move treasure items created into the environment (map)
3032 instead of putting them into the object.
3033 </attribute>
3034 <attribute arch="level" editor="level" type="int">
3035 A monster's &lt;level&gt; is the most important attribute.
3036 &lt;level&gt; affects the power of a monster in various ways.
3037 </attribute>
3038 <attribute arch="race" editor="race" type="string">
3039 Every monster should have a race set to categorize it.
3040 The monster's &lt;race&gt; can have different effects:
3041 Slaying weapons inflict tripple damage against enemy races
3042 and holy word kills only enemy races of the god.
3043 </attribute>
3044 <attribute arch="exp" editor="experience" type="int">
3045 When a player kills this monster, he will get exactly this
3046 amount of &lt;experience&gt;. The experience will flow into
3047 the skill-category the player used for the kill.
3048
3049 If you create special monsters of tweaked strenght/abilities,
3050 always make sure that the &lt;experience&gt; is set to a
3051 reasonable value. Compare with existing arches to get a feeling
3052 what reasonable means. Keep in mind that spellcasting monsters
3053 are a lot harder to kill than non-spellcasters!
3054 </attribute>
3055 <attribute arch="speed" editor="speed" type="float">
3056 The &lt;speed&gt; determines how fast a monster will both move
3057 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3058 </attribute>
3059 &speed_left;
3060 <attribute arch="other_arch" editor="breed monster" type="string">
3061 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3062 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3063 can be set to any valid arch-name of a monster. Multipart monster
3064 should not be used.
3065 </attribute>
3066 <attribute arch="generator" editor="multiply" type="bool">
3067 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3068 every once in a while. Mice are a good example for this effect.
3069 If enabled, you must also set &lt;breed monster&gt; or check
3070 &lt;template generation&gt; and put other monsters in the inventory.
3071 </attribute>
3072 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3073 This only takes effect if &lt;multiply&gt; is enabled. The monster
3074 will create a new monster every once in a while by duplicating it's inventory.
3075 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3076 Each time the monster need to generate an object, it will be
3077 a randomly chosen item from the inventory. When generator is destroyed,
3078 inventory is destroyed.
3079 </attribute>
3080 &move_type;
3081 <attribute arch="undead" editor="undead" type="bool">
3082 Several spells only affect undead monsters:
3083 turn undead, banish undead, holy word, etc.
3084 </attribute>
3085 <attribute arch="carrying" editor="carries weight" type="int">
3086 If a monster has something in the inventory, this
3087 value can be set to reflect the slowdown due to
3088 the carried weight.
3089 </attribute>
3090 <attribute arch="precious" editor="precious" type="bool">
3091 Set this flag to indicate that this monster is precious, i.e.
3092 it should not be lightly destroyed. This is most useful on pets and
3093 keeps the server from destroying them on destroy_pets/monster floors
3094 and will try to save them when the player logs out.
3095 </attribute>
3096
3097 <section name="melee">
3098 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3099 This number is a bitmask, specifying the monster's attacktypes
3100 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3101 Strong monsters often have more than just physical attacktype.
3102
3103 When a monster with multiple attacktypes hits aan oponent, it will do
3104 as much damage as the "best" of it's attacktypes does. So, the more
3105 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3106 somehow exceptions.
3107 </attribute>
3108 <attribute arch="dam" editor="damage" type="int">
3109 Among other parameters, &lt;damage&gt; affects how much melee damage
3110 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3111 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3112 take effect on the melee damage of a monster.
3113 </attribute>
3114 <attribute arch="wc" editor="weapon class" type="int">
3115 Monsters of high &lt;weapon class&gt; are more likely to really hit
3116 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3117 to &lt;armour class&gt;.
3118 </attribute>
3119 <attribute arch="hp" editor="health points" type="int">
3120 The &lt;health points&gt; of a monster define how long it takes to
3121 kill it. With every successful hit from an opponent, &lt;health points&gt;
3122 get drained - The monster dies by zero &lt;health points&gt;.
3123 </attribute>
3124 <attribute arch="maxhp" editor="max health" type="int">
3125 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3126 monster can have.
3127 </attribute>
3128 <attribute arch="ac" editor="armour class" type="int">
3129 Monsters of low &lt;armour class&gt; are less likely to get hit from
3130 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3131 to &lt;weapon class&gt;.
3132 Values typically range between +20 (very bad) to -20 (quite good).
3133 </attribute>
3134 <attribute arch="Con" editor="healing rate" type="int">
3135 Monsters regenerate this many health points each 4 ticks. Hence, the
3136 healing rate is independent of &lt;speed&gt;.
3137 </attribute>
3138 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3139 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3140 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3141 bounce off.
3142 </attribute>
3143 <attribute arch="hitback" editor="hitback" type="bool">
3144 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3145 to the amount of damage the *attacker* inflicted. This damage
3146 is additional to the regular melee damage of the monster.
3147 As far as I know, hitback uses acid attacktype, and it only takes
3148 effect if the monster actually has acid attacktype at it's disposal.
3149 Acid spheres for example use this feature.
3150 </attribute>
3151 <attribute arch="one_hit" editor="one hit only" type="bool">
3152 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3153 to a player.
3154 </attribute>
3155 </section>
3156
3157 <section name="spellcraft">
3158 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3159 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3160 Only wands/rods/etc can be used, given the appropriate abilities.
3161 </attribute>
3162 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3163 A monster with this flag has the ability to &lt;reflect spells&gt;,
3164 all kinds of spell-bullets and -beams will bounce off.
3165
3166 Generally this flag should not be set because it puts
3167 wizard-type players at an unfair disadvantage.
3168 </attribute>
3169 <attribute arch="sp" editor="spellpoints" type="int">
3170 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3171 them for both wizard- and prayer-spells. However, this value defines
3172 only the amount of *initial* spellpoints the monster starts with.
3173 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3174 and &lt;spellpoint regen.&gt; are more important than just initial
3175 &lt;spellpoints&gt;.
3176 </attribute>
3177 <attribute arch="maxsp" editor="max spellpoints" type="int">
3178 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3179 can hold. Setting this to high values has little effect unless
3180 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3181 "regenerate mana" at it's disposal.
3182 </attribute>
3183 <attribute arch="Pow" editor="spellpoint regen." type="int">
3184 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3185 spellpoint regeneration rate is independent of &lt;speed&gt;.
3186
3187 To make a real tough spellcasting monster, the rate of spellpoint
3188 regeneration is most important. If your monster is still not casting
3189 fast enough, give it the spell-ability of "regenerate mana".
3190 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3191 </attribute>
3192 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3193 Click on the &lt;attuned paths&gt; button to select spellpaths.
3194 The creature will get attuned to the specified spellpaths.
3195 </attribute>
3196 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3197 Click on the &lt;repelled paths&gt; button to select spellpaths.
3198 The creature will get repelled to the specified spellpaths.
3199 </attribute>
3200 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3201 Click on the &lt;denied paths&gt; button to select spellpaths.
3202 The creature won't be able to cast spells of the specified paths.
3203 </attribute>
3204 </section>
3205
3206 <section name="ability">
3207 <attribute arch="Int" editor="detect hidden" type="int">
3208 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3209 hidden/invisible creatures. Higher values make for better
3210 detection-skills. Enabling &lt;see invisible&gt; makes this value
3211 obsolete.
3212 </attribute>
3213 <attribute arch="see_invisible" editor="see invisible" type="bool">
3214 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3215 with by invisible or hiding players. This flag is a must-have
3216 for high-level monsters. When a monster is unable to detect
3217 invisible players, it can be killed without fighting back.
3218 </attribute>
3219 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3220 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3221 by spells of darkness or dark maps. This flag is a "should-have"
3222 for high-level monsters. When a monster is unable to see in
3223 darkness, players can cast darkness and sneak around it safely.
3224 </attribute>
3225 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3226 Monster is able to wield weapon type objects.
3227 </attribute>
3228 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3229 Monster is able to use missile-weapon type objects.
3230 </attribute>
3231 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3232 Monster is able to wear protective equipment like brestplate
3233 armour, shields, helmets etc.
3234 </attribute>
3235 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3236 Monster is able to wear rings.
3237 </attribute>
3238 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3239 Monster is able to use wands and staves.
3240 </attribute>
3241 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3242 Monster is able to use rods.
3243 </attribute>
3244 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3245 Monster is able to read scrolls.
3246 </attribute>
3247 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3248 Monster is able to use skills from it's inventory.
3249 For example, you can put a throwing skill object and some
3250 boulders into the monster's object and set &lt;can use skills&gt;.
3251 </attribute>
3252 </section>
3253
3254 <section name="behave">
3255 <attribute arch="monster" editor="monster behaviour" type="bool">
3256 When &lt;monster behaviour&gt; is enabled, this object will behave
3257 like a monster: It can move and attack enemies (which are
3258 typically players).
3259 This flag should be set for all monsters as-such.
3260 Monsters which don't move, like guards, should also have
3261 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3262 It should *not* be set for things like immobile generators.
3263 </attribute>
3264 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3265 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3266 </attribute>
3267 <attribute arch="friendly" editor="friendly" type="bool">
3268 &lt;friendly&gt; monsters help the player, attacking any
3269 non-friendly monsters in range.
3270 </attribute>
3271 <attribute arch="stand_still" editor="stand still" type="bool">
3272 Monsters which &lt;stand still&gt; won't move to leave their position.
3273 When agressive, they will attack all enemies who get close to
3274 them. This behaviour is commonly known from castle guards.
3275
3276 In older versions of Deliantra it was possible to eventually
3277 push a &lt;stand still&gt;-monster out of position by force.
3278 I believe this is no longer possible. Neverthless, you should
3279 still be cautious when lining up &lt;stand still&gt;-monster in order
3280 to "defend" something: Such monsters are rather easy to kill.
3281 It's good for low level maps, but not much more.
3282 </attribute>
3283 <attribute arch="sleep" editor="asleep" type="bool">
3284 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3285 &lt;sensing range&gt; of the monster. Usually the sensing range is
3286 larger than the players line of sight. Due to that, in most cases
3287 the player won't ever notice weither a monster was asleep or not.
3288 </attribute>
3289 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3290 This entry defines which kinds of environment actions the
3291 creature is able to perform.
3292 </attribute>
3293 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3294 Click on the &lt;pick up&gt; button and select which types of objects
3295 the creature should try to pick up.
3296
3297 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3298 etc are set, then the creature will pick up the matching items even
3299 if this is not set here.
3300 </attribute>
3301 <attribute arch="Wis" editor="sensing range" type="int">
3302 &lt;sensing range&gt; determines how close a player needs to be before
3303 the creature wakes up. This is done as a square, for reasons of speed.
3304 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3305 11x11 square of the monster will wake the monster up. If the player
3306 has stealth, the size of this square is reduced in half plus 1.
3307 </attribute>
3308 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3309 If this is set to default, the standard mode of movement will be used.
3310 </attribute>
3311 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3312 This movement is not in effect when the monster has an enemy and should
3313 only be used for non agressive monsters.
3314 </attribute>
3315 <attribute arch="run_away" editor="run at % health" type="int">
3316 This is a percentage value in the range 0-100.
3317 When the monster's health points drop below this percentage
3318 (relative to max health), it attempts to run away from the
3319 attacker.
3320 </attribute>
3321 </section>
3322 &resistances_basic;
3323 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3324 </attribute>
3325 </type>
3326
3327 <!--####################################################################-->
3328 <type number="28" name="Monster (Grimreaper)">
3329 <import_type name="Monster &amp; NPC" />
3330 <ignore>
3331 <attribute arch="material" />
3332 <attribute arch="name_pl" />
3333 <attribute arch="nrof" />
3334 <attribute arch="value" />
3335 <attribute arch="unpaid" />
3336 </ignore>
3337 <description>
3338 A grimreaper is a monster that vanishes after it did some number of
3339 draining attacks.
3340 </description>
3341 <section name="grimreaper">
3342 <attribute arch="value" editor="attacks" type="int">
3343 The object vanishes after this number of draining attacks.
3344 </attribute>
3345 </section>
3346 </type>
3347
3348 <!--####################################################################-->
3349 <type number="65" name="Mood Floor">
3350 <ignore>
3351 <ignore_list name="system_object" />
3352 </ignore>
3353 <description><![CDATA[
3354 As the name implies, mood floors can change the "mood" of
3355 a monsters/NPC. For example, an unagressive monster could be
3356 turned mad to start attacking. Similar, an agressive monster
3357 could be calmed.]]>
3358 </description>
3359 <use><![CDATA[
3360 Mood floors are absolutely cool for NPC interaction. To make an
3361 unaggressive monster/NPC attack, put a creator with "other_arch
3362 furious_floor" under it. Connect the creator to a magic_ear, so the
3363 player speaks a keyword like "stupid sucker" - and the monster attacks.
3364 <br><br>
3365 To turn an NPC into a pet, put a charm_floor under it and connect
3366 it directly to a magic_ear. Then the player speaks a keyword like
3367 "help me" - and the NPC joins him as pet.
3368 <br><br>
3369 (Of course you must always give clear hints about keywords!
3370 And there is no reason why you couldn't use a button/lever/pedestal
3371 etc. instead of a magic_ear.)]]>
3372 </use>
3373 <attribute arch="no_pick" value="1" type="fixed" />
3374 <attribute arch="last_sp" editor="mood" type="list_mood">
3375 &lt;mood&gt; is used to determine what will happen to the
3376 monster when affected by the mood floor:
3377
3378 &lt;mood&gt; 'furious': Makes all monsters aggressive
3379
3380 &lt;mood&gt; 'angry': As above but pets are unaffected
3381
3382 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3383
3384 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3385
3386 &lt;mood&gt; 'charm': Turns monster into a pet of person
3387 who triggers the square. This setting is not
3388 enabled for continous operation, you need to
3389 insert a &lt;connection&gt; value!
3390 </attribute>
3391 <attribute arch="connected" editor="connection" type="string">
3392 This should only be set in combination with &lt;mood number&gt; 4.
3393 Normally, monsters are affected by the mood floor as soon as they
3394 step on it. But charming (monster -&gt; pet) is too powerful,
3395 so it needs to be activated.
3396
3397 Typically it is connected to an altar, for buying a "hireling".
3398 But a powerful pet could as well be the reward for solving a
3399 quest. Or even better: It could be *part* of a quest!
3400 </attribute>
3401 <attribute arch="no_magic" editor="no spells" type="bool">
3402 If enabled, it is impossible for players to use (wizard-)
3403 spells on that spot.
3404 </attribute>
3405 <attribute arch="damned" editor="no prayers" type="bool">
3406 If enabled, it is impossible for players to use prayers
3407 on that spot. It also prevents players from saving.
3408 </attribute>
3409 </type>
3410
3411 <!--####################################################################-->
3412 <type number="40" name="Mover">
3413 <ignore>
3414 <ignore_list name="non_pickable" />
3415 </ignore>
3416 <description><![CDATA[
3417 Movers move the objects above them. However, only living objects
3418 are affected (monsters/NPCs always, players optional). Movers have
3419 a direction, so players can be made to move in a pattern, and so
3420 can monsters. Motion is involuntary. Additionally, players or
3421 monsters can be "frozen" while ontop of movers so that they MUST
3422 move along a chain of them.
3423 <br><br>
3424 Multisquare monsters can be moved as well, given
3425 enough space. Movers are usually invisible.]]>
3426 </description>
3427 <use><![CDATA[
3428 NEVER EVER consider a mover being unpassable in the backwards
3429 direction. Setting "forced movement" makes it seemingly impossible
3430 but there is still a trick: One player can push a second player
3431 past the mover, in opposite to the mover's direction! The more
3432 movers, the more players needed. Hence, don't make a treasure
3433 room that is surrounded by movers instead of solid walls/gates.
3434 <br><br>
3435 Btw, it does not make a difference putting movers above or
3436 below the floor. Moreover, movers that are set to be invisible
3437 cannot be discovered with the show_invisible spell.
3438 <br><br>
3439 Note that Movers and Directors are seperate objects, even though
3440 they look and act similar. Directors only do spells/missiles,
3441 while movers only do living creatures (depending on how it
3442 is set: monsters and players).]]>
3443 </use>
3444 <attribute arch="attacktype" editor="forced movement" type="bool">
3445 If forced movement is enabled, the mover "freezes" anyone it
3446 moves (so they are forced to move along a chain).
3447 For players there is no way to escape this forced movement,
3448 except being pushed by a second player.
3449 </attribute>
3450 <attribute arch="maxsp" editor="freeze duration" type="int">
3451 The player will be "frozen" for that many moves.
3452 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3453 enabled, then &lt;freeze duration&gt; gets assigned the
3454 "default value" 2 automatically.
3455 </attribute>
3456 <attribute arch="speed" editor="movement speed" type="float">
3457 The movement speed value determines how fast a chain of
3458 these movers will push a player along (default is -0.2).
3459 </attribute>
3460 &speed_left;
3461 <attribute arch="sp" editor="direction" type="list_direction">
3462 The mover will push creatures in the specified &lt;direction&gt;.
3463 A mover with direction set to &lt;none&gt; will spin clockwise,
3464 thus pushing creatures in unpredictable directions.
3465 </attribute>
3466 <attribute arch="lifesave" editor="gets used up" type="bool">
3467 If enabled, the mover gets "used up" after a certain number of moves
3468 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3469 </attribute>
3470 <attribute arch="hp" editor="number of uses" type="int">
3471 This value has only a meaning if &lt;gets used up&gt; is set:
3472 &lt;number of uses&gt; is the number of times minus one, that it
3473 will move a creature before disappearing. (It will move
3474 someone &lt;number of uses&gt;+1 times, then vanish).
3475 </attribute>
3476 <section name="targets">
3477 <attribute arch="level" editor="move players" type="bool">
3478 If &lt;move players&gt; is enabled, both players and monsters will be
3479 moved. In the arches' default it is disabled - thus ONLY monsters
3480 get moved. Remember that "monsters" includes NPCs!
3481
3482 This feature provides you with the possibility to make NPCs
3483 literally "come to life". Example: The player is talking with an
3484 NPC, speaking a certain keyword. This triggers a magic_ear and
3485 activates creators, creating (per default: monster-only) movers
3486 under the NPC's feet. The NPC starts "walking" on a predefined
3487 route! Note that it's useful to set this NPC immune to everything,
3488 preventing the player to push the NPC off his trace.
3489 </attribute>
3490 <attribute arch="move_on" editor="movement type" type="movement_type">
3491 Which movement types activate the mover.
3492 </attribute>
3493 </section>
3494 </type>
3495
3496 <!--####################################################################-->
3497 <type number="17" name="Pedestal">
3498 <ignore>
3499 <ignore_list name="non_pickable" />
3500 </ignore>
3501 <description><![CDATA[
3502 Pedestals are designed to detect certain types of living objects.
3503 When a predefined type of living creature steps on the pedestal, the
3504 connected value is triggered.]]>
3505 </description>
3506 <use><![CDATA[
3507 If you want to create a place where only players of a certain race
3508 can enter, put a teleporter over your pedestal. So the teleporter is
3509 only activated for players of the matching race. Do not use gates,
3510 because many other players could sneak in. If you put powerful
3511 artifacts into such places, generally set "startequip 1", so that
3512 they are preserved for that one race and can't be traded to others.]]>
3513 </use>
3514 <attribute arch="no_pick" value="1" type="fixed" />
3515 <attribute arch="slaying" editor="match race" type="string">
3516 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3517 matches the monster's or the player's race, we have a match.
3518 Yes, pedestals can detect a player's race! E.g. you could create a
3519 place where only fireborns can enter, by setting "slaying unnatural".
3520
3521 If it is set to "player", any player stepping on the pedestal
3522 is a match. Very useful if you want to open a gate for players
3523 but not for monsters.
3524
3525 &match_compat;
3526 </attribute>
3527 <attribute arch="connected" editor="connection" type="string">
3528 When the pedestal is triggered, all objects with the same
3529 connection value get activated.
3530 </attribute>
3531 &move_on;
3532 </type>
3533
3534 <!--####################################################################-->
3535 <type number="32" name="Pedestal Trigger">
3536 <import_type name="Pedestal" />
3537 <ignore>
3538 <ignore_list name="non_pickable" />
3539 </ignore>
3540 <description><![CDATA[
3541 Pedestal triggers are pedestals which reset after a short period
3542 of time. Every time it is either applied or reset, the
3543 &lt;connection&gt; value is triggered.]]>
3544 </description>
3545 </type>
3546
3547 <!--####################################################################-->
3548 <type number="19" name="Item Match">
3549 <ignore>
3550 <ignore_list name="non_pickable" />
3551 </ignore>
3552 <description><![CDATA[
3553 Match objects use the deliantra matching language
3554 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3555 to match items on the same mapspace (if move_on/off are unset) or
3556 items trying to enter (if move_blocked is set).
3557
3558 If a connected value is given, then it is triggered if the first object
3559 matching the expression is put on it, and the last is removed.]]>
3560 </description>
3561 <use><![CDATA[
3562 If you want to trigger something else (e.g. a gate) when an item is above this object,
3563 use the move_on/move_off settings.
3564
3565 If you want to keep something from entering if it has (or lacks) a specific item,
3566 use the move_blocked setting.]]>
3567 </use>
3568 <attribute arch="no_pick" value="1" type="fixed" />
3569 <attribute arch="slaying" editor="match expression" type="string">
3570 &match_compat;
3571
3572 Optionally you can leave out the "match " prefix.
3573 </attribute>
3574 <attribute arch="connected" editor="connection" type="string">
3575 When the match is triggered, all objects with the same
3576 connection value get activated.
3577 </attribute>
3578 &move_on;
3579 &move_off;
3580 &move_block;
3581 </type>
3582
3583 <!--####################################################################-->
3584 <type number="94" name="Pit">
3585 <ignore>
3586 <ignore_list name="non_pickable" />
3587 </ignore>
3588 <description><![CDATA[
3589 Pits are holes, transporting the player when he walks (and falls) into them.
3590 A speciality about pits is that they don't transport the player to
3591 the exact destination, but within a configurable radius of the destination
3592 (never on blocked squares).<br>
3593 Optionally, pits can get closed and opened, similar to gates.<br><br>
3594 Monsters and items are affected by pits just as well as players.
3595 Even multipart monsters can fall through them, given enough space.]]>
3596 </description>
3597 <use><![CDATA[
3598 Pits can add interesting effects to your map. When using them, make
3599 sure to use them in a "logical way": Pits should always drop the
3600 player to some kind of lower level. They should not be used to
3601 randomly interconnect maps like teleporters do.]]>
3602 </use>
3603 <attribute arch="no_pick" value="1" type="fixed" />
3604 <attribute arch="range" editor="spread radius" type="int">
3605 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3606 </attribute>
3607 <attribute arch="connected" editor="connection" type="string">
3608 When a &lt;connection&gt; value is set, the pit can be opened/closed
3609 by activating the connection.
3610 </attribute>
3611 &activate_on;
3612 <attribute arch="hp" editor="destination X" type="int">
3613 The pit will transport creatures (and items) randomly into a two-square
3614 radius of the destination coordinates.
3615 If the destination square becomes blocked, the pit will act like
3616 being filled up and not work anymore!
3617 </attribute>
3618 <attribute arch="sp" editor="destination Y" type="int">
3619 The pit will transport creatures (and items) randomly into a two-square
3620 radius of the destination coordinates.
3621 If the destination square becomes blocked, the pit will act like
3622 being filled up and not work anymore!
3623 </attribute>
3624 <attribute arch="wc" editor="position state" type="int">
3625 The &lt;position state&gt; defines the position of the gate:
3626 Zero means completely open/down, the "number of animation-steps" (usually
3627 about 6 or 7) means completely closed/up state. I suggest you don't
3628 mess with this value - Leave the default in place.
3629 </attribute>
3630 &move_on;
3631 </type>
3632
3633 <!--####################################################################-->
3634 <type number="7" name="Poison Food">
3635 <description><![CDATA[
3636 When eating, the player's stomache is drained by 1/4 of food.
3637 If his food drops to zero, the player might even die.]]>
3638 </description>
3639 </type>
3640
3641 <!--####################################################################-->
3642 <type number="5" name="Potion">
3643 <description><![CDATA[
3644 The player can drink these and gain various kinds of benefits
3645 (/penalties) by doing so.]]>
3646 </description>
3647 <use><![CDATA[
3648 One potion should never give multiple benefits at once.]]>
3649 </use>
3650 <attribute arch="level" editor="potion level" type="int">
3651 If the potion contains a spell, the spell is cast at this level.
3652 For other potions it should be set at least to 1.
3653 </attribute>
3654 <attribute arch="sp" editor="spell" type="spell">
3655 When a player drinks this potion, the selected spell
3656 will be casted (once). This should work for any given spell.
3657 E.g. heal is "sp 35", magic power is "sp 67".
3658 </attribute>
3659 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3660 There are two types of special effects for potions:
3661 'life restoration' - restore the player's stats lost by death or draining
3662 (this has nothing in common with the restoration spell!)
3663 'improvement' - increase the player's maximum health/mana/grace
3664 by a very small amount.
3665 </attribute>
3666 <attribute arch="cursed" editor="cursed" type="bool">
3667 If a potion is cursed, benefits generally turn into penalties.
3668 Note that potions can be "uncursed" by praying over an altar,
3669 with relative ease. *But* the potion must be identified to notice
3670 that it is cursed &gt;:)
3671 </attribute>
3672 <attribute arch="startequip" editor="godgiven item" type="bool">
3673 A godgiven item vanishes as soon as the player
3674 drops it to the ground.
3675 </attribute>
3676 &player_stat_resist_sections;
3677 </type>
3678
3679 <!--####################################################################-->
3680 <type number="156" name="Power Crystal">
3681 <description><![CDATA[
3682 Power crystals can store a player's mana:
3683 When the player applies the crystal with full mana, half of
3684 it flows into the crystal. When the player applies it with
3685 lacking mana, the crystal replenishes the player's mana.]]>
3686 </description>
3687 <attribute arch="sp" editor="initial mana" type="int">
3688 &lt;initial mana&gt; is the amount of spellpoints that the
3689 crystal holds when the map is loaded.
3690 </attribute>
3691 <attribute arch="maxsp" editor="mana capacity" type="int">
3692 The &lt;mana capacity&gt; defines how much mana can be stored
3693 in the crystal. This is what makes the crystal interesting.
3694 Wizard-players will always seek for crystals with large
3695 capacities.
3696 </attribute>
3697 </type>
3698
3699 <!--####################################################################-->
3700 <type number="13" name="Projectile">
3701 <description><![CDATA[
3702 Projectiles like arrows/crossbow bolts are used as ammunition
3703 for shooting weapons.
3704 <br><br>
3705 It's very easy to add new pairs of weapons &amp; projectiles.
3706 Just set matching &lt;ammunition class&gt; both for shooting
3707 weapon and projectile.]]>
3708 </description>
3709 <use><![CDATA[
3710 If you want to create new kinds of projectiles, you could
3711 add an alchemical receipe to create these.
3712
3713 Don't create new pairs of weapons &amp; projectiles unless
3714 they really fullfill a useful purpose. In fact, even bows
3715 and crossbows are rarely ever used.]]>
3716 </use>
3717 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3718 This number is a bitmask, specifying the projectile's attacktypes.
3719 Attacktypes are: physical, magical, fire, cold.. etc.
3720 This works identical to melee weapons. Note that shooting
3721 weapons cannot have attacktypes.
3722 </attribute>
3723 <attribute arch="race" editor="ammunition class" type="string">
3724 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3725 these projectiles. For arrows set "arrows", for crossbow bolts
3726 set "crossbow bolts" (big surprise).
3727
3728 In certain cases, the ammunition class is displayed in the game.
3729 Hence, when you create a new ammunition class, choose an
3730 intuitive name like "missiles", "spirit bolts" - whatever.
3731
3732 You can also make special containers holding these projectiles
3733 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3734 </attribute>
3735 <attribute arch="slaying" editor="slaying race" type="string">
3736 Slaying means the weapon does tripple (3x) damage to monsters
3737 of the specified race. If &lt;slaying race&gt; matches an arch name,
3738 only monsters of that archtype receive tripple damage.
3739 Tripple damage is very effective.
3740 </attribute>
3741 <attribute arch="dam" editor="damage" type="int">
3742 The projectile &lt;damage&gt; significantly affects the damage
3743 done. Damage can be further increased by the shooting
3744 weapon's attributes.
3745 </attribute>
3746 <attribute arch="wc" editor="weaponclass" type="int">
3747 This value is supposed to be the base &lt;weaponclass&gt;,
3748 but it seems to have rather little effect.
3749 High values are good here, low values bad.
3750 </attribute>
3751 <attribute arch="food" editor="chance to break" type="int">
3752 The &lt;chance to break&gt; defines the breaking probability when this
3753 projectile hits an obstacle, e.g. wall or monster.
3754 The value is the %-chance to break, ranging from 0 (never breaking)
3755 to 100 (breaking at first shot).
3756 </attribute>
3757 <attribute arch="magic" editor="magic bonus" type="int">
3758 Magic bonus increases chance to hit and damage a little bit.
3759 </attribute>
3760 <attribute arch="unique" editor="unique item" type="bool">
3761 Unique items exist only one time on a server. If the item
3762 is taken, lost or destroyed - it's gone for good.
3763 </attribute>
3764 <attribute arch="startequip" editor="godgiven item" type="bool">
3765 A godgiven item vanishes as soon as the player
3766 drops it to the ground.
3767 </attribute>
3768 <attribute arch="no_drop" editor="don't drop" type="bool">
3769 When a monster carries a projectile with &lt;don't drop&gt;,
3770 this item will never drop to the ground but
3771 vanish instead. If this object is shot, it can still drop
3772 after hitting an obstacle. You can prevent this by
3773 setting &lt;chance to break&gt; 100.
3774 </attribute>
3775 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3776 This text may describe the projectile. This
3777 could be nice for very special ones.
3778 </attribute>
3779 </type>
3780
3781 <!--####################################################################-->
3782 <type number="70" name="Ring">
3783 <import_type name="Amulet" />
3784 <description><![CDATA[
3785 Rings are worn on the hands - one ring each.
3786 Wearing rings, the object's stats will directly be inherited to
3787 the player. Usually enhancing his spellcasting potential.]]>
3788 </description>
3789 <use><![CDATA[
3790 When you create an artifact ring, never forget that players can
3791 wear <B>two</B> rings! Due to that it is extremely important to
3792 keep rings in balance with the game.
3793 <br><br>
3794 Also keep in mind that rings are generally the wizard's tools.
3795 They should primarily grant bonuses to spellcasting abilities
3796 and non-physical resistances.]]>
3797 </use>
3798 </type>
3799
3800 <!--####################################################################-->
3801 <type number="3" name="Rod">
3802 <ignore>
3803 <attribute arch="title" />
3804 </ignore>
3805 <description><![CDATA[
3806 A rod contains a spell. The player can use this spell by applying and
3807 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3808 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3809 used endlessly.]]>
3810 </description>
3811 <use><![CDATA[
3812 Rods with healing/curing spells are extremely powerful. Usually, potions have
3813 to be used for that purpose. Though, potions are expensive and only good for
3814 one-time-use.<br>]]>
3815 </use>
3816 <attribute arch="sp" editor="spell" type="spell">
3817 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3818 rods to players, since they can be used endlessly without any mana cost!
3819 Rods with heal/ restoration/ protection spells, IF available, MUST be
3820 very very VERY hard to get!
3821 </attribute>
3822 <attribute arch="level" editor="casting level" type="int">
3823 The casting level of the &lt;spell&gt; determines it's power.
3824 For attack spells, level should be set to something reasonable.
3825 </attribute>
3826 <attribute arch="hp" editor="initial spellpoints" type="int">
3827 This value represents the initial amount of spellpoints in the rod.
3828 Naturally, this is quite unimportant.
3829 </attribute>
3830 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3831 When the rod is fully charged up, it will hold this maximum amount of
3832 spellpoints. Make sure it is enough to cast the contained spell at least
3833 once. But don't set the value too high, as that might make the rod
3834 too effective.
3835 </attribute>
3836 <attribute arch="startequip" editor="godgiven item" type="bool">
3837 A godgiven item vanishes as soon as the player
3838 drops it to the ground.
3839 </attribute>
3840 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3841 This text may contain a description of the rod.
3842 </attribute>
3843 </type>
3844
3845 <!--####################################################################-->
3846 <type number="154" name="Rune">
3847 <ignore>
3848 <attribute arch="no_pick" />
3849 <attribute arch="title" />
3850 <attribute arch="name_pl" />
3851 <attribute arch="weight" />
3852 <attribute arch="value" />
3853 <attribute arch="material" />
3854 <attribute arch="unpaid" />
3855 </ignore>
3856 <description><![CDATA[
3857 A rune is a magical enscription on the dungeon floor.
3858 <br><br>
3859 Runes hit any monster or person who steps on them for 'dam' damage in
3860 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3861 and will cast this spell when it detonates. Yet another kind is the
3862 "summoning rune", summoning predefined monsters of any kind, at detonation.
3863 <br><br>
3864 Many runes are already defined in the archetypes.]]>
3865 </description>
3866 <use><![CDATA[
3867 Avoid monsters stepping on your runes. For example, summoning runes
3868 together with spellcasting- and attack-runes is usually a bad idea.]]>
3869 </use>
3870 <attribute arch="no_pick" value="1" type="fixed" />
3871 &move_on;
3872 <attribute arch="level" editor="rune level" type="int">
3873 This value sets the level the rune will cast the spell it contains at,
3874 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3875 (&lt;rune level&gt; 0 runes won't detonate at all!)
3876
3877 Level Also effects how easily a rune may be found and disarmed, and
3878 how much experience the player gets for doing so. Beware: High level
3879 runes can be quite a cheap source of experience! So either make them
3880 tough, or keep the level low.
3881 </attribute>
3882 <attribute arch="Cha" editor="visibility" type="int">
3883 This value determines what fraction of the time the rune is visible:
3884 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3885 how easily the rune may be found.
3886 </attribute>
3887 <attribute arch="hp" editor="number of charges" type="int">
3888 The rune will detonate &lt;number of charges&gt; times before disappearing.
3889 </attribute>
3890 <attribute arch="dam" editor="direct damage" type="int">
3891 &lt;direct damage&gt; specifies how much damage is done by the rune,
3892 if it doesn't contain a spell. This should be set in reasonable
3893 relation to the rune's level.
3894 </attribute>
3895 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3896 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3897 attribute defines what attacktype to use for direct damage when
3898 the rune detonates.
3899 </attribute>
3900 <section name="spellcraft">
3901 <attribute arch="sp" editor="spell" type="spell">
3902 The selected &lt;spell&gt; defines the spell in the rune, if any.
3903 (Many runes do direct damage).
3904 </attribute>
3905 <attribute arch="slaying" editor="spell name" type="string">
3906 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3907 but if present, overrides the &lt;spell&gt; setting.
3908 </attribute>
3909 <attribute arch="other_arch" editor="spell arch" type="string">
3910 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3911 is optional, but if present, overrides the &lt;spell&gt; setting.
3912 You can choose any of the existing arches.
3913 </attribute>
3914 <attribute arch="maxsp" editor="direction" type="list_direction">
3915 If set, the rune will cast it's containing spell (if any) in
3916 this &lt;direction&gt;.In most cases this appears useless because
3917 the spell directly hits the player.
3918 </attribute>
3919 <attribute arch="race" editor="summon monster" type="string">
3920 If this is set to the arch name of any monster, together with
3921 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3922 of those on detonation. (dam and attacktype will still be ignored
3923 in this case). Runes are even capable of summoning multi-square
3924 monsters, given enough space. You'd better test it though.
3925 </attribute>
3926 <attribute arch="maxhp" editor="summon amount" type="int">
3927 This should only be set to a summoning rune. It will then summon
3928 that many creatures of the kind &lt;summon monster&gt;.
3929 </attribute>
3930 </section>
3931 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3932 When the rune detonates, this text is displayed to the
3933 victim. For especially powerful runes, create an appropriate
3934 thrilling description. ;)
3935 </attribute>
3936 </type>
3937
3938 <!--####################################################################-->
3939 <type number="106" name="Savebed">
3940 <ignore>
3941 <ignore_list name="non_pickable" />
3942 </ignore>
3943 <description><![CDATA[
3944 When the player applies a savebed, he is not only saved. Both his
3945 respawn-after-death and his word-of-recall positions are pointing
3946 to the last-applied savebed.]]>
3947 </description>
3948 <use><![CDATA[
3949 Put savebed locations in towns, do not put them into dungeons.
3950 It is absolutely neccessary that a place with savebeds is 100% secure.
3951 That means:
3952 <UL>
3953 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3954 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3955 <LI> Insert a reliable exit! Make sure there is no possibility that
3956 players get trapped in a savebed location.
3957 <LI> If possible, mark the whole site as no-spell area (Insert this
3958 arch called "dungeon_magic" everywhere). This is not required,
3959 but it makes the place much more safe.
3960 </UL>]]>
3961 </use>
3962 <attribute arch="no_pick" value="1" type="fixed" />
3963 <attribute arch="no_magic" value="1" type="fixed" />
3964 <attribute arch="damned" value="1" type="fixed" />
3965 </type>
3966
3967 <!--####################################################################-->
3968 <type number="111" name="Scroll">
3969 <ignore>
3970 <attribute arch="title" />
3971 </ignore>
3972 <description><![CDATA[
3973 Scrolls contain spells (similar to spell-potions). Unlike potions,
3974 scrolls require a certain literacy skill to read successfully.
3975 Accordingly, for a successful reading, a small amount of
3976 experience is gained. Scrolls allow only one time usage, but
3977 usually they are sold in bulks.]]>
3978 </description>
3979 <use><![CDATA[
3980 For low level quests, scrolls of healing/curing-spells
3981 can be a nice reward. At higher levels, scrolls become less
3982 and less useful.]]>
3983 </use>
3984 <attribute arch="level" editor="casting level" type="int">
3985 The spell of the scroll will be casted at this level.
3986 This value should always be set, at least to 1.
3987 </attribute>
3988 <attribute arch="sp" editor="spell" type="spell">
3989 When a player/monster applies this scroll, the selected &lt;spell&gt;
3990 will be casted (once). This should work for any given spell.
3991 </attribute>
3992 <attribute arch="startequip" editor="godgiven item" type="bool">
3993 A godgiven item vanishes as soon as the player
3994 drops it to the ground.
3995 </attribute>
3996 </type>
3997
3998 <!--####################################################################-->
3999 <type number="33" name="Shield">
4000 <import_type name="Amulet" />
4001 <description><![CDATA[
4002 Wearing a shield, the object's stats will directly be inherited to
4003 the player. Shields usually provide good defense, only surpassed
4004 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4005 </description>
4006 <use><![CDATA[
4007 Feel free to create your own special artifacts. However, it is very
4008 important that you keep your artifact in balance with existing maps.]]>
4009 </use>
4010 <attribute arch="magic" editor="magic bonus" type="int">
4011 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4012 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4013 than direct armour-class bonus on the shield.
4014 </attribute>
4015 </type>
4016
4017 <!--####################################################################-->
4018 <type number="14" name="Shooting Weapon">
4019 <description><![CDATA[
4020 Shooting weapons like bows/crossbows are used to shoot projectiles
4021 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4022 wielded both at the same time. Like with any other equipment,
4023 stats/bonuses from shooting weapons are directly inherited to the player.
4024 <br><br>
4025 It's very easy to add new pairs of weapons &amp; projectiles.
4026 Just set matching &lt;ammunition class&gt; both for shooting
4027 weapon and projectile.]]>
4028 </description>
4029 <use><![CDATA[
4030 Shooting weapons should not add bonuses in general. There's already
4031 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4032 Shooting weapons should especially not add bonuses to the player
4033 that have nothing to do with schooting. A Wisdom bonus on a bow
4034 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4035 - still crap.]]>
4036 </use>
4037 <attribute arch="race" editor="ammunition class" type="string">
4038 Only projectiles with matching &lt;ammunition class&gt; can be fired
4039 with this weapon. For normal bows set "arrows", for normal
4040 crossbows set "crossbow bolts".
4041
4042 In certain cases, the ammunition class is displayed in the game.
4043 Hence, when you create a new ammunition class, choose an
4044 intuitive name like "missiles", "spirit bolts" - whatever.
4045 </attribute>
4046 <attribute arch="sp" editor="shooting speed" type="int">
4047 After shooting a projectile, the player is frozen for a short
4048 period of time (to prevent shooting arrows machine-gun-like).
4049 The greater &lt;shooting speed&gt;, the shorter this period of time.
4050 1 is minimum (=worst) and 100 is maximum (=best) value.
4051
4052 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4053 SET IT TO ZERO! (That would freeze the player for eternety).
4054 </attribute>
4055 <attribute arch="dam" editor="base damage" type="int">
4056 The &lt;base damage&gt; significantly affects the damage done
4057 by using this weapon. This damage is added to the projectile
4058 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4059 according to the player's strength is added.
4060 </attribute>
4061 <attribute arch="wc" editor="weaponclass" type="int">
4062 This value is supposed to be the base &lt;weaponclass&gt;,
4063 but it seems to have rather little effect.
4064 High values are good here, low values bad.
4065 </attribute>
4066 <attribute arch="item_power" editor="item power" type="int">
4067 The &lt;item power&gt; value measures how "powerful" an artifact is.
4068 Players will only be able to wear equipment with a certain total
4069 amount of &lt;item power&gt;, depending on their own level. This is the
4070 only way to prevent low level players to wear "undeserved" equipment
4071 (like gifts from other players or cheated items).
4072
4073 It is very important to adjust the &lt;item power&gt; value carefully
4074 for every artifact you create! If zero/unset, the Deliantra server will
4075 calculate a provisional value at runtime, but this is never
4076 going to be an accurate measurement of &lt;item power&gt;.
4077 </attribute>
4078 <attribute arch="no_strength" editor="ignore strength" type="bool">
4079 Usually the player's strentgh takes effect on the damage
4080 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4081 the player's strength is ignored.
4082 </attribute>
4083 <attribute arch="damned" editor="damnation" type="bool">
4084 A damned shooting weapon cannot be unwielded unless
4085 the curse is removed. Removing damnations is
4086 a tick harder than removing curses.
4087 </attribute>
4088 <attribute arch="cursed" editor="curse" type="bool">
4089 A cursed shooting weapon cannot be unwielded unless
4090 the curse is removed.
4091 </attribute>
4092 <attribute arch="unique" editor="unique item" type="bool">
4093 Unique items exist only one time on a server. If the item
4094 is taken, lost or destroyed - it's gone for good.
4095 </attribute>
4096 <attribute arch="startequip" editor="godgiven item" type="bool">
4097 A godgiven item vanishes as soon as the player
4098 drops it to the ground.
4099 </attribute>
4100 <section name="stats">
4101 <attribute arch="Str" editor="strength" type="int">
4102 The player's strentgh will rise/fall by the given value
4103 while wearing this shooting weapon.
4104 </attribute>
4105 <attribute arch="Dex" editor="dexterity" type="int">
4106 The player's dexterity will rise/fall by the given value
4107 while wearing this shooting weapon.
4108 </attribute>
4109 <attribute arch="Con" editor="constitution" type="int">
4110 The player's constitution will rise/fall by the given value
4111 while wearing this shooting weapon.
4112 </attribute>
4113 <attribute arch="Int" editor="intelligence" type="int">
4114 The player's intelligence will rise/fall by the given value
4115 while wearing this shooting weapon.
4116 </attribute>
4117 <attribute arch="Pow" editor="power" type="int">
4118 The player's power will rise/fall by the given value
4119 while wearing this shooting weapon.
4120 </attribute>
4121 <attribute arch="Wis" editor="wisdom" type="int">
4122 The player's wisdom will rise/fall by the given value while
4123 wearing this shooting weapon.
4124 </attribute>
4125 <attribute arch="Cha" editor="charisma" type="int">
4126 The player's charisma will rise/fall by the given value
4127 while wearing this shooting weapon.
4128 </attribute>
4129 </section>
4130 <section name="bonus">
4131 <attribute arch="luck" editor="luck bonus" type="int">
4132 With positive luck bonus, the player is more likely to
4133 succeed in all sorts of things (spellcasting, praying,...).
4134 Unless the &lt;luck bonus&gt; is very high, the effect will be
4135 barely visible in-game. Luck bonus on one piece of equipment
4136 should never exceed 3, and such bonus should not be too
4137 frequently available.
4138 </attribute>
4139 <attribute arch="magic" editor="magic bonus" type="int">
4140 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4141 I'm not sure what exactly is increased - maybe weaponclass?
4142 However, &lt;magic bonus&gt; seems to have a little bit of positive
4143 influence on your chance to hit.
4144 </attribute>
4145 </section>
4146 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4147 This text describes the weapons's "story". Every decent artifact weapon
4148 should have such a description.
4149 </attribute>
4150 </type>
4151
4152 <!--####################################################################-->
4153 <type number="68" name="Shop Floor">
4154 <ignore>
4155 <ignore_list name="non_pickable" />
4156 </ignore>
4157 <description><![CDATA[
4158 Shop floor is used for shops. It acts like a combination of the
4159 common floor- and the treasure type: When the map is loaded,
4160 randomitems (depending on the setings) are generated on it.
4161 These items are all flagged as unpaid.
4162 When a player drops an item onto shop floor, the item becomes
4163 unpaid and the player receives payment according to the item's
4164 selling-value.
4165 Shopfloor always prevents magic (To hinder players from burning
4166 or freezing the goods).]]>
4167 </description>
4168 <use><![CDATA[
4169 Tile your whole shop-interior space which shop floor.
4170 (That assures players receive payment for dropping items).
4171 Place shop mats to enter/leave the shop, and make sure
4172 there is no other exit than the shop mat.]]>
4173 </use>
4174 <attribute arch="is_floor" value="1" type="fixed" />
4175 <attribute arch="no_pick" value="1" type="fixed" />
4176 <attribute arch="no_magic" value="1" type="fixed" />
4177 <attribute arch="auto_apply" editor="generate goods" type="bool">
4178 If enabled, items will appear on this square when the map is loaded.
4179 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4180 are generated. The items will be unpaid.
4181 </attribute>
4182 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4183 This entry determines what kind of treasure will appear, when
4184 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4185 for details about existing treasurelists.
4186 </attribute>
4187 <attribute arch="exp" editor="quality level" type="int">
4188 The &lt;quality level&gt; will be used for the quality of the generated
4189 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4190 doesn't need to be set, unless you want extraordinarily good/bad
4191 quality. If you want to make a shop with very high quality, meaybe
4192 charge an entrance fee, or make the shop hard-to-come-by.
4193 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4194 and appearance of artifact-items.
4195 </attribute>
4196 <attribute arch="damned" editor="no prayers" type="bool">
4197 If enabled, it is impossible for players to use prayers
4198 on that spot. It also prevents players from saving.
4199 (Remember that &lt;no magic&gt; is always set for shop floors.)
4200 </attribute>
4201 </type>
4202
4203 <!--####################################################################-->
4204 <type number="69" name="Shop Mat">
4205 <ignore>
4206 <ignore_list name="non_pickable" />
4207 </ignore>
4208 <description><![CDATA[
4209 Shop mats are used for entering/leaving shops. You should always
4210 have exactly TWO shop mats on your shop-map: One inside the
4211 "shopping-area" and one outside. Shop mats don't use exit paths/
4212 or -destinations. When stepping onto a shopmat the player gets beamed
4213 to the nearest other mat. If the player has unpaid items in his
4214 inventory, the price gets charged from his coins automatically.
4215 If the player has insufficient coins to buy his unpaid items, he
4216 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4217 </description>
4218 <use><![CDATA[
4219 As stated above, always place TWO shop mats into your shop.
4220 Not more and not less than that.]]>
4221 </use>
4222 <attribute arch="no_pick" value="1" type="fixed" />
4223 &move_on;
4224 </type>
4225
4226 <!--####################################################################-->
4227 <type number="98" name="Sign &amp; MagicMouth">
4228 <ignore>
4229 <ignore_list name="non_pickable" />
4230 </ignore>
4231 <description><![CDATA[
4232 The purpose of a sign or magic_mouth is to display a certain message to
4233 the player. There are three ways to have the player get this message:
4234 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4235 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4236 </description>
4237 <use><![CDATA[
4238 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4239 some true roleplay feeling to your maps, support your storyline or give
4240 hints about hidden secrets/dangers. Place signs to provide the player
4241 with all kinds of useful information for getting along in your maps.]]>
4242 </use>
4243 <attribute arch="connected" editor="connection" type="string">
4244 When a connection value is set, the message will be printed whenever
4245 the connection is triggered. This should be used in combination with
4246 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4247 If activating your magic_mouth this way, the message will not only be
4248 printed to one player, but all players on the current map.
4249 </attribute>
4250 &activate_on;
4251 &move_on;
4252 <attribute arch="food" editor="counter" type="int">
4253 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4254 (printing the message) only that many times. For signs this really shouldn't
4255 be used, while for magic_mouths it is extremely helpful.
4256 Monsters walking over the magic_mouth do not decrease the counter.
4257
4258 Often, you might want to have a message displayed only one time. For example:
4259 The player enters your map and you put a magic_mouth to tell him about the
4260 monsters and how dangerous they look and all. Later, when all the monsters
4261 are killed and the player leaves the map, displaying the same message a
4262 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4263 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4264 </attribute>
4265 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4266 This text will be displayed to the player.
4267 </attribute>
4268 </type>
4269
4270 <type number="150" name="Shop Inventory">
4271 <ignore>
4272 <ignore_list name="non_pickable" />
4273 </ignore>
4274 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4275 </description>
4276 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4277 </use>
4278 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4279 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4280 the map that will be searched for unpaid items.
4281 </attribute>
4282 </type>
4283
4284 <!--####################################################################-->
4285 <type number="43" name="Skill">
4286 <ignore>
4287 <ignore_list name="system_object" />
4288 </ignore>
4289 <description><![CDATA[
4290 Skills are objects which exist in the player/monster inventory.
4291 Both NPC/monsters and players use the same skill archetypes. Not all skills
4292 are enabled for monster use however.]]>
4293 </description>
4294 <use><![CDATA[
4295 For mapmaking, Skill objects serve two purposes:
4296 <p>First, the predefined skill archtypes (in the 'skills' directory)
4297 can be seen as the global skill definitions. A skill which doesn't
4298 exists as an archtype cannot be learned or used by players. When you
4299 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4300 of defined skill archtypes, because those strings are used as a reference in
4301 many skill-related objects.
4302 </p><p>
4303 Secondly, in order to enable monsters to use skills, you will need to
4304 copy default skill archtypes into the monsters' inventories.
4305 You can even customize the skills by changing stats. It is not
4306 recommended however, to use skills in your maps which are totally
4307 unrelated to any predefined skill archtype.</p>]]>
4308 </use>
4309 <attribute arch="invisible" value="1" type="fixed" />
4310 <attribute arch="no_drop" value="1" type="fixed" />
4311 <attribute arch="skill" editor="skill name" type="string">
4312 The &lt;skill name&gt; is used for matchings. When a usable
4313 object has an identical &lt;skill name&gt;, players
4314 (or monsters) will need this skill to apply/use the object.
4315 </attribute>
4316 <attribute arch="expmul" editor="exp multiplier" type="float">
4317 This is the ratio of experience the players total should increase by
4318 when this skill is used. If this is zero, then experience only goes to
4319 to the skill. Values higher than 1 are allowed. Note that experience
4320 rewarded to the players total is in addition to that given to the
4321 skill. Eg, if player should get 500 exp for using a skill, and
4322 expmul is 1, the player will get 500 added to that skill as well as
4323 500 to their total.
4324 </attribute>
4325 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4326 The &lt;skill type&gt; defines the base functionality of the skill.
4327 Skill types are hardcoded in the Deliantra server. It isn't hard to
4328 create new skill types, but it requires a bit of server-coding.
4329 </attribute>
4330 <attribute arch="level" editor="level" type="int">
4331 </attribute>
4332 <attribute arch="exp" editor="experience" type="int">
4333 </attribute>
4334 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4335 The &lt;is native skill&gt; flag has an effect only when this
4336 skill object is placed in the inventory of a monster (or player).
4337 If it is set, the monster or player knows the skill natively, which
4338 means he does not need a skill tool to use it.
4339 </attribute>
4340 </type>
4341
4342 <!--####################################################################-->
4343 <type number="130" name="Skill Scroll">
4344 <description><![CDATA[
4345 By reading a skill scroll, a player has a chance to learn the
4346 contained skill.]]>
4347 </description>
4348 <use><![CDATA[
4349 Skill scrolls are very much sought for by players. Currently,
4350 all skill scrolls are sold in shops randomly, which is in fact not
4351 a good system. It would be nice to have some cool quests with
4352 skill scrolls rewarded at the end.]]>
4353 </use>
4354 <attribute arch="race" value="scrolls" type="fixed" />
4355 <attribute arch="skill" editor="skill name" type="string">
4356 The &lt;skill name&gt; matches the skill object that can
4357 be learned from this scroll.
4358 </attribute>
4359 </type>
4360
4361 <!--####################################################################-->
4362 <type number="21" name="Special Key">
4363 <ignore>
4364 <attribute arch="material" />
4365 </ignore>
4366 <description><![CDATA[
4367 When carrying the appropriate special key, a locked door can
4368 be opened. The key will dissapear.
4369 <br><br>
4370 This object-type can also be used for "passport"-like items:
4371 When walking onto an invetory checker, a gate for example might
4372 get opened. The "passport" will stay in the player's inventory.]]>
4373 </description>
4374 <use><![CDATA[
4375 How to make a "passport": You take the special key arch
4376 (archetype name is "key2"), set the face to something like
4377 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4378 certainly must match with the appropiate inventory checker.
4379 <br><br>
4380 Of course you can be creative with names and faces of
4381 key-objects. A "mysterious crystal" or a "big dragon claw"
4382 (with appropriate faces) appear more interesting than just
4383 a "strange key", or "passport".]]>
4384 </use>
4385 <attribute arch="slaying" editor="key string" type="string">
4386 This string must be identical with the &lt;key string&gt; in the
4387 locked door, then it can be unlocked. It can also be used
4388 to trigger inventory checkers.
4389 </attribute>
4390 <attribute arch="material" editor="material" type="bitmask_material">
4391 For Special Keys, material should always be unset or set
4392 to Adamantite. This prevents the key from getting
4393 burned or otherwise destroyed.
4394 </attribute>
4395 <attribute arch="unique" editor="unique item" type="bool">
4396 Unique items exist only one time on a server. If the item
4397 is taken, lost or destroyed - it's gone for good.
4398
4399 This can be used if you want to sell apartments on your
4400 map: Simply sell a unique passport/key, and place
4401 an inventory checker at the entrance of your apartment.
4402 </attribute>
4403 <attribute arch="startequip" editor="godgiven item" type="bool">
4404 A godgiven item vanishes as soon as the player
4405 drops it to the ground.
4406 </attribute>
4407 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4408 This will add a description to the object. The player can read
4409 this text by clicking on the item in his inventory. Use this
4410 message to describe what the key/passport is good for. A player
4411 might have 50 different keys on his key-ring. Don't expect
4412 players to recall their purpose just by their names.
4413 </attribute>
4414 </type>
4415
4416 <!--####################################################################-->
4417 <type number="101" name="Spell">
4418 <ignore>
4419 <ignore_list name="system_object" />
4420 </ignore>
4421 <description><![CDATA[
4422 Spell objects define a spell. When a spell is put in a spellbook,
4423 players can learn it by reading the book. Once learned, players
4424 can use the spell as often as they like. With increasing skill level
4425 of the player, spells may gain power but also increase cost.<br>
4426 Monsters can use spells which are put in their inventory (provided
4427 that certain "enabling" settings are correct). The monster's
4428 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4429 </description>
4430 <use><![CDATA[
4431 A lot of the spells' settings can be tuned and customized.
4432 When creating new spells which are accessible to players, it is
4433 important to think about balance. A single spell which is too
4434 powerful and/or too easy to use can eventually toss the whole skill
4435 and magic school system out of whack. Testing new spells is
4436 quite important therefore.]]>
4437 </use>
4438 <attribute arch="no_drop" value="1" type="fixed" />
4439 <attribute arch="invisible" value="1" type="fixed" />
4440 <attribute arch="skill" editor="skill name" type="string">
4441 The &lt;skill name&gt; matches the skill which is needed
4442 to cast this spell. This should be one out of "sorcery",
4443 "pyromancy", "evocation", "summoning" or "praying".
4444 If you want to fiddle with these, please take care not
4445 to upset the concept and balance of the various skills.
4446 </attribute>
4447 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4448 The &lt;spell type&gt; defines the basic type of spell.
4449 Some of these types are of a more generic nature than others.
4450 </attribute>
4451 <attribute arch="level" editor="spell level" type="int">
4452 </attribute>
4453 <attribute arch="casting_time" editor="casting time" type="int">
4454 </attribute>
4455 <attribute arch="duration" editor="duration" type="int">
4456 </attribute>
4457 <attribute arch="other_arch" editor="create object" type="string">
4458 </attribute>
4459 <attribute arch="sp" editor="cost spellpoints" type="int">
4460 </attribute>
4461 <attribute arch="grace" editor="cost grace" type="int">
4462 </attribute>
4463 <attribute arch="maxsp" editor="double cost per level" type="int">
4464 </attribute>
4465 </type>
4466
4467 <!--####################################################################-->
4468 <type number="85" name="Spellbook">
4469 <description><![CDATA[
4470 By reading a spellbook, the player has a chance of learning the
4471 contained spell. Once learned from a book, the spell is available
4472 forever. Spellbooks with high level spells require some skill-level
4473 to read.<br><br>
4474 You can create widely customized spells only by adjusting the
4475 spell object in the spellbooks inventory. Refer to the description
4476 of spell objects for detailed information how to customize spells.<br>
4477 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4478 with a compilation of spells that the book may contain.]]>
4479 </description>
4480 <use><![CDATA[
4481 Don't put any of the godgiven spells into a spellbook! These are
4482 reserved for the followers of the appropriate cults. Handing them
4483 out in a spellbook would violate the balance between different religions.
4484 <br><br>
4485 Note that there is no fundamental difference between the spellbooks
4486 of varying schools (pyromancy, sorcery, evocation, summoning, and
4487 even praying). The difference lies only in the spells they contain.
4488 It is up to you, the mapmaker, to pick the right type of book
4489 for your spells.]]>
4490 </use>
4491 <attribute arch="skill" value="literacy" type="fixed" />
4492 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4493 There are two ways to put spells into a spellbook:
4494 1. Put a spell object in the books inventory. In this case,
4495 treasurelist must be set to &lt;none&gt;.
4496 2. Choose a treasurelist which contains spells.
4497 In that way, a spell will be chosen randomly from the list.
4498 </attribute>
4499 <attribute arch="startequip" editor="godgiven item" type="bool">
4500 A godgiven item vanishes as soon as the player
4501 drops it to the ground.
4502 </attribute>
4503 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4504 This text may contain a nice description
4505 of the spellbook's cover or something.
4506 </attribute>
4507 </type>
4508
4509 <!--####################################################################-->
4510 <type number="90" name="Spinner">
4511 <ignore>
4512 <ignore_list name="non_pickable" />
4513 </ignore>
4514 <description><![CDATA[
4515 Spinners change the direction of spell objects and other projectiles
4516 that fly past. Unlike directors, it does make a difference from what
4517 angle you shoot into the spinner. The direction of objects flying past
4518 is always changed by a certain degree.]]>
4519 </description>
4520 <use><![CDATA[
4521 Spinners are very rarely used. I believe they are quite
4522 confusing and pointless. The only use I can think of is building
4523 some puzzle about where to shoot into spinners to shoot somewhere you
4524 otherwise couldn't.
4525
4526 When placing spinners on a map with magic walls, make sure the spell-
4527 projectiles from magic walls don't get to fly in loops.]]>
4528 </use>
4529 <attribute arch="sp" editor="direction number" type="int">
4530 The spinner will change the direction of flying objects by
4531 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4532 positive values counter clockwise.
4533
4534 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4535 </attribute>
4536 &move_on;
4537 </type>
4538
4539 <!--####################################################################-->
4540 <type number="138" name="Swamp">
4541 <ignore>
4542 <ignore_list name="non_pickable" />
4543 </ignore>
4544 <description><![CDATA[
4545 Swamp areas show a special behaviour:
4546 When a player stands still on a swamp-square for too long,
4547 he will start to sink in and eventually drown and die.
4548 Items dropped on the swamp sink in and dissapear.
4549 Players with knowledge of the woodsman skill are a lot less likely
4550 to die in the swamp.]]>
4551 </description>
4552 <attribute arch="is_floor" value="1" type="fixed" />
4553 <attribute arch="is_wooded" value="1" type="fixed" />
4554 <attribute arch="speed" editor="drowning speed" type="float">
4555 The higher the &lt;drowning speed&gt;, the faster will players and items
4556 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4557 and unexpected death-trap. Players should get a warning before such areas.
4558 </attribute>
4559 &speed_left;
4560 &move_on;
4561 &movement_types_terrain;
4562 <attribute arch="no_magic" editor="no spells" type="bool">
4563 If enabled, it is impossible for players to use (wizard-)
4564 spells on that spot.
4565 </attribute>
4566 <attribute arch="damned" editor="no prayers" type="bool">
4567 If enabled, it is impossible for players to use prayers
4568 on that spot. It also prevents players from saving.
4569 </attribute>
4570 </type>
4571
4572 <!--####################################################################-->
4573 <type number="41" name="Teleporter">
4574 <ignore>
4575 <ignore_list name="non_pickable" />
4576 </ignore>
4577 <description><![CDATA[
4578 When the player walks into a teleporter, he is transferred to a
4579 different location. The main difference to the object-type exit
4580 is the possibility to have teleporters connected to levers/buttons/etc.
4581 Sometimes teleporters are activated even against the players will.
4582 <br><br>
4583 Unlike exits, teleporters can also transfer items and
4584 monsters to different locations on the same map.]]>
4585 </description>
4586 <use><![CDATA[
4587 When creating maps, I guess sooner or later you'll want to have
4588 an invisible teleporter. If using "invisible 1", the teleporter
4589 can still be discovered with the show_invisible spell. And in
4590 some cases you can't place it under the floor to prevent this.
4591 <br><br>
4592 Fortunately, there is a cool trick to make a perfectly invisible
4593 teleporter: You simply add teleporter functionality to the floor
4594 itself. That means: You take the floor arch (e.g. "flagstone"),
4595 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4596 </use>
4597 <attribute arch="slaying" editor="exit path" type="string">
4598 The exit path specifies the map that the player is transferred to.
4599 &lt;exit path&gt; can be an absolute path, beginning with '/'
4600 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4601 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4602 for example I could use the relative path "Fire1"). Use relative
4603 paths whenever possible! Note that upper/lower case must always be
4604 set correctly. However, please use lower case only.
4605
4606 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4607 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4608 monsters and items. In this case, the destined map is automatically
4609 the same map the teleporter is on.
4610 </attribute>
4611 <attribute arch="hp" editor="destination X" type="int">
4612 The exit destinations define the (x, y)-coordinates where the exit
4613 leads to.
4614
4615 If both are set to zero and &lt;exit path&gt; is empty, the player will
4616 get teleported to another, randomly chosen teleporter on the same
4617 map (Slightly confusing for the player though). Make sure there
4618 actually *is* a second one in that case.
4619
4620 If both are set to zero and &lt;exit path&gt; is set, the player will
4621 be transferred to the "default enter location" of the destined map.
4622 The latter can be set in the map-properties as "Enter X/Y". Though,
4623 please DO NOT use that. It turned out to be a source for numerous
4624 map-bugs.
4625 </attribute>
4626 <attribute arch="sp" editor="destination Y" type="int">
4627 The exit destinations define the (x, y)-coordinates where the exit
4628 leads to.
4629
4630 If both are set to zero and &lt;exit path&gt; is empty, the player will
4631 get teleported to another, randomly chosen teleporter on the same
4632 map (Slightly confusing for the player though). Make sure there
4633 actually *is* a second one in that case.
4634
4635 If both are set to zero and &lt;exit path&gt; is set, the player will
4636 be transferred to the "default enter location" of the destined map.
4637 The latter can be set in the map-properties as "Enter X/Y". Though,
4638 please DO NOT use that. It turned out to be a source for numerous
4639 map-bugs.
4640 </attribute>
4641 <attribute arch="connected" editor="connection" type="string">
4642 If a connection value is set, the teleporter will be activated
4643 whenever the connection is triggered. To use this properly,
4644 &lt;activation speed&gt; must be zero.
4645 </attribute>
4646 &activate_on;
4647 <attribute arch="speed" editor="activation speed" type="float">
4648 If the &lt;activation speed&gt; is nonzero, the teleporter will
4649 automatically be activated in regular time-intervals. Hence, the
4650 player can just step on it and gets teleported sooner or later.
4651 The duration between two activates depends on the given value.
4652 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4653
4654 VERY IMPORTANT: If you want to have your teleporter activated via
4655 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4656 </attribute>
4657 &speed_left;
4658 </type>
4659
4660 <!--####################################################################-->
4661 <type number="26" name="Timed Gate">
4662 <ignore>
4663 <ignore_list name="non_pickable" />
4664 </ignore>
4665 <description><![CDATA[
4666 Gates play an important role in Deliantra. Gates can be opened
4667 by activating a button/trigger, by speaking passwords (-> magic_ear)
4668 or carrying special key-objects (-> inventory checker).
4669 Unlike locked doors, gates can get shut again after a player has
4670 passed, which makes them more practical in many cases. Unlike normal
4671 gates, timed gates open when triggered but automatically close again
4672 after some time.]]>
4673 </description>
4674 <use><![CDATA[
4675 Use gates to divide your maps into separated areas. After solving
4676 area A, the player gains access to area B, and so on. Make your
4677 maps more complex than "one-way".]]>
4678 </use>
4679 <attribute arch="no_pick" value="1" type="fixed" />
4680 <attribute arch="connected" editor="connection" type="string">
4681 Whenever the inventory checker is triggered, all objects with identical
4682 &lt;connection&gt; value get activated. This only makes sense together with
4683 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4684 after some time.
4685 </attribute>
4686 &activate_on;
4687 <attribute arch="wc" editor="position state" type="int">
4688 The &lt;position state&gt; defines the position of the gate:
4689 Zero means completely open/down, the "number of animation-steps" (usually
4690 about 6 or 7) means completely closed/up state. I suggest you don't
4691 mess with this value - Leave the default in place.
4692 </attribute>
4693 &movement_types_terrain;
4694 <attribute arch="no_magic" editor="restrict spells" type="bool">
4695 Restricting the use of spells to pass this gate. This has
4696 an effect only if &lt;block view&gt; is disabled.
4697 </attribute>
4698 <attribute arch="damned" editor="restrict prayers" type="bool">
4699 Restricting the use of prayers to pass this door. This has
4700 an effect only if &lt;block view&gt; is disabled.
4701 </attribute>
4702 <attribute arch="hp" editor="open duration" type="int">
4703 Defines the duration the gate remains closed. This only takes effect
4704 if the gate is not connected.
4705 </attribute>
4706 </type>
4707
4708 <!--####################################################################-->
4709 <type number="155" name="Trap">
4710 <ignore>
4711 <attribute arch="no_pick" />
4712 <attribute arch="title" />
4713 <attribute arch="name_pl" />
4714 <attribute arch="weight" />
4715 <attribute arch="value" />
4716 <attribute arch="material" />
4717 <attribute arch="unpaid" />
4718 </ignore>
4719 <description><![CDATA[
4720 A trap is a object that can either do damage or trigger another connected object
4721 when detonated. Traps are like runes except they are not magical in nature,
4722 and generally have either a physical attack or trigger a reaction.
4723 <br><br>
4724 Traps hit any monster or person who steps on them for 'dam' damage in
4725 'attacktype' attacktype and/or trigger a reaction.
4726 <br><br>
4727 Many traps are already defined in the archetypes.]]>
4728 </description>
4729 <use><![CDATA[
4730 Avoid monsters stepping on your traps. For example, a party of orcs setting
4731 off your lightning wall and pit trap is usually a bad idea.]]>
4732 </use>
4733 <attribute arch="no_pick" value="1" type="fixed" />
4734 &move_on;
4735 <attribute arch="level" editor="trap level" type="int">
4736 Level effects how easily a trap may be found and disarmed, and
4737 how much experience the player gets for doing so. Beware: High level
4738 traps can be quite a cheap source of experience! So either make them
4739 tough, or keep the level low.
4740 </attribute>
4741 <attribute arch="Cha" editor="visibility" type="int">
4742 This value determines what fraction of the time the trap is visible:
4743 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4744 how easily the trap may be found.
4745 </attribute>
4746 <attribute arch="hp" editor="number of charges" type="int">
4747 The trap will detonate &lt;number of charges&gt; times before disappearing.
4748 </attribute>
4749 <attribute arch="dam" editor="direct damage" type="int">
4750 &lt;direct damage&gt; specifies how much damage is done by the trap.
4751 This should be set in reasonable relation to the trap's level.
4752 </attribute>
4753 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4754 This attribute defines what attacktype to use for direct damage when
4755 the trap detonates.
4756 </attribute>
4757 <attribute arch="connected" editor="connection" type="string">
4758 When the trap is detonated, all objects with the same
4759 connection value get activated.
4760 </attribute>
4761 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4762 When the trap detonates, this text is displayed to the
4763 victim. For especially powerful or complex traps, create an appropriate
4764 and thrilling description. ;)
4765 </attribute>
4766 </type>
4767
4768 <!--####################################################################-->
4769 <type number="95" name="Trapdoor">
4770 <ignore>
4771 <ignore_list name="non_pickable" />
4772 </ignore>
4773 <description><![CDATA[
4774 Trapdoors are very similar to pits. The difference is that they
4775 can not be closed. Instead, the weight of the object on the
4776 trapdoor determines weither it slams the trapdoor open and falls through
4777 or not.<br>
4778 Once a trapdoor has been opened (by a creature or items of sufficient
4779 weight,) it remains open, acting like an opened pit.]]>
4780 </description>
4781 <use><![CDATA[
4782 Trapdoors should be used in the same fashion as pits:
4783 They should always drop the victims to some kind of lower level. They
4784 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4785 </use>
4786 <attribute arch="no_pick" value="1" type="fixed" />
4787 &move_on;
4788 <attribute arch="weight" editor="hold weight" type="int">
4789 This value defines how much weight the trapdoor can hold.
4790 Once items or creatures are gathered on the trapdoor, with
4791 a total weight surpassing this value, then the trapdoor will
4792 open and things start falling through.
4793 </attribute>
4794 <attribute arch="hp" editor="destination X" type="int">
4795 The trapdoor will transport creatures (and items) randomly into
4796 a two-square radius of the destination coordinates.
4797 If the destination square becomes blocked, the trapdoor will act like
4798 being filled up and not work anymore!
4799 </attribute>
4800 <attribute arch="sp" editor="destination Y" type="int">
4801 The trapdoor will transport creatures (and items) randomly into
4802 a two-square radius of the destination coordinates.
4803 If the destination square becomes blocked, the trapdoor will act like
4804 being filled up and not work anymore!
4805 </attribute>
4806 </type>
4807
4808 <!--####################################################################-->
4809 <type number="4" name="Treasure">
4810 <ignore>
4811 <attribute arch="nrof" />
4812 <attribute arch="title" />
4813 <attribute arch="name_pl" />
4814 <attribute arch="weight" />
4815 <attribute arch="value" />
4816 <attribute arch="material" />
4817 </ignore>
4818 <description><![CDATA[
4819 A treasure-object turns into certain randomitems when the map is loaded
4820 into the game.]]>
4821 </description>
4822 <use><![CDATA[
4823 About usage of the "random-artifact" treasurelist:
4824 This will generate powerful stuff like girdles, xray helmets, special
4825 swords etc. If you put this as reward to your quest, players might be
4826 motivated to do it more than once. BUT, by doing so they will get a huge
4827 number of different artifacts! Besides, players will always seek the place
4828 with the most easy-to-get random artifact and ignore all others.
4829 My advice: Don't use it! Attract players with good fighting experience
4830 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4831 </use>
4832 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4833 This entry determines what kind of treasure will appear. Look into
4834 /crossfire/share/crossfire/treasures for details about existing
4835 treasurelists.
4836 </attribute>
4837 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4838 "Auto-generate" must be set in order to have the treasure be created
4839 when the map is loaded.
4840 If you want to create a random treasure chest, you unset this flag.
4841 That way, the player has to apply the object (the chest), then the
4842 treasure is generated.
4843 </attribute>
4844 <attribute arch="hp" editor="create number" type="int">
4845 "Create number" specifies how many pieces of the given treasurelist
4846 will appear. Note that for every piece there is a chance that nothing is
4847 generated. Also, sometimes there can be stacks of items generated, like
4848 for gems/money.
4849 </attribute>
4850 <attribute arch="exp" editor="quality level" type="int">
4851 The &lt;quality level&gt; will be used for the quality of the generated
4852 treasure instead of the map difficulty (as was done with shops).
4853 If zero/unset, the map difficulty will instead be used.
4854 (Example for comparison: Shop floors generate treasure of
4855 &lt;quality level&gt; 5 per default).
4856 </attribute>
4857 </type>
4858
4859 <!--####################################################################-->
4860 <type number="52" name="Trigger Marker">
4861 <ignore>
4862 <ignore_list name="system_object" />
4863 </ignore>
4864 <description><![CDATA[
4865 A trigger marker is an object that inserts an invisible force (a mark) into a
4866 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4867 &lt;key string&gt; which can be discovered by detectors or inventory
4868 checkers. It is also possible to use markers for removing marks again.
4869 (by setting the "name" slot to the name of the marker to be removed).
4870 <br><br>
4871 Note that the player has no possibility to "see" his own marks,
4872 except by the effect that they cause on the maps.]]>
4873 </description>
4874 <use><![CDATA[
4875 Markers hold real cool possibilities for map-making. I encourage
4876 you to use them frequently. However there is one negative point
4877 about markers: Players don't "see" what's going on with them. It is
4878 your task, as map-creator, to make sure the player is always well
4879 informed and never confused.
4880 <br><br>
4881 Please avoid infinite markers when they aren't needed. They're
4882 using a little space in the player file after all, so if there
4883 is no real purpose, set an expire time.]]>
4884 </use>
4885 <attribute arch="no_pick" value="1" type="fixed" />
4886 <attribute arch="slaying" editor="key string" type="string">
4887 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4888 If the player already has a force with that &lt;key string&gt;,
4889 there won't be inserted a second one.
4890 </attribute>
4891 <attribute arch="connected" editor="connection" type="string">
4892 Unlike a regular marker this is the connection that triggers this marker to activate.
4893 </attribute>
4894 <attribute arch="food" editor="mark duration" type="int">
4895 This value defines the duration of the force it inserts.
4896 If nonzero, the duration of the player's mark is finite:
4897 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4898 means the mark will stay on the player forever.
4899 </attribute>
4900 <attribute arch="name" editor="delete mark" type="string">
4901 When the player steps onto the marker, all existing forces in
4902 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4903 will be removed. If you don't want to remove any marks, leave
4904 this textfield empty.
4905
4906 Note that the string &lt;delete mark&gt; is set as the name of
4907 this marker. So don't be confused, and remember changing the
4908 name will take effect on the marker's functionality.
4909 </attribute>
4910 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4911 In the moment when the player gets marked, this text is displayed
4912 to him. You should really set a message in any marker you create,
4913 because it's the only way for the player to notice what's going on.
4914 </attribute>
4915 </type>
4916
4917 <!--####################################################################-->
4918 <type number="0" name="Wall">
4919 <required>
4920 <attribute arch="is_floor" value="0" />
4921 <attribute arch="alive" value="0" />
4922 <attribute arch="no_pass" value="1" />
4923 </required>
4924 <ignore>
4925 <attribute arch="nrof" />
4926 <attribute arch="title" />
4927 <attribute arch="name_pl" />
4928 <attribute arch="value" />
4929 <attribute arch="unpaid" />
4930 </ignore>
4931 <description><![CDATA[
4932 Walls usually block passage and sight.]]>
4933 </description>
4934 &movement_types_terrain;
4935 <attribute arch="can_roll" editor="moveable" type="bool">
4936 If set, the object is able to "roll", so it can be pushed around.
4937 This setting is used for boulders and barrels.
4938 </attribute>
4939 <attribute arch="no_magic" editor="restrict spells" type="bool">
4940 This takes effect only with &lt;blocksview&gt; disabled.
4941 Restricting the use of spells to pass this wall.
4942 </attribute>
4943 <attribute arch="damned" editor="restrict prayers" type="bool">
4944 This takes effect only with &lt;blocksview&gt; disabled.
4945 Restricting the use of spells to pass this wall.
4946 </attribute>
4947 </type>
4948
4949 <!--####################################################################-->
4950 <type number="109" name="Wand &amp; Staff">
4951 <description><![CDATA[
4952 Wands contain a certain spell. The player can apply (ready) and
4953 fire the wand. After a defined number of casts, the wand is
4954 "used up". It is possible to recharge a wand with scrolls of
4955 charging, but usually that isn't worth the cost.]]>
4956 </description>
4957 <use><![CDATA[
4958 Wands are quite seldomly used. The reason prolly is that they're
4959 generally not cost-efficient. Handing out high-level wands with
4960 powerful special spells isn't a good idea either, because of
4961 the recharge ability.
4962 <br><br>
4963 For low levels, staffs of healing/cure and word of recall are
4964 quite desirable though. Ideal rewards for low level quests.]]>
4965 </use>
4966 <attribute arch="sp" editor="spell" type="spell">
4967 The &lt;spell&gt; specifies the contained spell.
4968 </attribute>
4969 <attribute arch="level" editor="casting level" type="int">
4970 The &lt;casting level&gt; of the wand determines it's power.
4971 An average level for wands in shops is about 10.
4972 </attribute>
4973 <attribute arch="food" editor="number of charges" type="int">
4974 The wand can be used &lt;number of charges&gt; times before it is
4975 used up. It can be recharged with scrolls of charging.
4976 </attribute>
4977 <attribute arch="startequip" editor="godgiven item" type="bool">
4978 A godgiven item vanishes as soon as the player
4979 drops it to the ground.
4980 </attribute>
4981 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4982 This text may contain a description of the wand.
4983 </attribute>
4984 </type>
4985
4986 <!--####################################################################-->
4987 <type number="0" name="Weak Wall">
4988 <required>
4989 <attribute arch="is_floor" value="0" />
4990 <attribute arch="alive" value="1" />
4991 <attribute arch="tear_down" value="1" />
4992 </required>
4993 <ignore>
4994 <ignore_list name="non_pickable" />
4995 </ignore>
4996 <description><![CDATA[
4997 A weak wall is a breakable spot amidsts a solid wall. Typically
4998 these weak walls look similar to their solid "relatives" except
4999 for a small crack or little chunks of wall on the ground.]]>
5000 </description>
5001 <use><![CDATA[
5002 If you want to create hidden rooms, using weak walls is alot
5003 better than completely indiscernible passages in a wall.<br>
5004 Anyways, there can be a lot more to weak walls than just finding
5005 them: Rising their defensive stats, weak walls can become a
5006 serious obstacle. An ice wall might only be torn down by a fire
5007 attack for example. A granite wall for instance might be very
5008 hard to destroy.]]>
5009 </use>
5010 <attribute arch="alive" value="1" type="fixed" />
5011 <attribute arch="no_pick" value="1" type="fixed" />
5012 <attribute arch="tear_down" value="1" type="fixed" />
5013 <attribute arch="race" editor="race" type="string">
5014 For weak walls, &lt;race&gt; should always be set to "wall",
5015 unless you create something fancy like a building which
5016 is in fact meant to be a huge animal.
5017 Note that shovels slay walls, so they do tripple damage
5018 against weak walls.
5019 </attribute>
5020 <attribute arch="level" editor="level" type="int">
5021 The &lt;level&gt; of a weak wall works similar to monster levels.
5022 Due to the fact that weak walls cannot attack, the level
5023 is much less important though.
5024 </attribute>
5025 <attribute arch="hp" editor="health points" type="int">
5026 The &lt;health points&gt; of a weak wall define how long it takes to
5027 tear it down. With every successful hit from an opponent,
5028 &lt;health points&gt; get drained.
5029 </attribute>
5030 <attribute arch="maxhp" editor="max health" type="int">
5031 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5032 weak wall can have. Since walls generally don't heal, I doubt
5033 this has much real effect.
5034 </attribute>
5035 <attribute arch="ac" editor="armour class" type="int">
5036 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5037 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5038 </attribute>
5039 &resistances_basic;
5040 </type>
5041
5042 <!--####################################################################-->
5043 <type number="15" name="Weapon">
5044 <description><![CDATA[
5045 Wielding a weapon, the object's stats will directly be inherited to the
5046 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5047 be improved with scrolls.]]>
5048 </description>
5049 <use><![CDATA[
5050 If you create artifacts (equipment) with stats- or resistance-bonus:
5051 Keep playbalance in mind! Such items mustn't be reachable without hard
5052 fighting AND questing.]]>
5053 </use>
5054 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5055 This number is a bitmask, specifying the weapon's attacktypes.
5056 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5057 have no more than one or two attacktypes. Keep in mind that all weapons
5058 can be blessed by the player's diety, thus adding an additional attacktype.
5059
5060 When a player hits a monster with a weapon that has more than one attacktype,
5061 then he will do as much damage as the "best" of his attacktypes does. So,
5062 the more attacktypes you've got, the better your chance to take advantage
5063 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5064 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5065 </attribute>
5066 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5067 The &lt;weapontype&gt; characterizes the weapon's type of physical
5068 attack. It could best be considered a "subclassification"
5069 of the physical attacktype. For now, this is only used for
5070 attack messages!
5071
5072 You should always set this correctly when creating new
5073 weapons for your maps.
5074 </attribute>
5075 <attribute arch="skill" editor="skill name" type="string">
5076 Matching &lt;skill name&gt; of the skill that is required
5077 to use this weapon.
5078 </attribute>
5079 <attribute arch="dam" editor="damage" type="int">
5080 The damage value is used as base value for how much damage the weapon
5081 does per hit. The actual damage involves more dependencies,
5082 like wielder's level and defender's level. Look at existing weapons
5083 to get a feel for the range of weapon damage values.
5084 </attribute>
5085 <attribute arch="slaying" editor="slaying race" type="string">
5086 Slaying means the weapon does tripple (3x) damage to monsters of the
5087 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5088 only monsters of that archtype are hit with tripple damage.
5089
5090 No god blessings are possible for weapons with a race set in this entry
5091 (That's because god blessings add tripple damage against their own
5092 enemy races). Tripple damage is very effective.
5093 </attribute>
5094 <attribute arch="last_sp" editor="weapon speed" type="int">
5095 The weapon speed determines how often the wielder can swing the weapon
5096 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5097 is best (that is lightning- fast). A typical average value is 8.
5098 Speed and damage should be kept in reasonable relation.
5099 </attribute>
5100 <attribute arch="wc" editor="weapon class" type="int">
5101 The weapon class value adds to the overall weapon class of the wielder's
5102 melee attacks. Weapon class improves the chance of hitting the opponent.
5103 </attribute>
5104 <attribute arch="magic" editor="magic bonus" type="int">
5105 For a weapon, magic bonus works just like weapon class, except that
5106 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5107 less useful than direct weapon class value on a weapon.
5108 </attribute>
5109 <attribute arch="item_power" editor="item power" type="int">
5110 The &lt;item power&gt; value measures how "powerful" an artifact is.
5111 Players will only be able to wear equipment with a certain total
5112 amount of &lt;item power&gt;, depending on their own level. This is the
5113 only way to prevent low level players to wear "undeserved" equipment
5114 (like gifts from other players or cheated items).
5115
5116 It is very important to adjust the &lt;item power&gt; value carefully
5117 for every artifact you create! If zero/unset, the Deliantra server will
5118 calculate a provisional value at runtime, but this is never
5119 going to be an accurate measurement of &lt;item power&gt;.
5120 </attribute>
5121 <attribute arch="damned" editor="damnation" type="bool">
5122 A damned weapon cannot be unwielded unless
5123 the curse is removed. Removing damnations is
5124 a tick harder than removing curses.
5125 </attribute>
5126 <attribute arch="cursed" editor="curse" type="bool">
5127 A cursed weapon cannot be unwielded unless
5128 the curse is removed.
5129 </attribute>
5130 <attribute arch="lifesave" editor="save life" type="bool">
5131 An item with this flag enabled will save the players life
5132 for one time: When the player is wearing this item and his
5133 health points reach zero, the item disappears, replenishing
5134 half of the player's health.
5135
5136 An item with &lt;save life&gt; should not have
5137 any decent additional bonuses!
5138 </attribute>
5139 <attribute arch="unique" editor="unique item" type="bool">
5140 Unique items exist only one time on a server. If the item
5141 is taken, lost or destroyed - it's gone for good.
5142 </attribute>
5143 <attribute arch="startequip" editor="godgiven item" type="bool">
5144 A godgiven item vanishes as soon as the player
5145 drops it to the ground.
5146 </attribute>
5147 &player_stat_resist_sections;
5148 <section name="misc">
5149 <attribute arch="luck" editor="luck bonus" type="int">
5150 With positive luck bonus, the player is more likely to
5151 succeed in all sorts of things (spellcasting, praying,...).
5152 Unless the &lt;luck bonus&gt; is very high, the effect will be
5153 barely visible in-game. Luck bonus on one piece of equipment
5154 should never exceed 3, and such bonus should not be too
5155 frequently available.
5156 </attribute>
5157 <attribute arch="hp" editor="health regen." type="int">
5158 Positive &lt;health regen.&gt; bonus speeds up the
5159 player's healing process. Negative values slow it down.
5160 </attribute>
5161 <attribute arch="sp" editor="mana regen." type="int">
5162 Positive &lt;mana regen.&gt; bonus speeds up the
5163 player's mana regeneration. Negative values slow it down.
5164 </attribute>
5165 <attribute arch="grace" editor="grace regen." type="int">
5166 Positive &lt;grace regen.&gt; bonus speeds up the
5167 player's grace regeneration. Negative values slow it down.
5168 Since grace can be regenerated rather easy with praying,
5169 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5170 </attribute>
5171 <attribute arch="food" editor="food bonus" type="int">
5172 Positive &lt;food bonus&gt; slows down the player's digestion,
5173 thus he consumes less food. Negative values speed it up.
5174
5175 Note that food is consumed not only for "being alive", but
5176 also for healing and mana-regeneration.
5177 &lt;food bonus&gt; only affects the amount of food consumed
5178 for "being alive". Hence, even with high &lt;food bonus&gt;,
5179 during a fight a player can run out of food quickly.
5180 </attribute>
5181 <attribute arch="xrays" editor="xray vision" type="bool">
5182 Xray vision allows the player to see through obstacles
5183 in a two-square-wide radius. This is extremely helpful and
5184 desirable, so don't give it away for cheap on equipment.
5185 </attribute>
5186 <attribute arch="stealth" editor="stealth" type="bool">
5187 Stealth allows the player to move silently.
5188 This comes to effect if a player turns himself
5189 invisible and tries to sneak around monsters.
5190 (At least that was the idea behind it)
5191 </attribute>
5192 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5193 If a player is wearing any piece of equipment with
5194 the ability to &lt;reflect spells&gt;, all kinds of
5195 spell-bullets and -beams will bounce off him.
5196 This works only about 90% of all times, to
5197 avoid players being completely immune to certain
5198 types of attacks.
5199
5200 This is a very powerful ability and it
5201 shouldn't be handed out cheap!
5202 </attribute>
5203 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5204 If a player is wearing any piece of equipment with
5205 the ability to &lt;reflect missiles&gt;, all kinds of
5206 projectiles (e.g. arrows, bolts, boulders) will
5207 bounce off him. This works only about 90% of all
5208 times, to avoid players being completely immune to
5209 certain types of attacks.
5210 </attribute>
5211 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5212 Click on the &lt;attuned paths&gt; button to select spellpaths.
5213 The player will get attuned to the specified spellpaths
5214 while wearing this weapon.
5215 </attribute>
5216 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5217 Click on the &lt;repelled paths&gt; button to select spellpaths.
5218 The player will get repelled to the specified spellpaths
5219 while wearing this weapon.
5220 </attribute>
5221 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5222 Click on the &lt;denied paths&gt; button to select spellpaths.
5223 The specified spellpaths will be denied to the player
5224 while wearing this weapon.
5225 </attribute>
5226 </section>
5227 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5228 This text describes the weapons's "story". Every decent artifact weapon
5229 should have such a description.
5230 </attribute>
5231 </type>
5232
5233 <type number="116" name="Event Connector">
5234 <description><![CDATA[
5235 Event connectors link specific events that happen to objects to
5236 a crossfire plug-in. They are not used at all in Deliantra.]]>
5237 </description>
5238 </type>
5239
5240 </types>