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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.63
Committed: Tue Mar 30 14:59:20 2010 UTC (14 years, 2 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.62: +2 -0 lines
Log Message:
added spell damage.

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 <attribute arch="connected" editor="connection" type="string">
733 For "normal" objects the connected value is mainly used for scripting purposes.
734 You can write a string in this field that can be used from a Perl script (find_link function)
735 to find this object, or all objects that got this connected value.
736 </attribute>
737 </default_type>
738
739 <!-- This ignorelist is for all system objects which are non pickable
740 and invisible. They don't interact with players at all. -->
741 <ignore_list name="system_object">
742 <attribute arch="value" />
743 <attribute arch="nrof" />
744 <attribute arch="weight" />
745 <attribute arch="name_pl" />
746 <attribute arch="material" />
747 <attribute arch="no_pick" />
748 <attribute arch="unpaid" />
749 <attribute arch="title" />
750 <attribute arch="glow_radius" />
751 <attribute arch="identified" />
752 <attribute arch="blocksview" />
753 <attribute arch="invisible" />
754 </ignore_list>
755
756 <!-- This ignorelist is for non-pickable objects. They can be seen by
757 the player, but don't have values like material or weight. -->
758 <ignore_list name="non_pickable">
759 <attribute arch="value" />
760 <attribute arch="nrof" />
761 <attribute arch="weight" />
762 <attribute arch="name_pl" />
763 <attribute arch="material" />
764 <attribute arch="no_pick" />
765 <attribute arch="unpaid" />
766 <attribute arch="title" />
767 <attribute arch="identified" />
768 </ignore_list>
769
770 <!--####################################################################-->
771 <type number="0" name="Misc">
772 <required>
773 <!-- this is a special case: The "misc" type with type number 0 is
774 the fallback for all types which don't match any other defined types.
775 The required attribute "misc x" prevents that it gets confused with
776 other types like "monster & npc" which also have type number 0. -->
777 <attribute arch="misc" value="x" />
778 </required>
779 &movement_types_terrain;
780 <attribute arch="cursed" editor="cursed" type="bool">
781 Curses can have various effects: On equipment and food,
782 they generally harm the player in some way.
783 </attribute>
784 <attribute arch="damned" editor="damned" type="bool">
785 A damned item/floor on the ground makes it impossible for players
786 to use prayers on that spot. It also prevents players from saving.
787 Damnation on equipment works similar to a curse.
788 </attribute>
789 <attribute arch="unique" editor="unique item" type="bool">
790 Unique items exist only one time on a server. If the item
791 is taken, lost or destroyed - it's gone for good.
792 </attribute>
793 <attribute arch="startequip" editor="godgiven item" type="bool">
794 A godgiven item vanishes as soon as the player
795 drops it to the ground.
796 </attribute>
797 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
798 This text may describe the object.
799 </attribute>
800 </type>
801
802 <!--####################################################################-->
803 <!-- former typ 110, which is 'inscribable' in deliantra, and was never used in cf afaik -->
804 <type number="999" name="Ability">
805 <ignore>
806 <ignore_list name="system_object" />
807 </ignore>
808 <description><![CDATA[
809 Abilities are to be put in a monster's inventory. They grant monsters the
810 knowledge to cast spells. Spells from abilities are usually magical in
811 nature, thus adding magic attacktype to the spell-damage they produce.
812 <br><br>
813 A particularly nice feature of abilities is that they can hold two
814 spells: One for short range - and one for long range use.
815 \n\n
816 You should know that spellcasting monsters receive abilities via
817 &lt;treasurelist&gt;.]]>
818 </description>
819 <use><![CDATA[
820 If you want to create "customized" spellcasting monsters, you
821 should use abilities (rather than spellbooks/wands or something).
822 The long/short-range spell feature can make boss-monsters more
823 interesting and challenging.
824 <br><br>
825 You should keep in mind that magic abilities allow players
826 to get better resistance. You can turn off the magic part to
827 make the spells more dangerous. However, this really shouldn't
828 be neccessary unless you work on very high level maps.
829 And what fun is a magic resistance cloak when it has no effect?]]>
830 </use>
831 <attribute arch="invisible" value="1" type="fixed" />
832 <attribute arch="no_drop" value="1" type="fixed" />
833 <attribute arch="sp" editor="short range spell" type="spell">
834 The monster will use the specified &lt;short range spell&gt;
835 when the player is within 6-square radius (of the
836 monster's head).
837 </attribute>
838 <attribute arch="hp" editor="long range spell" type="nz_spell">
839 The monster will use the specified &lt;long range spell&gt;
840 when the player is at least 6 squares away (from the
841 monster's head).
842
843 Setting a &lt;long range spell&gt; is optional. If unset, the
844 &lt;short range spell&gt; gets used all the time.
845 </attribute>
846 <attribute arch="maxsp" editor="importance" type="int">
847 Sometimes you'll want a monster to use one ability more than others.
848 To achieve this, set the &lt;importance&gt; to a value greater than
849 one. Abilities with this value zero/unset are counted to be of
850 &lt;importance&gt; one.
851
852 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
853 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
854 times the "small fireball".
855 </attribute>
856 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
857 This flag specifies whether the ability &lt;is magical&gt; in nature.
858 If enabled, all spells produced by this ability will have magic
859 attacktype added to the usual attacktypes.
860
861 This should always be set for spell-like abilities. "Natural"
862 abilities like a dragon's firebreath are an exception.
863 Note that non-magical abilities are more dangerous because
864 magic resistance does not protect from those.</attribute>
865 </type>
866
867 <!--####################################################################-->
868
869 <type number="81" name="Torch">
870 <description><![CDATA[
871 Torches are a special kind of Lamp that offer the option of lighting them
872 up without using a lighter (These torches are usually
873 called 'pyrophor torches'. See also the 'reignitable' setting).
874 The other kind of torches, that are reignitable, can be put out and
875 put on again using a lighter.]]>
876 </description>
877 <attribute arch="is_lightable" editor="reignitable" type="bool">
878 This flag controls whether the torch can be lit up again using
879 a lighter or whether it can only be used once, in which case
880 they can be enabled by simply applying them without any special tools.
881 </attribute>
882 <attribute arch="food" editor="burning duration" type="int">
883 This field specifies the burning duration of the torch.
884 </attribute>
885 <attribute arch="range" editor="enabled glow radius" type="int">
886 This field sets the glow radius of the torch if it is enabled.
887 If you want to make a torch that is already burning set the
888 "glow radius" field.
889 </attribute>
890 <attribute arch="level" editor="level" type="int">
891 If this field specyfies the cursed effect's level. If it is
892 0 no cursed effect will be generate. See also the "cursed" flag.
893 </attribute>
894 <attribute arch="cursed" editor="cursed" type="bool">
895 Cursed torches, which have a level above 0, explode if the
896 player applies them.
897 </attribute>
898 </type>
899
900 <type number="82" name="Lamp">
901 <description><![CDATA[
902 Lamps are carryable light sources for players with a fuel tank.]]>
903 </description>
904 <attribute arch="speed" editor="burn speed" type="float">
905 This field is the speed of the lamp. (If the value 0.00208 is given
906 here the fuel field will specify the burning duration in minutes.)
907 </attribute>
908 <attribute arch="food" editor="fuel" type="int">
909 This field sets the burning duration of the lamp, which depends on the speed
910 field of this object.
911 </attribute>
912 <attribute arch="range" editor="enabled glow radius" type="int">
913 This field sets the glow radius of the lamp if it is enabled.
914 If you want to make a lamp that is already burning set the
915 "glow radius" field.
916 </attribute>
917 <attribute arch="level" editor="level" type="int">
918 If this field specyfies the cursed effect's level. If it is
919 0 no cursed effect will be generate. See also the "cursed" flag.
920 </attribute>
921 <attribute arch="cursed" editor="cursed" type="bool">
922 Cursed lamps, which have a level above 0, explode if the
923 player applies them.
924 </attribute>
925 </type>
926
927 <!--####################################################################-->
928 <type number="18" name="Altar">
929 <ignore>
930 <ignore_list name="non_pickable" />
931 <attribute arch="connected"/>
932 </ignore>
933 <description><![CDATA[
934 When a player puts a defined number of certain items on the altar,
935 then either a spell is casted (on the player) or a connector is
936 triggered. If the latter is the case, the altar works only once.
937 Either way, the sacrificed item disappears.]]>
938 </description>
939 <attribute arch="no_pick" value="1" type="fixed" />
940 &move_on;
941 <attribute arch="slaying" editor="match item name" type="string">
942 This string specifies the item that must be put on the altar to
943 activate it. It can either be the name of an archetype, or directly
944 the name of an object. Yet, titles are not recognized by altars.
945 If you want the player to have to drop a specific amount of money use "money".
946 See also the "drop amount" attribute.
947 &match_compat;
948 </attribute>
949 <attribute arch="food" editor="drop amount" type="int">
950 The drop amount specifies the amount of items (specified
951 in &lt;match item name&gt;) that must be dropped to activate the altar.
952
953 If &lt;match item name&gt; is set to "money", then the value of the
954 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
955 200 silver, 20 gold, or 4 platinum will all work.)
956
957 Note that the maximum possible for &lt;drop amount&gt; is 32767.
958 </attribute>
959 <attribute arch="connected" editor="connection" type="string">
960 If a connection value is set, the altar will trigger all objects
961 with the same value, when activated. This will only work once.
962 </attribute>
963 <attribute arch="sp" editor="spell" type="spell">
964 When activated, the selected &lt;spell&gt; will be casted (once, on the
965 player). This should work for any given spell. The altar will work
966 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
967 one altar.
968 </attribute>
969 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
970 This text will be displayed to the player
971 in the exact moment when the altar is activated.
972 </attribute>
973 </type>
974
975 <!--####################################################################-->
976 <type number="31" name="Altar Trigger">
977 <ignore>
978 <ignore_list name="non_pickable" />
979 <attribute arch="connected"/>
980 </ignore>
981 <description><![CDATA[
982 Altar_triggers work pretty much like normal altars
983 (drop sacrifice -> connection activated), except for the fact that
984 they reset after usage. Hence, altar_triggers can be used infinitely.]]>
985 </description>
986 <use><![CDATA[
987 Altar_triggers are very useful if you want to charge a price for...
988 <UL>
989 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
990 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
991 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
992 </UL>
993 The big advantage over normal altars is the infinite usability
994 of altar_triggers! If there are ten players on one server, they're
995 quite grateful if things work more than once. =)]]>
996 </use>
997 <attribute arch="no_pick" value="1" type="fixed" />
998 <attribute arch="slaying" editor="match item name" type="string">
999 This string specifies the item that must be put on the altar to
1000 activate it. It can either be the name of an archetype, or directly
1001 the name of an object. Yet, titles are not recognized by altars.
1002 If you want the player to have to drop a specific amount of money use "money".
1003 See also the "drop amount" attribute.
1004 &match_compat;
1005 </attribute>
1006 <attribute arch="food" editor="drop amount" type="int">
1007 The drop amount specifies the amount of items (specified
1008 in &lt;match item name&gt;) that must be dropped to activate the altar.
1009
1010 If &lt;match item name&gt; is set to "money", then the value of the
1011 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
1012 200 silver, 20 gold, or 4 platinum will all work.)
1013
1014 Note that the maximum possible for &lt;drop amount&gt; is 32767.
1015 </attribute>
1016 <attribute arch="connected" editor="connection" type="string">
1017 If a connection value is set, the altar will trigger all objects
1018 with the same value, when activated. This will only work once.
1019 </attribute>
1020 <attribute arch="sp" editor="spell" type="spell">
1021 When activated, this &lt;spell&gt; will be casted (once, on the player).
1022 This should work for any given spell. The altar will work infinitely
1023 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
1024 </attribute>
1025 <attribute arch="exp" editor="reset time" type="int">
1026 Being activated, the altar will reset after &lt;reset time&gt; ticks.
1027 After reset, the altar is ready to be activated once again.
1028 The default &lt;reset time&gt; is 30.
1029 </attribute>
1030 <attribute arch="last_sp" editor="ignore reset" type="bool">
1031 If this attribute is enabled, the altar_trigger won't push the
1032 connected value by altar reset. Only ONCE by dropping the sacrifice.
1033 This is typically used when the altar is connected to a creator,
1034 e.g. for selling tickets.
1035
1036 If this attribute is disabled (default), the altar_trigger
1037 will push the connected value TWICE per sacrifice: First by
1038 dropping sacrifice, second by reset. This mode is typically
1039 used for altars being connected to gates, resulting in the
1040 gate being opened and closed again.
1041 </attribute>
1042 &move_on;
1043 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1044 This text will be displayed to the player
1045 in the exact moment when the altar is activated.
1046 </attribute>
1047 </type>
1048
1049 <!--####################################################################-->
1050 <type number="74" name="Skill Tool">
1051 <description><![CDATA[
1052 Wearing a skill tool will give the player the ability to use a skill.
1053 ]]>
1054 </description>
1055 <use><![CDATA[
1056 Feel free to assign resistancies and stats to a skill tools or change
1057 the skill that is given.
1058 ]]>
1059 </use>
1060 <attribute arch="skill" editor="skill name" type="string">
1061 This field describes which skill the player will be able to use wearing this item.
1062 </attribute>
1063 &player_stat_resist_sections;
1064 </type>
1065 <!--####################################################################-->
1066 <type number="39" name="Amulet">
1067 <description><![CDATA[
1068 Wearing an amulet, the object's stats will directly be inherited to
1069 the player. Amulets are usually meant for protection and defense.]]>
1070 </description>
1071 <use><![CDATA[
1072 Feel free to create your own special artifacts. However, it is very
1073 important that you keep your artifact in balance with existing maps.]]>
1074 </use>
1075 <attribute arch="ac" editor="armour class" type="int">
1076 This value defines the amount of armour-class bonus for wearing
1077 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
1078 values are better. It should usually be set only for armour-like equipment.
1079 </attribute>
1080 <attribute arch="wc" editor="weapon class" type="int">
1081 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1082 melee attacks. Weapon class improves the chance of hitting the opponent.
1083 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1084 be set only for weapon-like items. Lower values are better.
1085 </attribute>
1086 <attribute arch="item_power" editor="item power" type="int">
1087 The &lt;item power&gt; value measures how "powerful" an artifact is.
1088 Players will only be able to wear equipment with a certain total
1089 amount of &lt;item power&gt;, depending on their own level. This is the
1090 only way to prevent low level players to wear "undeserved" equipment
1091 (like gifts from other players or cheated items).
1092
1093 It is very important to adjust the &lt;item power&gt; value carefully
1094 for every artifact you create! If zero/unset, the Deliantra server will
1095 calculate a provisional value at runtime, but this is never
1096 going to be an accurate measurement of &lt;item power&gt;.
1097 </attribute>
1098 <attribute arch="damned" editor="damnation" type="bool">
1099 A damned piece of equipment cannot be unwielded unless the curse
1100 is removed. Removing damnations is a tick harder than removing curses.
1101 </attribute>
1102 <attribute arch="cursed" editor="curse" type="bool">
1103 A cursed piece of equipment cannot be unwielded
1104 unless the curse is removed.
1105 </attribute>
1106 <attribute arch="lifesave" editor="save life" type="bool">
1107 An item with this flag enabled will save the players life
1108 for one time: When the player is wearing this item and his
1109 health points reach zero, the item disappears, replenishing
1110 half of the player's health.
1111
1112 An item with &lt;save life&gt; should not have
1113 any decent additional bonuses!
1114 </attribute>
1115 <attribute arch="unique" editor="unique item" type="bool">
1116 Unique items exist only one time on a server. If the item
1117 is taken, lost or destroyed - it's gone for good.
1118 </attribute>
1119 <attribute arch="startequip" editor="godgiven item" type="bool">
1120 A godgiven item vanishes as soon as the player
1121 drops it to the ground.
1122 </attribute>
1123 <attribute arch="applied" editor="is applied" type="bool">
1124 If you put this item into the inventory of a monster, and
1125 you want the monster to use/wear the item - you must set
1126 &lt;is applied&gt;.
1127 Enabling this flag doesn't make any sense if the item
1128 is NOT in a monster's inventory.
1129 </attribute>
1130 &player_stat_resist_sections;
1131 <section name="misc">
1132 <attribute arch="luck" editor="luck bonus" type="int">
1133 With positive luck bonus, the player is more likely to
1134 succeed in all sorts of things (spellcasting, praying,...).
1135 Unless the &lt;luck bonus&gt; is very high, the effect will be
1136 barely visible in-game. Luck bonus on one piece of equipment
1137 should never exceed 3, and such bonus should not be too
1138 frequently available.
1139 </attribute>
1140 <attribute arch="hp" editor="health regen." type="int">
1141 Positive &lt;health regen.&gt; bonus speeds up the
1142 player's healing process. Negative values slow it down.
1143 </attribute>
1144 <attribute arch="sp" editor="mana regen." type="int">
1145 Positive &lt;mana regen.&gt; bonus speeds up the
1146 player's mana regeneration. Negative values slow it down.
1147 </attribute>
1148 <attribute arch="grace" editor="grace regen." type="int">
1149 Positive &lt;grace regen.&gt; bonus speeds up the
1150 player's grace regeneration. Negative values slow it down.
1151 Since grace can be regenerated rather easy with praying,
1152 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1153 </attribute>
1154 <attribute arch="food" editor="food bonus" type="int">
1155 Positive &lt;food bonus&gt; slows down the player's digestion,
1156 thus he consumes less food. Negative values speed it up.
1157
1158 Note that food is consumed not only for "being alive", but
1159 also for healing and mana-regeneration.
1160 &lt;food bonus&gt; only affects the amount of food consumed
1161 for "being alive". Hence, even with high &lt;food bonus&gt;,
1162 during a fight a player can run out of food quickly.
1163 </attribute>
1164 <attribute arch="xrays" editor="xray vision" type="bool">
1165 Xray vision allows the player to see through obstacles
1166 in a two-square-wide radius. This is extremely helpful and
1167 desirable, so don't give it away for cheap on equipment.
1168 </attribute>
1169 <attribute arch="stealth" editor="stealth" type="bool">
1170 Stealth allows the player to move silently.
1171 This comes to effect if a player turns himself
1172 invisible and tries to sneak around monsters.
1173 (At least that was the idea behind it)
1174 </attribute>
1175 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1176 If a player is wearing any piece of equipment with
1177 the ability to &lt;reflect spells&gt;, all kinds of
1178 spell-bullets and -beams will bounce off him.
1179 This works only about 90% of all times, to
1180 avoid players being completely immune to certain
1181 types of attacks.
1182
1183 This is a very powerful ability and it
1184 shouldn't be handed out cheap!
1185 </attribute>
1186 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1187 If a player is wearing any piece of equipment with
1188 the ability to &lt;reflect missiles&gt;, all kinds of
1189 projectiles (e.g. arrows, bolts, boulders) will
1190 bounce off him. This works only about 90% of all
1191 times, to avoid players being completely immune to
1192 certain types of attacks.
1193 </attribute>
1194 &move_type;
1195 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1196 Click on the &lt;attuned paths&gt; button to select spellpaths.
1197 The player will get attuned to the specified spellpaths
1198 while wearing this item.
1199 </attribute>
1200 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1201 Click on the &lt;repelled paths&gt; button to select spellpaths.
1202 The player will get repelled to the specified spellpaths
1203 while wearing this item.
1204 </attribute>
1205 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1206 Click on the &lt;denied paths&gt; button to select spellpaths.
1207 The specified spellpaths will be denied to the player
1208 while wearing this item.
1209 </attribute>
1210 </section>
1211 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1212 This text describes the item's "story". Every decent artifact
1213 should have such a description.
1214 </attribute>
1215 </type>
1216
1217 <!--####################################################################-->
1218 <type number="58" name="Battleground">
1219 <ignore>
1220 <ignore_list name="non_pickable" />
1221 </ignore>
1222 <description><![CDATA[
1223 Battleground is very special: In short, players can die on battleground
1224 without any death penalties. They don't loose or gain experience
1225 while on battleground. Acid, draining and depletion effects don't
1226 work either.
1227 When a player dies on battleground, he gets teleported to an exit
1228 location which is defined in the battleground object.]]>
1229 </description>
1230 <use><![CDATA[
1231 Battleground is only meant for player vs. player duels. You can
1232 design combat arenas similiar to the one in scorn.<br>
1233 What should NEVER be done is placing battleground tiles in
1234 open dungeons or other free kinds of land.
1235 It must not be possible to gain significant treasure for fighting
1236 on battleground, because it bears no risk.<br><br>
1237 (Battleground will cease to work when the image or name is changed,
1238 or when it is placed beneath another floor tile.
1239 This is not a bug, it is there to prevent any attempts of placing
1240 "hidden" battleground tiles anywhere.)]]>
1241 </use>
1242 <attribute arch="no_pick" value="1" type="fixed" />
1243 <attribute arch="is_floor" value="1" type="fixed" />
1244 <attribute arch="hp" editor="destination X" type="int">
1245 The exit destinations define the (x, y)-coordinates where players
1246 get teleported after they died on this battleground.
1247 </attribute>
1248 <attribute arch="sp" editor="destination Y" type="int">
1249 The exit destinations define the (x, y)-coordinates where players
1250 get teleported after they died on this battleground.
1251 </attribute>
1252 </type>
1253
1254 <!--####################################################################-->
1255 <type number="165" name="Safe ground">
1256 <ignore>
1257 <ignore_list name="non_pickable" />
1258 </ignore>
1259 <description><![CDATA[
1260 Safe ground is a special object that prevents any effects that might
1261 be harmful for the map, other players or items on the map.
1262 It blocks all magic and prayers, usage of alchemy, prevents potions
1263 from being used and blocks bombs from exploding. Note that altars that
1264 do cast spells still work.
1265 ]]>
1266 </description>
1267 <use><![CDATA[
1268 Safe ground can be used to prevents any means of burning
1269 or destroying the items in a shop. Put this object below all floor tiles
1270 in your map and your shop will be safe. It's generally useful for making
1271 areas where really no kind of spell should be invoked by a player.
1272 ]]>
1273 </use>
1274 &movement_types_terrain;
1275 <attribute arch="no_pick" value="1" type="fixed" />
1276 </type>
1277
1278 <!--####################################################################-->
1279 <type number="8" name="Book">
1280 <description><![CDATA[
1281 Applying a book, the containing message is displayed to the player.]]>
1282 </description>
1283 <attribute arch="level" editor="literacy level" type="int">
1284 If this value is set to be greater than zero, the player needs a
1285 certain literacy level to succeed reading the book. The book can be
1286 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1287 book can be a nice idea, personally I like it when a player needs
1288 more than his fighting skills to solve a quest. However, keep the
1289 booklevel at least below 15 because it is quite hard to gain high
1290 mental levels.
1291 </attribute>
1292 <attribute arch="startequip" editor="godgiven item" type="bool">
1293 A godgiven item vanishes as soon as the player
1294 drops it to the ground.
1295 </attribute>
1296 <attribute arch="unique" editor="unique item" type="bool">
1297 Unique items exist only one time on a server. If the item
1298 is taken, lost or destroyed - it's gone for good.
1299 </attribute>
1300 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1301 This is the text that appears "written" in the book.
1302 </attribute>
1303 <attribute arch="slaying" editor="key string" type="string">
1304 This is the key string of the book. The key string is checked by an inventory checker.
1305 (This is used eg. for the gate/port passes in scorn)
1306 </attribute>
1307 <attribute arch="no_skill_ident" editor="no skill ident" type="bool">
1308 If this flag is true the player won't be able to identify this
1309 item with by using a skill.
1310 </attribute>
1311 </type>
1312
1313 <!--####################################################################-->
1314 <type number="110" name="Inscribable">
1315 <description><![CDATA[
1316 Inscribable Item - when inscribed, it becomes another object.]]>
1317 </description>
1318 <attribute arch="startequip" editor="godgiven item" type="bool">
1319 A godgiven item vanishes as soon as the player
1320 drops it to the ground.
1321 </attribute>
1322 <attribute arch="unique" editor="unique item" type="bool">
1323 Unique items exist only one time on a server. If the item
1324 is taken, lost or destroyed - it's gone for good.
1325 </attribute>
1326 <attribute arch="other_arch" editor="book/scroll arch" type="string">
1327 This is the item created after being inscribed - scrolls are treated
1328 like spell scrolls, all else will have it's message replaced.
1329 </attribute>
1330 </type>
1331
1332 <!--####################################################################-->
1333 <type number="99" name="Boots">
1334 <import_type name="Amulet" />
1335 <description><![CDATA[
1336 Wearing boots, the object's stats will directly be inherited to
1337 the player. Usually enhancing his speed, or granting some minor
1338 protection bonus.]]>
1339 </description>
1340 <use><![CDATA[
1341 Feel free to create your own special artifacts. However, it is very
1342 important that you keep your artifact in balance with existing maps.]]>
1343 </use>
1344 <attribute arch="exp" editor="speed bonus" type="int">
1345 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1346 while worn. This kind of bonus is quite desirable for players of low-
1347 and medium level. High level players usually have fastest possible
1348 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1349 Still, this bonus is good for nice artifacts - not everything has
1350 to be for highest level.
1351 </attribute>
1352 <attribute arch="magic" editor="magic bonus" type="int">
1353 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1354 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1355 than direct armour-class bonus on the boots.
1356
1357 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1358 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1359 </attribute>
1360 </type>
1361
1362 <!--####################################################################-->
1363 <type number="104" name="Bracers">
1364 <import_type name="Amulet" />
1365 <description><![CDATA[
1366 Bracers are armour-plates worn around the wrists.
1367 Wearing bracer, the object's stats will directly be inherited to
1368 the player. Usually enhancing his defense.]]>
1369 </description>
1370 <use><![CDATA[
1371 Feel free to create your own special artifacts. However, it is very
1372 important that you keep your artifact in balance with existing maps.]]>
1373 </use>
1374 <attribute arch="magic" editor="magic bonus" type="int">
1375 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1376 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1377 than direct armour-class bonus on the bracers.
1378 </attribute>
1379 </type>
1380
1381 <!--####################################################################-->
1382 <type number="16" name="Brestplate Armour">
1383 <import_type name="Amulet" />
1384 <description><![CDATA[
1385 Wearing an armour, the object's stats will directly be inherited to
1386 the player. Usually enhancing his defense.]]>
1387 </description>
1388 <use><![CDATA[
1389 Feel free to create your own special artifacts. However, it is very
1390 important that you keep your artifact in balance with existing maps.]]>
1391 </use>
1392 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1393 This poses a penalty to spell regeneration speed, for wearing the armour.
1394 The bigger the spellpoint penalty, the worse.
1395 </attribute>
1396 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1397 Slowdown penalty reduces the player's walking speed when wearing the
1398 armour. Bigger values are worse - zero is best.
1399 </attribute>
1400 <attribute arch="magic" editor="magic bonus" type="int">
1401 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1402 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1403 than direct armour-class bonus on the armour.
1404 </attribute>
1405 </type>
1406
1407 <!--####################################################################-->
1408 <type number="92" name="Button">
1409 <ignore>
1410 <ignore_list name="non_pickable" />
1411 <attribute arch="connected"/>
1412 </ignore>
1413 <description><![CDATA[
1414 When a predefined amount of weigh is placed on a button, the
1415 &lt;connection&gt; value is triggered. In most cases this happens when a
1416 player or monster steps on it. When the button is "released", the
1417 &lt;connection&gt; value get's triggered a second time.]]>
1418 </description>
1419 &move_on;
1420 &move_off;
1421 <attribute arch="no_pick" value="1" type="fixed" />
1422 <attribute arch="weight" editor="press weight" type="int">
1423 The button is pressed (triggered), as soon as
1424 &lt;press weigh&gt; gram are placed ontop of it.
1425 </attribute>
1426 <attribute arch="connected" editor="connection" type="string">
1427 Every time the button is pressed or released, all objects
1428 with the same &lt;connection&gt; value are activated.
1429 </attribute>
1430 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1431 This text may describe the item. You can use this
1432 message to explain the button's purpose to the player.
1433 </attribute>
1434 </type>
1435
1436 <!--####################################################################-->
1437 <type number="30" name="Button Trigger">
1438 <import_type name="Button" />
1439 <ignore>
1440 <ignore_list name="non_pickable" />
1441 </ignore>
1442 <description><![CDATA[
1443 Handle buttons are buttons which reset after a short period
1444 of time. Every time it is either applied or reset, the
1445 &lt;connection&gt; value is triggered.]]>
1446 </description>
1447 </type>
1448
1449 <!--####################################################################-->
1450 <type number="37" name="Class Changer">
1451 <ignore>
1452 <ignore_list name="non_pickable" />
1453 </ignore>
1454 <description><![CDATA[
1455 Class changer are used while creating a character.]]>
1456 </description>
1457 <attribute arch="randomitems" editor="class items" type="treasurelist">
1458 This entry determines which initial items the character receives.
1459 </attribute>
1460 <section name="stats">
1461 <attribute arch="Str" editor="strength" type="int">
1462 The player's strength will rise by the given value if he chooses this
1463 class. (Negative values make strength fall)
1464 </attribute>
1465 <attribute arch="Dex" editor="dexterity" type="int">
1466 The player's dexterity will rise by the given value if he chooses this
1467 class. (Negative values make dexterity fall)
1468 </attribute>
1469 <attribute arch="Con" editor="constitution" type="int">
1470 The player's constitution will rise by the given value if he chooses this
1471 class. (Negative values make constitution fall)
1472 </attribute>
1473 <attribute arch="Int" editor="intelligence" type="int">
1474 The player's intelligence will rise by the given value if he chooses this
1475 class. (Negative values make intelligence fall)
1476 </attribute>
1477 <attribute arch="Pow" editor="power" type="int">
1478 The player's power will rise by the given value if he chooses this
1479 class. (Negative values make power fall)
1480 </attribute>
1481 <attribute arch="Wis" editor="wisdom" type="int">
1482 The player's wisdom will rise by the given value if he chooses this
1483 class. (Negative values make wisdom fall)
1484 </attribute>
1485 <attribute arch="Cha" editor="charisma" type="int">
1486 The player's charisma will rise by the given value if he chooses this
1487 class. (Negative values make charisma fall)
1488 </attribute>
1489 </section>
1490 </type>
1491
1492 <!--####################################################################-->
1493 <type number="87" name="Cloak">
1494 <import_type name="Amulet" />
1495 <description><![CDATA[
1496 Wearing a cloak, the object's stats will directly be inherited to
1497 the player. Cloaks usually add minor &lt;armour class&gt; and
1498 sometimes a bit of resistance.]]>
1499 </description>
1500 <use><![CDATA[
1501 Feel free to create your own special artifacts. However, it is very
1502 important that you keep your artifact in balance with existing maps.]]>
1503 </use>
1504 <attribute arch="magic" editor="magic bonus" type="int">
1505 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1506 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1507 than direct armour-class bonus on the cloak.
1508
1509 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1510 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1511 </attribute>
1512 </type>
1513
1514 <!--####################################################################-->
1515 <type number="9" name="Clock">
1516 <description><![CDATA[
1517 Applying a clock, the time is displayed to the player.]]>
1518 </description>
1519 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1520 This text may describe the item
1521 </attribute>
1522 </type>
1523
1524 <!--####################################################################-->
1525 <type number="122" name="Container">
1526 <description><![CDATA[
1527 A player can put (certain kinds of) items in the container.
1528 The overall weight of items is reduced when put inside a
1529 container, depending on the settings.
1530 <br><br>
1531 A special feature of containers is the "cauldron",
1532 capable of mixing alchemical receipes.]]>
1533 </description>
1534 <use><![CDATA[
1535 Note on chests - There are two types of chests:
1536 <UL>
1537 <LI> First the random treasure chests - Those are NOT containers
1538 (but object type Treasure), they create random treasures when
1539 applied. Archetype name is "chest".
1540 <LI> Second there are the permanent chests - Those are containers,
1541 they can be opened and closed again. Archetype name is "chest_2".
1542 </UL>]]>
1543 </use>
1544 <attribute arch="race" editor="container class" type="string">
1545 If set, the container will hold only certain types of objects.
1546 Possible choices for &lt;container class&gt; are: "gold and jewels",
1547 "arrows" and "keys".
1548
1549 Unfortunately it is not easy to create new container
1550 classes, because items need a matching counterpiece-attribute
1551 to the &lt;container class&gt; before they can be put inside a
1552 container. This attribute ("race") is set only for the existing
1553 container classes.
1554 </attribute>
1555 <attribute arch="slaying" editor="key string" type="string">
1556 If &lt;key string&gt; is set, only players with a special key
1557 of matching &lt;key string&gt; are able to open the container.
1558
1559 When the key string starts with "match ", then it is expected to
1560 be a match expression, which will be applied to the player, so
1561 you can use e.g. (match type=POTION in inv). Note that the matched
1562 object will be removed.
1563 </attribute>
1564 <attribute arch="container" editor="maximum weight" type="int">
1565 The container can hold a maximum total weight of the given value
1566 in gram. Note that this weight limit is calculated *after* the
1567 weight reduction (&lt;reduce weight&gt;) has been applied.
1568 </attribute>
1569 <attribute arch="Str" editor="reduce weight %" type="int">
1570 This value determines how much the weight of items is reduced in
1571 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1572 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1573 Most default values are in the range of ten.
1574 </attribute>
1575 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1576 If set, the container can be used as alchemy-cauldron.
1577 The player can put ingredients inside, close it, cast alchemy
1578 and if his formulae is true, he'll get what he longed for.
1579 </attribute>
1580 <attribute arch="unique" editor="unique item" type="bool">
1581 Unique items exist only one time on a server. If the item
1582 is taken, lost or destroyed - it's gone for good.
1583 All contents of a unique container are unique as well.
1584 </attribute>
1585 <attribute arch="startequip" editor="godgiven item" type="bool">
1586 A godgiven item vanishes as soon as the player
1587 drops it to the ground.
1588 </attribute>
1589 <attribute arch="other_arch" editor="animation arch" type="string">
1590 This is used for a certain kind of... "animation" when
1591 opening the container. Stick to the default arches here
1592 and you won't get into trouble.
1593 </attribute>
1594 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1595 This text may contain a description of the container.
1596 </attribute>
1597 </type>
1598
1599 <!--####################################################################-->
1600 <type number="103" name="Converter">
1601 <ignore>
1602 <attribute arch="value" />
1603 <attribute arch="nrof" />
1604 <attribute arch="name_pl" />
1605 <attribute arch="no_pick" />
1606 <attribute arch="unpaid" />
1607 <attribute arch="title" />
1608 </ignore>
1609 <description><![CDATA[
1610 Converters are like "exchange tables". When the player drops a
1611 specific type of items, they get converted into other items, at a
1612 predefined exchange-ratio.]]>
1613 </description>
1614 <use><![CDATA[
1615 Converters are better than shopping with doormats, because the
1616 converters never get sold out. For some items like food or jewels
1617 those "exchange tables" are really nice, while for the more important
1618 stuff like potions converters should not exist.
1619 <br><br>
1620 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1621 items on a converter, the stuff you get must be of equal or lesser
1622 value than before! (Except if you are using "rare" items like
1623 dragonscales for payment). The code will not check if your ratio is
1624 sane, so the player could gain infinite wealth by using your converter.]]>
1625 </use>
1626 <attribute arch="no_pick" value="1" type="fixed" />
1627 <attribute arch="slaying" editor="cost arch" type="string">
1628 &lt;cost arch&gt; is the name of the archetype the player has to
1629 put on the converter, as payment.
1630 </attribute>
1631 <attribute arch="food" editor="cost number" type="int">
1632 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1633 on the converter, in order to get &lt;receive number&gt; items
1634 of &lt;receive arch&gt;.
1635 </attribute>
1636 <attribute arch="other_arch" editor="receive arch" type="string">
1637 &lt;receive arch&gt; is the name of the archetype to convert into.
1638 This field is ignored if the converter has items in inventory. In this
1639 case one of the inventory items is duplicated. The duplicated item is
1640 randomly chosen from all items present.
1641 </attribute>
1642 <attribute arch="sp" editor="receive number" type="int">
1643 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1644 on the converter, in order to get &lt;receive number&gt; items
1645 of &lt;receive arch&gt;.
1646 </attribute>
1647 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1648 This text may contain a description of the converter.
1649 </attribute>
1650 <attribute arch="precious" editor="output unpaid" type="bool">
1651 If the converter has this flag set the generated items will
1652 be flagged as unpaid. Useful if you want to make a converter in a shop.
1653 (For instance for 'dragon scale' to 'dragon shield' converters in some
1654 armour shops.)
1655 </attribute>
1656 </type>
1657
1658 <!--####################################################################-->
1659 <type number="42" name="Creator">
1660 <ignore>
1661 <ignore_list name="system_object" />
1662 <attribute arch="connected"/>
1663 </ignore>
1664 <description><![CDATA[
1665 A creator is an object which creates another object when it
1666 is triggered. The child object can be anything. Creators are
1667 VERY useful for all kinds of map-mechanisms. They can even
1668 periodically create things.]]>
1669 </description>
1670 <use><![CDATA[
1671 Don't hesitate to hide your creators under the floor.
1672 The created items will still always appear ontop of the floor.]]>
1673 </use>
1674 <attribute arch="no_pick" value="1" type="fixed" />
1675 <attribute arch="other_arch" editor="create arch" type="string">
1676 This string defines the object that will be created.
1677 You can choose any of the existing arches.
1678 This field is ignored if the creator has items in inventory. In this case
1679 one of the inventory items is duplicated. The duplicated item is randomly
1680 chosen from all items present.
1681 </attribute>
1682 <attribute arch="connected" editor="connection" type="string">
1683 Whenever the connection value is activated,
1684 the creator gets triggered.
1685 </attribute>
1686 &activate_on;
1687 <attribute arch="lifesave" editor="unlimited uses" type="bool">
1688 If &lt;unlimited uses&gt; is set, the creator will work
1689 infinitely, regardless of the value in &lt;number of uses&gt;.
1690 </attribute>
1691 <attribute arch="speed" editor="speed" type="float">
1692 When this field is set the creator will periodically create stuff
1693 (and will still do so when the connection is triggered).
1694 A value of 1 means roughly 8 times a second.
1695 </attribute>
1696 <attribute arch="hp" editor="number of uses" type="int">
1697 The creator can be triggered &lt;number of uses&gt; times, thus
1698 creating that many objects, before it dissappears.
1699 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1700 </attribute>
1701 <attribute arch="slaying" editor="name of creation" type="string">
1702 The created object will bear the name and title specified in &lt;name of
1703 creation&gt;. If nothing is set, the standard name and title of the
1704 archetype is used.
1705 </attribute>
1706 <attribute arch="level" editor="level of creation" type="int">
1707 The created object will be of that level. If zero/unset,
1708 the standard level of the archetype is used.
1709 </attribute>
1710 </type>
1711
1712 <!--####################################################################-->
1713 <type number="51" name="Detector">
1714 <ignore>
1715 <ignore_list name="system_object" />
1716 <attribute arch="connected"/>
1717 </ignore>
1718 <description><![CDATA[
1719 Detectors work quite much like inv. checkers/pedestals: If the detector
1720 finds a specific object, it toggles its connected value.
1721 <br><br>
1722 What is "unique" about them, compared to inv. checkers/ pedestals?
1723 - First, detectors check their square for a match periodically, not
1724 instantly, so generate much higher server load
1725 Second, detectors check directly for object names. Third,
1726 detectors do not check the inventory of players/monsters.]]>
1727 </description>
1728 <use>
1729 Best avoid this type at all costs, use a pedestal instead.
1730 </use>
1731 <attribute arch="no_pick" value="1" type="fixed" />
1732 <attribute arch="slaying" editor="match name" type="string">
1733 &lt;match name&gt; specifies the name of the object we are looking for.
1734 Actually it does also check for the &lt;key string&gt; in key-objects,
1735 but for this case inventory checkers are often more powerful to use.
1736 </attribute>
1737 <attribute arch="connected" editor="connection" type="string">
1738 When the detector is triggered, all objects with the same
1739 connection value get activated.
1740 </attribute>
1741 <attribute arch="speed" editor="detection speed" type="float">
1742 This value defines the time between two detector-checks.
1743 If you want the detector to behave almost like pedestals/buttons,
1744 set speed rather high, like &lt;detection speed&gt; 1.0.
1745 </attribute>
1746 &speed_left;
1747 <attribute arch="speed_left" editor="speed left" type="float">
1748 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1749 If it is larger than 0, the detector checks, and the speed is decremented
1750 by 1.
1751 </attribute>
1752 </type>
1753
1754 <!--####################################################################-->
1755 <type number="164" name="Map Script">
1756 <ignore>
1757 <ignore_list name="system_object" />
1758 <attribute arch="connected"/>
1759 </ignore>
1760 <description><![CDATA[
1761 The map script object is a very special object that can react to connected
1762 events and executes a perl script in the msg slot.
1763 ]]>
1764 </description>
1765 <use><![CDATA[
1766 The perl script gets passed a $state value and $activator, $self, $originator objects and can use the set/get/find/timer functions
1767 to react to/trigger other objects. See http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/mapscript.pm for details.
1768 ]]>
1769 </use>
1770 <attribute arch="connected" editor="connection" type="string">
1771 When the map script object is triggered, it will execute
1772 the perl script with the triggering object as $activator.
1773 </attribute>
1774 &activate_on;
1775 <attribute arch_begin="msg" arch_end="endmsg" editor="script" type="text">
1776 This perl script will be executed each time the objetc is triggered.
1777 </attribute>
1778 </type>
1779
1780 <!--####################################################################-->
1781 <type number="112" name="Director">
1782 <ignore>
1783 <ignore_list name="non_pickable" />
1784 </ignore>
1785 <description><![CDATA[
1786 Directors change the direction of spell objects and other projectiles
1787 that fly past. Unlike spinners, directors always move objects in the
1788 same direction. It does not make a difference from what angle you
1789 shoot into it.<br>
1790 Directors are visible per default.]]>
1791 </description>
1792 <use><![CDATA[
1793 Directors are rarely used in maps. Sometimes they are placed to
1794 change the direction of spells coming out of magic walls,
1795 "channeling" spell-projectiles in some direction. When doing this,
1796 <B>never place directors facing each other with magic walls fireing
1797 into them!</B> The spell-projectiles bouncing between the directors
1798 would accumulate to huge numbers and at some point slow down the
1799 server by eating memory- and CPU-time.
1800 <br><br>
1801 You'd better not place directors in monster vs. player combat
1802 areas too much, because that freaks out wizard-type players.]]>
1803 </use>
1804 <attribute arch="sp" editor="direction" type="list_direction">
1805 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1806 A director with direction &lt;none&gt; simply stops projectiles.
1807 (The latter works out a bit strange for some spells).
1808 </attribute>
1809 &move_on;
1810 </type>
1811
1812 <!--####################################################################-->
1813 <type number="158" name="Disease">
1814 <ignore>
1815 <ignore_list name="system_object" />
1816 </ignore>
1817 <description><![CDATA[
1818 Diseases are an intersting form of spellcraft in Deliantra.
1819 Once casted, they can spread out and infect creatures in a large
1820 area. Being infected can have various effects, from amusing farts
1821 to horrible damage - almost everything is possible.]]>
1822 </description>
1823 <use><![CDATA[
1824 Diseases are extremely flexible and usable in a many ways.
1825 So far they are mostly used for causing bad, unwanted effects.
1826 You could just as well create a disease which helps the player
1827 (recharging mana for example).
1828 Infection with a "positive disease" could even be a quest reward.]]>
1829 </use>
1830 <attribute arch="invisible" value="1" type="fixed" />
1831 <attribute arch="level" editor="plaque level" type="int">
1832 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1833 This mainly reflects in the &lt;damage&gt;. It has no effect on
1834 most other symptoms. Neverthless, it is a very important value for
1835 all damage-inflicting diseases.
1836 </attribute>
1837 <attribute arch="race" editor="infect race" type="string">
1838 The disease will only infect creatures of the specified &lt;race&gt;.
1839 "&lt;race&gt; *" means every creature can be infected.
1840 </attribute>
1841 <attribute arch="ac" editor="progressiveness" type="int">
1842 Every time the disease "moves" the severity of the symptoms are increased
1843 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1844 </attribute>
1845 <section name="spreading">
1846 <attribute arch="wc" editor="infectiosness" type="int">
1847 The &lt;infectiosness&gt; defines the chance of new creatures getting
1848 infected. If you set this too high, the disease is very likely to
1849 be too effective.
1850
1851 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1852 </attribute>
1853 <attribute arch="last_grace" editor="attenuation" type="int">
1854 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1855 everytime it infects someone new. This limits how many generations
1856 a disease can propagate.
1857 </attribute>
1858 <attribute arch="magic" editor="infection range" type="int">
1859 &lt;infection range&gt; sets the range at which infection may occur.
1860 If positive, the &lt;infection range&gt; is level dependant - If negative,
1861 it is not:
1862 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1863 six square range, and &lt;plaque level&gt; doesn't modify that.
1864 </attribute>
1865 <attribute arch="maxhp" editor="persistence" type="int">
1866 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1867 The disease can "move" &lt;persistence&gt; times outside a host before it
1868 vanishes. A negative value means the disease lasts for permanent
1869 (which is only recommended to use in maps without monsters).
1870 </attribute>
1871 <attribute arch="maxgrace" editor="curing duration" type="int">
1872 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1873 (Assuming the host survives and doesn't use a curing spell).
1874 After this period the disease is naturally cured, which provides the
1875 host with immunity from this particular disease of lower or equal level.
1876
1877 A negative value means the disease can never be cured naturally.
1878
1879 Note that this value can be further modulated by spell-parameters,
1880 if the disease is registered as spell in the code. Due to that,
1881 most default diseases take a lot longer to cure than it seems.
1882 </attribute>
1883 <attribute arch="speed" editor="moving speed" type="float">
1884 The &lt;speed&gt; of the disease determines how fast the disease will
1885 "move", thus how fast the symptoms strike the host.
1886 </attribute>
1887 &speed_left;
1888 </section>
1889 <section name="symptoms">
1890 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1891 The disease will attack the host with the given &lt;attacktype&gt;.
1892 Godpower attacktype is commonly used for "unresistable" diseases.
1893 </attribute>
1894 <attribute arch="dam" editor="damage" type="int">
1895 A disease with a positive &lt;damage&gt; value will strike the player for that
1896 amount of damage every time the symptoms occur.
1897 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1898 the player's health is reduced by 10% every time the symptoms strike.
1899
1900 Diseases with %-based damage can be dangerous - but not deadly -
1901 for players of all levels.
1902 </attribute>
1903 <attribute arch="other_arch" editor="create arch" type="string">
1904 If set, the specified arch is created and dropped every time the
1905 symptoms strike.
1906
1907 This can be various things: farts, body pieces, eggs ...
1908 Even monsters can be created that way. You could also make a
1909 disease where some exotic stuff like money/gems is created.
1910 </attribute>
1911 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1912 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1913 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1914 </attribute>
1915 <attribute arch="exp" editor="exp. for curing" type="int">
1916 When the player manages to cure this disease (with a curing spell),
1917 he is awarded with &lt;exp. for curing&gt; experience.
1918 </attribute>
1919 <attribute arch="maxsp" editor="mana depletion" type="int">
1920 Every time the disease "moves", the player's mana is
1921 reduced by the value of &lt;mana depletion&gt;.
1922 For negative values, a %-based amount is taken.
1923 </attribute>
1924 <attribute arch="last_eat" editor="food depletion" type="int">
1925 Every time the disease "moves", the player's food is
1926 reduced by the value of &lt;food depletion&gt;.
1927 For negative values, a %-based amount is taken.
1928 </attribute>
1929 <attribute arch="hp" editor="health regen." type="int">
1930 This value increases the player's healing rate.
1931 Negative values decrease it.
1932 </attribute>
1933 <attribute arch="sp" editor="mana regen." type="int">
1934 This value increases the player's rate of mana regeneration.
1935 Negative values decrease it.
1936 </attribute>
1937 </section>
1938 <section name="disability">
1939 <attribute arch="Str" editor="strength" type="int">
1940 The player's strength will rise by the given value
1941 while being infected. (Negative values make strength fall)
1942 </attribute>
1943 <attribute arch="Dex" editor="dexterity" type="int">
1944 The player's dexterity will rise by the given value
1945 while being infected. (Negative values make dexterity fall)
1946 </attribute>
1947 <attribute arch="Con" editor="constitution" type="int">
1948 The player's constitution will rise by the given value
1949 while being infected. (Negative values make constitution fall)
1950 </attribute>
1951 <attribute arch="Int" editor="intelligence" type="int">
1952 The player's intelligence will rise by the given value
1953 while being infected. (Negative values make intelligence fall)
1954 </attribute>
1955 <attribute arch="Pow" editor="power" type="int">
1956 The player's power will rise by the given value
1957 while being infected. (Negative values make power fall)
1958 </attribute>
1959 <attribute arch="Wis" editor="wisdom" type="int">
1960 The player's wisdom will rise by the given value
1961 while being infected. (Negative values make wisdom fall)
1962 </attribute>
1963 <attribute arch="Cha" editor="charisma" type="int">
1964 The player's charisma will rise by the given value
1965 while being infected. (Negative values make charisma fall)
1966 </attribute>
1967 </section>
1968 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1969 This text is displayed to the player every time the
1970 symptoms strike.
1971 </attribute>
1972 </type>
1973
1974 <!--####################################################################-->
1975 <type number="23" name="Door">
1976 <ignore>
1977 <ignore_list name="non_pickable" />
1978 </ignore>
1979 <description><![CDATA[
1980 A door can be opened with any normal key. It also can be broken by attacking
1981 it, and it can be defeated with the lockpicking skill. If a door is
1982 defeated, horizontally and vertically adjacent doors are automatically
1983 removed.]]>
1984 </description>
1985 <attribute arch="no_pick" value="1" type="fixed" />
1986 <attribute arch="alive" value="1" type="fixed" />
1987 &movement_types_terrain;
1988 <attribute arch="hp" editor="hitpoints" type="int">
1989 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1990 </attribute>
1991 <attribute arch="ac" editor="armour class" type="int">
1992 Doors of high &lt;armour class&gt; are less likely to get hit.
1993 &lt;armour class&gt; can be considered the "counterpiece" to
1994 &lt;weapon class&gt;.
1995 </attribute>
1996 <attribute arch="other_arch" editor="drop arch" type="string">
1997 This string defines the object that will be created when the door was
1998 defeated.
1999 </attribute>
2000 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2001 This entry determines what kind of traps will appear in the door.
2002 </attribute>
2003 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2004 Set this flag to move treasure items created into the environment (map)
2005 instead of putting them into the object.
2006 </attribute>
2007 </type>
2008
2009 <!--####################################################################-->
2010 <type number="83" name="Duplicator">
2011 <ignore>
2012 <ignore_list name="system_object" />
2013 <attribute arch="connected"/>
2014 </ignore>
2015 <description><![CDATA[
2016 When activated, a duplicator can duplicate, multiply or destroy a pile of
2017 objects which lies somewhere on top of the duplicator.
2018 The duplicator has one arch name specified as &lt;target arch&gt;,
2019 and only objects of this archetype can be affected.<br>
2020 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
2021 If the latter is set to zero, it will destroy objects.]]>
2022 </description>
2023 <use><![CDATA[
2024 I hope it is clear that one must be very cautious when inserting a duplicator
2025 anywhere with &lt;multiply factor&gt; greater than one.
2026 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
2027 It is <b>not acceptable</b> to allow duplication of anything other than
2028 coins, gold and jewels. Besides, it is very important that the chance to
2029 loose the input matches the chance to earn winnings.<br>
2030 A duplicator with &lt;multiply factor&gt; 3 for example should have a
2031 loosing rate of 2/3 = 67%.]]>
2032 </use>
2033 <attribute arch="other_arch" editor="target arch" type="string">
2034 Only objects of matching archtype, lying ontop of the duplicator will be
2035 duplicated, multiplied or removed. All other objects will be ignored.
2036 </attribute>
2037 <attribute arch="level" editor="multiply factor" type="int">
2038 The number of items in the target pile will be multiplied by the
2039 &lt;multiply factor&gt;. If it is set to zero, all target objects
2040 will be destroyed.
2041 </attribute>
2042 <attribute arch="connected" editor="connection" type="string">
2043 An activator (lever, altar, button, etc) with matching connection value
2044 is able to trigger this duplicator. Be very careful that players cannot
2045 abuse it to create endless amounts of money or other valuable stuff!
2046 </attribute>
2047 &activate_on;
2048 </type>
2049
2050 <!--####################################################################-->
2051 <type number="66" name="Exit">
2052 <ignore>
2053 <ignore_list name="non_pickable" />
2054 </ignore>
2055 <description><![CDATA[
2056 When the player applies an exit, he is transferred to a different location.
2057 (Monsters cannot use exits.) Depending on how it is set, the player applies
2058 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
2059 the exit. ]]>
2060 </description>
2061 <use><![CDATA[
2062 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
2063 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
2064 detected with the show_invisible spell.
2065 <br><br>
2066 You can be quite creative with the outlook of secret exits (their "face").
2067 Don't forget to give the player relyable hints about them though.]]>
2068 </use>
2069 <attribute arch="slaying" editor="exit path" type="string">
2070 The exit path defines the map that the player is transferred to.
2071 You can enter an absolute path, beginning with '/' (for example
2072 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
2073 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
2074 relative path "Fire1"). Use relative paths whenever possible! Note that
2075 upper/lower case must always be set correctly. However, please use lower
2076 case only.
2077 It is well possible to have an exit pointing to the same map that the exit
2078 is on. If slaying is not set in an exit, the player will see a message like
2079 "the exit is closed".
2080 </attribute>
2081 <attribute arch="hp" editor="destination X" type="int">
2082 The exit destinations define the (x, y)-coordinates where the exit
2083 leads to.
2084 If both are set to zero, the player will be transferred to the "default
2085 enter location" of the destined map. The latter can be set in the map-
2086 properties as "Enter X/Y". Though, please DO NOT use that.
2087 It turned out to be a source for numerous map-bugs.
2088 </attribute>
2089 <attribute arch="sp" editor="destination Y" type="int">
2090 The exit destinations define the (x, y)-coordinates where the exit
2091 leads to.
2092 If both are set to zero, the player will be transferred to the "default
2093 enter location" of the destined map. The latter can be set in the map-
2094 properties as "Enter X/Y". Though, please DO NOT use that.
2095 It turned out to be a source for numerous map-bugs.
2096 </attribute>
2097 &move_on;
2098 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
2099 If set, this message will be displayed to the player when he applies the exit.
2100 This is quite useful to throw in some "role-play feeling": "As you enter the
2101 dark cave you hear the sound of rustling dragonscales...". Well, my english
2102 is poor, but you get the point. =)
2103 </attribute>
2104 <attribute arch="damned" editor="set savebed" type="bool">
2105 If set, then players using this exit will have their savebed position
2106 set to the destination of the exit when passing through.
2107 </attribute>
2108 </type>
2109
2110 <!--####################################################################-->
2111 <type number="72" name="Flesh">
2112 <description><![CDATA[
2113 Just like with food, the player can fill his stomache and gain a
2114 little health by eating flesh-objects. <br>
2115 For dragon players, flesh plays a very special role though: If the
2116 flesh has resistances set, a dragon player has a chance to gain resistance in
2117 those categories. The only constraint to this process is the &lt;flesh level&gt;.
2118 Don't forget that flesh items with resistances have to be balanced
2119 according to map/monster difficulty.]]>
2120 </description>
2121 <use><![CDATA[
2122 For dragon players, flesh items can be highly valuable. Note that many
2123 standard monsters carry flesh items from their &lt;treasurelist&gt;.
2124 These flesh items "inherit" resistances and level from the monster they belong to.
2125 When you add special flesh items to the inventory of a monster, this is
2126 not the case - so you have to set it manually.
2127 <br><br>
2128 Generally adding special flesh-treaties for dragon players is a great thing
2129 to do. Always consider that dragon players might really not be interested
2130 in that special piece of weapon or armour, so don't let the dragon-fellows miss
2131 out on the reward completely.]]>
2132 </use>
2133 <attribute arch="food" editor="foodpoints" type="int">
2134 The player's stomache will get filled with this amount of foodpoints.
2135 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2136 </attribute>
2137 <attribute arch="level" editor="flesh level" type="int">
2138 The &lt;flesh level&gt; is not visible to the players and it affects only
2139 dragon players. Normally this value reflects the level of the monster
2140 from which the flesh item originates.
2141 Dragon players always search for flesh of highest level possible,
2142 because it bears the best chance to gain high resistances.
2143 </attribute>
2144 <attribute arch="startequip" editor="godgiven item" type="bool">
2145 A godgiven item vanishes as soon as the player
2146 drops it to the ground.
2147 </attribute>
2148 &resistances_flesh_section;
2149 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2150 This text may describe the item.
2151 </attribute>
2152 </type>
2153
2154 <!--####################################################################-->
2155 <type number="0" name="Floor">
2156 <required>
2157 <attribute arch="is_floor" value="1" />
2158 <attribute arch="alive" value="0" />
2159 </required>
2160 <ignore>
2161 <ignore_list name="non_pickable" />
2162 </ignore>
2163 <description><![CDATA[
2164 Floor is a very basic thing whithout too much
2165 functionality. It's a floor - you stand on it.]]>
2166 </description>
2167 <attribute arch="is_floor" value="1" type="fixed" />
2168 <attribute arch="no_pick" value="1" type="fixed" />
2169 <section name="terrain">
2170 &movement_types_terrain;
2171 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2172 This flag indicates this spot contains wood or high grass.
2173 Players with activated woodsman skill can move faster here.
2174 </attribute>
2175 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2176 This flag indicates this spot contains hills or large rocks.
2177 Players with activated mountaineer skill can move faster here.
2178 </attribute>
2179 </section>
2180 <attribute arch="no_magic" editor="no spells" type="bool">
2181 If enabled, it is impossible for players to use (wizard-)
2182 spells on that spot.
2183 </attribute>
2184 <attribute arch="damned" editor="no prayers" type="bool">
2185 If enabled, it is impossible for players to use prayers
2186 on that spot. It also prevents players from saving.
2187 </attribute>
2188 <attribute arch="unique" editor="unique map" type="bool">
2189 Unique floor means that any items dropped on that spot
2190 will be saved beyond map reset. For permanent apartments,
2191 all floor tiles must be set &lt;unique map&gt;.
2192 </attribute>
2193 <attribute arch="buildable" editor="buildable" type="bool">
2194 A buildable can be built upon. This is usually used in combination with
2195 the unique attribute for player apartments or guild storages. But it's
2196 use is not limited to private maps.
2197 </attribute>
2198 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2199 This text may describe the object.
2200 </attribute>
2201 </type>
2202
2203 <!--####################################################################-->
2204 <type number="67" name="Floor (Encounter)">
2205 <ignore>
2206 <ignore_list name="non_pickable" />
2207 </ignore>
2208 <description><![CDATA[
2209 Encounter-Floor is pretty much the same as normal floor.
2210 Most outdoor floor/ground-arches are set to be "encounters".
2211 That is kind of a relict from former code: When walking over
2212 encounter-floor, players sometimes got beamed to little maps
2213 with monsters on them. Nowadays this feature is disabled -
2214 Hence encounter floor is not different from normal floor.]]>
2215 </description>
2216 <attribute arch="is_floor" value="1" type="fixed" />
2217 <attribute arch="no_pick" value="1" type="fixed" />
2218 <section name="terrain">
2219 &movement_types_terrain;
2220 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2221 This flag indicates this spot contains wood or high grass.
2222 Players with activated woodsman skill can move faster here.
2223 </attribute>
2224 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2225 This flag indicates this spot contains hills or large rocks.
2226 Players with activated mountaineer skill can move faster here.
2227 </attribute>
2228 </section>
2229 <attribute arch="no_magic" editor="no spells" type="bool">
2230 If enabled, it is impossible for players to use (wizard-)
2231 spells on that spot.
2232 </attribute>
2233 <attribute arch="damned" editor="no prayers" type="bool">
2234 If enabled, it is impossible for players to use prayers
2235 on that spot. It also prevents players from saving.
2236 </attribute>
2237 <attribute arch="unique" editor="unique map" type="bool">
2238 Unique floor means that any items dropped on that spot
2239 will be saved beyond map reset. For permanent apartments,
2240 all floor tiles must be set &lt;unique map&gt;.
2241 </attribute>
2242 <attribute arch="buildable" editor="buildable" type="bool">
2243 A buildable can be built upon. This is usually used in combination with
2244 the unique attribute for player apartments or guild storages. But it's
2245 use is not limited to private maps.
2246 </attribute>
2247 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2248 This text may describe the object.
2249 </attribute>
2250 </type>
2251
2252 <!--####################################################################-->
2253 <type number="6" name="Food">
2254 <description><![CDATA[
2255 By eating/drinking food-objects, the player can fill his
2256 stomache and gain a little health.]]>
2257 </description>
2258 <attribute arch="food" editor="foodpoints" type="int">
2259 The player's stomache will get filled with this amount of foodpoints.
2260 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2261 </attribute>
2262 <attribute arch="startequip" editor="godgiven item" type="bool">
2263 A godgiven item vanishes as soon as the player
2264 drops it to the ground.
2265 </attribute>
2266 </type>
2267
2268 <!--####################################################################-->
2269 <type number="91" name="Gate">
2270 <ignore>
2271 <ignore_list name="non_pickable" />
2272 <attribute arch="connected"/>
2273 </ignore>
2274 <description><![CDATA[
2275 Gates play an important role in Deliantra. Gates can be opened
2276 by activating a button/trigger, by speaking passwords (-> magic_ear)
2277 or carrying special key-objects (-> inventory checker).
2278 Unlike locked doors, gates can get shut again after a player has
2279 passed, which makes them more practical in many cases.]]>
2280 </description>
2281 <use><![CDATA[
2282 Use gates to divide your maps into seperated areas. After solving
2283 area A, the player gains access to area B, and so on. Make your
2284 maps more complex than "one-way".]]>
2285 </use>
2286 <attribute arch="no_pick" value="1" type="fixed" />
2287 <attribute arch="speed" value="1" type="float">
2288 The speed of the gate affects how fast it is closing/opening.
2289 </attribute>
2290 <attribute arch="connected" editor="connection" type="string">
2291 Whenever the inventory checker is triggered, all objects with identical
2292 &lt;connection&gt; value get activated. This only makes sense together with
2293 &lt;blocking passage&gt; disabled.
2294 </attribute>
2295 <attribute arch="wc" editor="position state" type="int">
2296 The &lt;position state&gt; defines the position of the gate:
2297 Zero means completely open/down, the "number of animation-steps" (usually
2298 about 6 or 7) means completely closed/up state. I suggest you don't
2299 mess with this value - Leave the default in place.
2300 </attribute>
2301 &movement_types_terrain;
2302 <attribute arch="no_magic" editor="restrict spells" type="bool">
2303 Restricting the use of spells to pass this gate. This has
2304 an effect only if &lt;block view&gt; is disabled.
2305 </attribute>
2306 <attribute arch="damned" editor="restrict prayers" type="bool">
2307 Restricting the use of prayers to pass this door. This has
2308 an effect only if &lt;block view&gt; is disabled.
2309 </attribute>
2310 </type>
2311
2312 <!--####################################################################-->
2313 <type number="113" name="Girdle">
2314 <import_type name="Amulet" />
2315 <description><![CDATA[
2316 Wearing a girdle, the object's stats will directly be inherited to
2317 the player. Girdles usually provide stats- or damage bonuses and no
2318 defense.]]>
2319 </description>
2320 <use><![CDATA[
2321 Feel free to create your own special artifacts. However, it is very
2322 important that you keep your artifact in balance with existing maps.]]>
2323 </use>
2324 <attribute arch="magic" editor="magic bonus" type="int">
2325 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2326 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2327 than direct armour-class bonus on the helmet.
2328
2329 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2330 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2331 &lt;magic bonus&gt; is pointless here.
2332 </attribute>
2333 </type>
2334
2335 <!--####################################################################-->
2336 <type number="100" name="Gloves">
2337 <import_type name="Amulet" />
2338 <description><![CDATA[
2339 Wearing gloves, the object's stats will directly be inherited to
2340 the player. Gloves can add defense or damage bonuses.]]>
2341 </description>
2342 <use><![CDATA[
2343 Feel free to create your own special artifacts. However, it is very
2344 important that you keep your artifact in balance with existing maps.]]>
2345 </use>
2346 <attribute arch="magic" editor="magic bonus" type="int">
2347 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2348 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2349 will increase that.
2350 </attribute>
2351 </type>
2352
2353 <!--####################################################################-->
2354 <type number="93" name="Handle">
2355 <ignore>
2356 <ignore_list name="non_pickable" />
2357 <attribute arch="connected"/>
2358 </ignore>
2359 <description><![CDATA[
2360 A handle can be applied by players and (certain) monsters.
2361 Every time it is applied, the &lt;connection&gt; value is triggered.]]>
2362 </description>
2363 <use><![CDATA[
2364 Handles are commonly used to move gates. When placing your lever,
2365 don't forget that some monsters are able to apply it.
2366 The ability to apply levers is rare among monsters -
2367 but vampires can do it for example.]]>
2368 </use>
2369 <attribute arch="no_pick" value="1" type="fixed" />
2370 <attribute arch="connected" editor="connection" type="string">
2371 Every time the handle is applied, all objects
2372 with the same &lt;connection&gt; value are activated.
2373 </attribute>
2374 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2375 This text may describe the item. You can use this
2376 message to explain the handle's purpose to the player.
2377 </attribute>
2378 </type>
2379
2380 <!--####################################################################-->
2381 <type number="27" name="Handle Trigger">
2382 <import_type name="Handle" />
2383 <ignore>
2384 <ignore_list name="non_pickable" />
2385 </ignore>
2386 <description><![CDATA[
2387 Handle triggers are handles which reset after a short period
2388 of time. Every time it is either applied or reset, the
2389 &lt;connection&gt; value is triggered.]]>
2390 </description>
2391 <use><![CDATA[
2392 When you connect an ordinary handle to a gate, the gate normally remains
2393 opened after the first player passed. If you want to keep the gate shut,
2394 connecting it to a handle trigger is an easy solution. ]]>
2395 </use>
2396 </type>
2397
2398 <!--####################################################################-->
2399 <type number="88" name="Hazard Floor">
2400 <required>
2401 <attribute arch="is_floor" value="1" />
2402 </required>
2403 <ignore>
2404 <ignore_list name="non_pickable" />
2405 </ignore>
2406 <description><![CDATA[
2407 The best example for Hazard Floor is lava. It works like standard
2408 floor, but damages all creatures standing on it.
2409 Damage is taken in regular time intervals.]]>
2410 </description>
2411 <use><![CDATA[
2412 The default lava for example does minor damage. But you can turn
2413 it up so that your hazard floor poses a real threat.<br>
2414 Like magic walls, such floors add a permanent thrill to your map.
2415 You can use that to safely chase off too-weak players, or just
2416 to have something different.]]>
2417 </use>
2418 <attribute arch="is_floor" value="1" type="fixed" />
2419 <attribute arch="lifesave" value="1" type="fixed" />
2420 &move_on;
2421 <attribute arch="no_pick" value="1" type="fixed" />
2422 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2423 This attribute specifys the attacktypes that this floor uses to
2424 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2425 If you want a real tough hazard floor, add more than just one attacktype.
2426 </attribute>
2427 <attribute arch="dam" editor="base damage" type="int">
2428 The &lt;base damage&gt; defines how much damage is inflicted to the
2429 victim per hit. The final damage is influenced by several other
2430 factors like the victim's resistance and level.
2431 </attribute>
2432 <attribute arch="wc" editor="weaponclass" type="int">
2433 &lt;weapon class&gt; improves the chance of hitting the victim.
2434 Lower values are better.
2435 Usually, hazard floors like lava are supposed to hit the
2436 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2437 to something like -30.
2438 </attribute>
2439 <attribute arch="level" editor="attack level" type="int">
2440 I guess this value is supposed to work similar to monster levels.
2441 But in fact, it does not seem to have an effect. Set any non-zero
2442 value to be on the safe side.
2443 </attribute>
2444 <section name="terrain">
2445 &movement_types_terrain;
2446 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2447 This flag indicates this spot contains wood or high grass.
2448 Players with activated woodsman skill can move faster here.
2449 </attribute>
2450 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2451 This flag indicates this spot contains hills or large rocks.
2452 Players with activated mountaineer skill can move faster here.
2453 </attribute>
2454 </section>
2455 <attribute arch="no_magic" editor="no spells" type="bool">
2456 If enabled, it is impossible for players to use (wizard-)
2457 spells on that spot.
2458 </attribute>
2459 <attribute arch="damned" editor="no prayers" type="bool">
2460 If enabled, it is impossible for players to use prayers
2461 on that spot. It also prevents players from saving.
2462 </attribute>
2463 <attribute arch="unique" editor="unique map" type="bool">
2464 Unique floor means that any items dropped on that spot
2465 will be saved beyond map reset. For permanent apartments,
2466 all floor tiles must be set &lt;unique map&gt;.
2467 </attribute>
2468 </type>
2469
2470 <!--####################################################################-->
2471 <type number="34" name="Helmet">
2472 <import_type name="Amulet" />
2473 <description><![CDATA[
2474 Wearing a helmet, the object's stats will directly be inherited to
2475 the player. Normal helmets usually increase defense, while crowns
2476 add more special bonuses like stats/resistances paired with
2477 low defense.]]>
2478 </description>
2479 <use><![CDATA[
2480 Feel free to create your own special artifacts. However, it is very
2481 important that you keep your artifact in balance with existing maps.]]>
2482 </use>
2483 <attribute arch="magic" editor="magic bonus" type="int">
2484 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2485 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2486 than direct armour-class bonus on the helmet.
2487
2488 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2489 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2490 Crowns for instance typically provide no &lt;amour class&gt;.
2491 </attribute>
2492 </type>
2493
2494 <!--####################################################################-->
2495 <type number="56" name="Holy Altar">
2496 <ignore>
2497 <ignore_list name="non_pickable" />
2498 </ignore>
2499 <description><![CDATA[
2500 Holy Altars are altars for the various religions. Praying
2501 at a Holy_altar will make you a follower of that god, and
2502 if you already follow that god, you may get some extra bonus.]]>
2503 </description>
2504 <attribute arch="no_pick" value="1" type="fixed" />
2505 <attribute arch="other_arch" editor="god name" type="string">
2506 The altar belongs to the god of the given name. Possible options for
2507 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2508 Gorokh, Valriel and Sorig.
2509
2510 If you want to have an unconsecrated altar, set
2511 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2512 </attribute>
2513 <attribute arch="level" editor="reconsecrate level" type="int">
2514 To re-consecrate an altar, the player's wisdom level must be as
2515 high or higher than this value. In that way, some altars can not
2516 be re-consecrated, while other altars, like those in dungeons, could be.
2517
2518 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2519 Some characters might need those altars, they would be very unhappy to
2520 see them re-consecrated to another cult.
2521 </attribute>
2522 </type>
2523
2524 <!--####################################################################-->
2525 <type number="35" name="Horn">
2526 <ignore>
2527 <attribute arch="title" />
2528 </ignore>
2529 <description><![CDATA[
2530 Horns are very similar to rods. The difference is that horns regenerate
2531 spellpoints faster and thus are more valuable than rods.
2532 <br><br>
2533 A horn contains a spell. The player can use this spell by applying and
2534 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2535 used endlessly.]]>
2536 </description>
2537 <use><![CDATA[
2538 Horns are powerful due to their fast recharge rate. They should
2539 never contain high level attacking spells. Even curing/healing spells
2540 are almost too good on a horn.]]>
2541 </use>
2542 <attribute arch="sp" editor="spell" type="spell">
2543 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2544 horns to players, since they can be used endlessly without any mana cost!
2545 Horns with heal/ restoration/ protection spells, IF available, MUST be
2546 very very VERY hard to get!
2547 </attribute>
2548 <attribute arch="level" editor="casting level" type="int">
2549 The casting level of the &lt;spell&gt; determines it's power.
2550 For attack spells, level should not be set too high.
2551 </attribute>
2552 <attribute arch="hp" editor="initial spellpoints" type="int">
2553 This value represents the initial amount of spellpoints in the horn.
2554 Naturally, this is quite unimportant.
2555 </attribute>
2556 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2557 When the horn is fully charged up, it will hold this maximum amount of
2558 spellpoints. Make sure it is enough to cast the contained spell at least
2559 once. But don't set the value too high, as that might make the horn way
2560 too effective.
2561 </attribute>
2562 <attribute arch="startequip" editor="godgiven item" type="bool">
2563 A godgiven item vanishes as soon as the player
2564 drops it to the ground.
2565 </attribute>
2566 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2567 This text may contain a description of the horn.
2568 </attribute>
2569 </type>
2570
2571 <!--####################################################################-->
2572 <type number="73" name="Inorganic">
2573 <description><![CDATA[
2574 Inorganic materials are generally used as ingredients for
2575 alchemical receipes. By themselves, they have no special
2576 functionalities.]]>
2577 </description>
2578 <attribute arch="is_dust" editor="is dust" type="bool">
2579 </attribute>
2580 &resistances_basic;
2581 </type>
2582
2583 <!--####################################################################-->
2584 <type number="64" name="Inventory Checker">
2585 <ignore>
2586 <ignore_list name="system_object" />
2587 <attribute arch="connected"/>
2588 </ignore>
2589 <description><![CDATA[
2590 Inventory checkers passively check the players inventory for a
2591 specific object. You can set a connected value that is triggered
2592 either if that object is present or missing (-&gt; "last_sp") when a
2593 player walks over the inv. checker. A valid option is to remove the
2594 matching object (usually not recommended, see "last_heal").
2595 <br><br>
2596 Alternatively, you can set your inv. checker to block all players
2597 that do/don't carry the matching object.
2598 <br><br>
2599 As you can see, inv. checkers are quite powerful, holding a
2600 great variety of possibilities.]]>
2601 </description>
2602 <use><![CDATA[
2603 Putting a check_inventory space in front of a gate (one below) and
2604 one on the opposite side works reasonably well as a control mechanism.
2605 Unlike the key/door-combo, this one works infinite since it is
2606 independant from map reset. Use it to put a "structure" into your
2607 maps: Player must solve area A to gain access to area B. This concept
2608 can be found in nearly every RPG - simple but effective.]]>
2609 </use>
2610 <attribute arch="no_pick" value="1" type="fixed" />
2611 <attribute arch="slaying" editor="match key string" type="string">
2612 This string specifies the object we are looking for: We have a match
2613 if the player does/don't carry a key object or a mark with identical
2614 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2615 this context. A typical example is the city gate mechanism of scorn.
2616 </attribute>
2617 <attribute arch="race" editor="match arch name" type="string">
2618 This string specifies the object we are looking for: We have a match
2619 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2620 </attribute>
2621 <attribute arch="hp" editor="match type" type="int">
2622 This value specifies the object we are looking for: We have a match
2623 if the player does/don't carry an object that is of type &lt;match type&gt;.
2624
2625 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2626 enabled. Now you have an inv. checker blocking all players that carry any
2627 kind of melee weapon. To pass, a player is forced to leave behind all
2628 his weaponry... bad news for a warrior. ;)
2629 </attribute>
2630 <attribute arch="last_sp" editor="match = having" type="bool">
2631 Enabled means having that object is a match.
2632 Disabled means not having that object is a match.
2633 </attribute>
2634 <attribute arch="connected" editor="connection" type="string">
2635 Whenever the inventory checker is triggered, all objects with identical
2636 &lt;connection&gt; value get activated. This only makes sense together with
2637 &lt;blocking passage&gt; disabled.
2638 </attribute>
2639 &movement_types_terrain;
2640 <attribute arch="last_heal" editor="remove match" type="bool">
2641 &lt;remove match&gt; means remove object if found. Setting this is usually not
2642 recommended because inv. checkers are in general invisible. So, unlike
2643 for altars/ locked doors, the player won't expect to lose an object when
2644 walking over that square. And he doesn't even get a message either.
2645
2646 So, *if* you enable &lt;remove match&gt;, make sure
2647 to inform the player what's going on!
2648 </attribute>
2649 </type>
2650
2651 <!--####################################################################-->
2652 <type number="163" name="Item Transformer">
2653 <description><![CDATA[
2654 An item transformer is simply applied, after having marked a 'victim'
2655 item. If the victim is suitable, it will be transformed into something
2656 else.]]>
2657 </description>
2658 <use><![CDATA[
2659 To make an item transformable, you just have to fill the 'slaying' field.
2660 The syntax is:
2661 <br>
2662 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2663 <br>
2664 with [] denoting optional part, and * any number of preceding [].
2665 'new_item' must be the name of an existing archetype.
2666 <br><br>
2667 Example, for object apple: slaying knife:2 half_apple
2668 <br><br>
2669 This means that, when applying a knife (should be an Item Transformer),
2670 one 'apple' will be transformed into 2 'half_apple'.]]>
2671 </use>
2672 <attribute arch="food" editor="number of uses" type="int">
2673 &lt;number of uses&gt; controls how many times the item transformer can
2674 be used. The value 0 means "unlimited"
2675 </attribute>
2676 <attribute arch="slaying" editor="verb" type="string">
2677 Contains the verb that is used to construct a message to the player
2678 applying the item transformer.
2679 </attribute>
2680 <attribute arch="startequip" editor="godgiven item" type="bool">
2681 A godgiven item vanishes as soon as the player
2682 drops it to the ground.
2683 </attribute>
2684 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2685 This text may contain a description of the item transformer.
2686 </attribute>
2687 </type>
2688
2689 <!--####################################################################-->
2690 <type number="60" name="Jewel">
2691 <description><![CDATA[
2692 Items of the type Gold &amp; Jewels are handled like a currency.
2693 Unlike for any other type of item, in shops, the buy- and selling
2694 prices differ only marginally.]]>
2695 </description>
2696 <attribute arch="race" value="gold and jewels" type="fixed" />
2697 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2698 This text may describe the object.
2699 </attribute>
2700 </type>
2701
2702 <!--####################################################################-->
2703 <type number="24" name="Key">
2704 <description><![CDATA[
2705 When carrying a key, a normal door can be opened. The key will
2706 disappear.]]>
2707 </description>
2708 <attribute arch="startequip" editor="godgiven item" type="bool">
2709 A godgiven item vanishes as soon as the player
2710 drops it to the ground.
2711 </attribute>
2712 </type>
2713
2714 <!--####################################################################-->
2715 <type number="20" name="Locked Door">
2716 <ignore>
2717 <ignore_list name="non_pickable" />
2718 </ignore>
2719 <description><![CDATA[
2720 A locked door can be opened only when carrying
2721 the appropriate special key.]]>
2722 </description>
2723 <use><![CDATA[
2724 If you want to create a locked door that cannot be opened (no key),
2725 set a &lt;key string&gt; like "no_key_available". This will clearify things
2726 and only a fool would create a key matching that string.
2727
2728 Door-objects can not only be used for "doors". In many maps these
2729 are used with all kinds of faces/names, especially often as
2730 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2731 There you have magic forces (door objects) put under certain artifact
2732 items. To get your hands on the artifacts, you need to bring up the
2733 appropriate quest items (key objects).]]>
2734 </use>
2735 <attribute arch="move_type" value="0" type="fixed" />
2736 <attribute arch="no_pick" value="1" type="fixed" />
2737 <attribute arch="slaying" editor="key string" type="string">
2738 The &lt;key string&gt; in the door must be identical with the
2739 &lt;key string&gt; in the special key, then the door is unlocked.
2740 It is VERY important to set the &lt;key string&gt; to something that
2741 is unique among the Deliantra mapset.
2742
2743 DONT EVER USE the default string "set_individual_value".
2744
2745 When the key string starts with "match ", then it is expected to
2746 be a match expression, which will be applied to the player, so
2747 you can use e.g. (match type=POTION in inv). Note that the matched
2748 object will be removed.
2749 </attribute>
2750 <attribute arch="no_magic" editor="restrict spells" type="bool">
2751 Restricting the use of spells to pass this door.
2752 This should be set in most cases.
2753 (Don't forget that the spell "dimension door" is easily
2754 available at about wisdom level 10).
2755 </attribute>
2756 <attribute arch="damned" editor="restrict prayers" type="bool">
2757 Restricting the use of prayers to pass this door.
2758 This should be set in most cases.
2759 </attribute>
2760 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2761 When a player is trying to open the door without carrying the
2762 appropriate key, this text is displayed to the player. This is
2763 a good opportunity to place hints about the special key needed
2764 to unlock the door.
2765 </attribute>
2766 </type>
2767
2768 <!--####################################################################-->
2769 <type number="29" name="Magic Ear">
2770 <ignore>
2771 <ignore_list name="system_object" />
2772 <attribute arch="connected"/>
2773 </ignore>
2774 <description><![CDATA[
2775 Magic_ears trigger a connected value
2776 when the player speaks a specific keyword.]]>
2777 </description>
2778 <use><![CDATA[
2779 Whenever you put magic_ears on your maps, make sure there are
2780 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2781 something like a gate that is opened by speaking "open" or
2782 "sesame", expecting the player to figure this out all by himself.
2783 <br><br>
2784 Magic_ears are typically used for interaction with NPCs. You
2785 can create the impression that the NPC actually *does* something
2786 according to his conversation with a player. Mostly this means
2787 opening a gate or handing out some item, but you could be quite
2788 creative here.]]>
2789 </use>
2790 <attribute arch="no_pick" value="1" type="fixed" />
2791 <attribute arch="connected" editor="connection" type="string">
2792 The Magic_ear will trigger all objects with the
2793 same connection value, every time it is activated.
2794 </attribute>
2795 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2796 This textfield contains the keyword-matching-syntax. The text should
2797 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2798 Any number of keywords from one to infinite is allowed. Make sure
2799 they are seperated by a '|'.
2800
2801 Examples: "@match yes", "@match gold|treasure". The connected
2802 value will be triggerd when the player speaks any of the given
2803 keywords within a two-square radius. IMPORTANT: Upper/lower case
2804 does not make a difference!
2805 </attribute>
2806 </type>
2807
2808 <!--####################################################################-->
2809 <type number="62" name="Magic Wall">
2810 <ignore>
2811 <ignore_list name="non_pickable" />
2812 <attribute arch="connected"/>
2813 </ignore>
2814 <description><![CDATA[
2815 Magic walls fire spells in a given direction, in regular intervals.
2816 Magic walls can contain any spell. However, some spells do not
2817 operate very successfully in them. The only way to know is to test
2818 the spell you want to use with a wall.
2819 <br><br>
2820 Several types of magical walls are predefined for you in the
2821 archetypes, and can be found on the "connected" Pickmap.]]>
2822 </description>
2823 <use><![CDATA[
2824 Spellcasting walls pose an interesting alternative to monsters.
2825 Usually they are set to be undestroyable. Thus, while monsters
2826 in a map can be cleared out, the magic walls remain. Low level
2827 characters for example will not be able to pass through their
2828 spell-area, hence they cannot loot a map that a high level character
2829 might have cleared out.
2830 <br><br>
2831 Another point of magic walls is that if the player dies, he has to face
2832 them all again. Magic walls can add a kind of "permanent thrill" to
2833 your maps.
2834 <br><br>
2835 Be careful that your magic walls don't kill the monsters on a map. If
2836 placing monsters, eventually take ones that are immune to the
2837 walls' spell(s).
2838 <br><br>
2839 It is possible to make walls rotate when triggered. But that is so
2840 confusing (and useless IMHO) that I did not mention it above. You
2841 can find a working example on the map
2842 "/pup_land/castle_eureca/castle_eureca8".]]>
2843 </use>
2844 <attribute arch="dam" editor="spell" type="spell">
2845 The magic wall will cast this &lt;spell&gt;.
2846 </attribute>
2847 <attribute arch="level" editor="spell level" type="int">
2848 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2849 walls cast spells at minimal strength. "level 100" walls cast deadly
2850 spells. Arch default is level 1 - you should always set this value
2851 to meet the overall difficulty of your map.
2852 </attribute>
2853 <attribute arch="connected" editor="connection" type="string">
2854 Every time the &lt;connection&gt; value is triggered, the wall will cast
2855 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2856 have much visible effect.
2857 </attribute>
2858 &activate_on;
2859 <attribute arch="speed" editor="casting speed" type="float">
2860 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2861 You can fine-tune how long the duration between two casts shall
2862 be. If you want to create a wall that can be activated (cast per
2863 trigger) via connected lever/button/etc, you must set "speed 0".
2864 </attribute>
2865 &speed_left;
2866 <attribute arch="sp" editor="direction" type="list_direction">
2867 The magic wall will cast it's spells always in the specified
2868 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2869 always fire in a random direction.
2870 </attribute>
2871 &movement_types_terrain;
2872 <section name="destroyable">
2873 <attribute arch="alive" editor="is destroyable" type="bool">
2874 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2875 destroyed by the player. If disabled, all other attributes on
2876 this tab, as well as resistances, are meaningless.
2877 </attribute>
2878 <attribute arch="hp" editor="hitpoints" type="int">
2879 The more &lt;hitpoints&gt; the wall has, the longer
2880 it takes to be destroyed.
2881 </attribute>
2882 <attribute arch="maxhp" editor="max hitpoints" type="int">
2883 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2884 can have. This only makes sense if the wall can regain health.
2885 </attribute>
2886 <attribute arch="ac" editor="armour class" type="int">
2887 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2888 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2889 to &lt;weapon class&gt;.
2890 </attribute>
2891 </section>
2892 &resistances_basic;
2893 </type>
2894
2895 <!--####################################################################-->
2896 <type number="55" name="Marker">
2897 <ignore>
2898 <ignore_list name="system_object" />
2899 <attribute arch="connected"/>
2900 </ignore>
2901 <description><![CDATA[
2902 A marker is an object that inserts an invisible force (a mark) into a
2903 player stepping on it. This force does nothing except containing a
2904 &lt;key string&gt; which can be discovered by detectors or inventory
2905 checkers. It is also possible to use markers for removing marks again
2906 (by setting the "name" slot to the name of the marker to be removed).
2907 <br><br>
2908 Note that the player has no possibility to "see" his own marks,
2909 except by the effect that they cause on the maps.]]>
2910 </description>
2911 <use><![CDATA[
2912 Markers hold real cool possibilities for map-making. I encourage
2913 you to use them frequently. However there is one negative point
2914 about markers: Players don't "see" what's going on with them. It is
2915 your task, as map-creator, to make sure the player is always well
2916 informed and never confused.
2917 <br><br>
2918 Please avoid infinite markers when they aren't needed. They're
2919 using a little space in the player file after all, so if there
2920 is no real purpose, set an expire time.]]>
2921 </use>
2922 <attribute arch="no_pick" value="1" type="fixed" />
2923 <attribute arch="slaying" editor="key string" type="string">
2924 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2925 If the player already has a force with that &lt;key string&gt;,
2926 there won't be inserted a second one.
2927 </attribute>
2928 <attribute arch="connected" editor="connection" type="string">
2929 When the detector is triggered, all objects with the same
2930 connection value get activated.
2931 </attribute>
2932 <attribute arch="speed" editor="marking speed" type="float">
2933 The &lt;marking speed&gt; defines how quickly it will mark something
2934 standing on the marker. Set this value rather high to make
2935 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2936 should do fine.
2937 </attribute>
2938 &speed_left;
2939 <attribute arch="food" editor="mark duration" type="int">
2940 This value defines the duration of the force it inserts.
2941 If nonzero, the duration of the player's mark is finite:
2942 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2943 means the mark will stay on the player forever.
2944 </attribute>
2945 <attribute arch="name" editor="delete mark" type="string">
2946 When the player steps onto the marker, all existing forces in
2947 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2948 will be removed. If you don't want to remove any marks, leave
2949 this textfield empty.
2950
2951 Note that the string &lt;delete mark&gt; is set as the name of
2952 this marker. So don't be confused, and remember changing the
2953 name will take effect on the marker's functionality.
2954 </attribute>
2955 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2956 In the moment when the player gets marked, this text is displayed
2957 to him. You should really set a message in any marker you create,
2958 because it's the only way for the player to notice what's going on.
2959 </attribute>
2960 </type>
2961
2962 <!--####################################################################-->
2963 <type number="36" name="Money">
2964 <ignore>
2965 <attribute arch="unpaid" />
2966 </ignore>
2967 <description><![CDATA[
2968 Items of the type Money are handled as currency.
2969 Money cannot be sold/bought in shops. When money is dropped
2970 in a shop, it stays the same.<br>
2971 When a player picks an item from a shop and attempts to
2972 walk over the shop mat, the item's selling-price is automatically
2973 subtracted from the player's money.
2974 <br><br>
2975 For money, always use the default arches.
2976 Don't modify them.]]>
2977 </description>
2978 <attribute arch="race" value="gold and jewels" type="fixed" />
2979 </type>
2980
2981 <!--####################################################################-->
2982 <type number="0" name="Monster &amp; NPC">
2983 <required>
2984 <attribute arch="is_floor" value="0" />
2985 <attribute arch="alive" value="1" />
2986 <attribute arch="tear_down" value="0" />
2987 </required>
2988 <ignore>
2989 <attribute arch="material" />
2990 <attribute arch="name_pl" />
2991 <attribute arch="nrof" />
2992 <attribute arch="value" />
2993 <attribute arch="unpaid" />
2994 </ignore>
2995 <description><![CDATA[
2996 Monsters can behave in various kinds of ways.
2997 They can be aggressive, attacking the player. Or peaceful,
2998 helping the player - maybe joining him as pet.
2999 The unagressive creatures who communicate with players are
3000 usually called "NPCs" (Non Player Character), a well-known
3001 term in role-play environments.]]>
3002 </description>
3003 <use><![CDATA[
3004 Monsters play a central role in most maps. Choosing the right
3005 combination of monsters for your map is vital:
3006 <UL>
3007 <LI> Place only monsters of slightly varying (increasing) strength.
3008 It's no fun to play for two hours just to find out the last
3009 monster is unbeatable. Similar, it's not exciting to fight orcs
3010 after passing a room of dragons.<br>
3011 This rule applies only for linear maps (one room after the other),
3012 with treasure at the end. You can sprinkle the treasure around,
3013 or make non-linear maps - That is often more entertaining.
3014 <LI> Places with high level monsters must not be easy to reach.
3015 Balrogs, Dragonmen and the likes should be at the end of a quest,
3016 not at the beginning.
3017 <LI> Don't stick monsters together that tend to kill each other.
3018 Fire- and cold dragons in one room for example is a bad idea.
3019 By weakening and killing each other they are easy prey for players,
3020 not worth the experience they hold.
3021 <LI> Create your own monsters, especially for "boss"-type monsters.
3022 Having stage-bosses guarding treasure is a lot of fun when done right.
3023 Avoid to create monsters with completely non-intuitive abilities:
3024 Don't give ice-spells to firedragons or vice versa. Don't add
3025 draining attack to trolls, etc. Additionally, you should inform the
3026 player before he bumps right into some very special/unusual monster.
3027 <LI> Last but not least: Always keep an eye on the experience your monsters
3028 hold. Design your maps in a way that high experience
3029 is always well-defended. Don't make large rooms full with only one kind
3030 of monster. Keep in mind the different abilities/techniques players
3031 can use.
3032 </UL>
3033 I know it's impossible to make the perfectly balanced map. There's always
3034 some part which is found too easy or too hard for a certain kind of player.
3035 Just give it your best shot. And listen to feedback from players if you
3036 receive some. :-)]]>
3037 </use>
3038 <attribute arch="alive" value="1" type="fixed" />
3039 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3040 When the monster is killed, items from the treasurelist will
3041 drop to the ground. This is a common way to reward players
3042 for killing (masses of) monsters.
3043
3044 Note that you can always put items into the monster's
3045 inventory. Those will drop-at-kill just like the stuff
3046 from the &lt;treasurelist&gt;.
3047 </attribute>
3048 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3049 Set this flag to move treasure items created into the environment (map)
3050 instead of putting them into the object.
3051 </attribute>
3052 <attribute arch="level" editor="level" type="int">
3053 A monster's &lt;level&gt; is the most important attribute.
3054 &lt;level&gt; affects the power of a monster in various ways.
3055 </attribute>
3056 <attribute arch="race" editor="race" type="string">
3057 Every monster should have a race set to categorize it.
3058 The monster's &lt;race&gt; can have different effects:
3059 Slaying weapons inflict tripple damage against enemy races
3060 and holy word kills only enemy races of the god.
3061 </attribute>
3062 <attribute arch="exp" editor="experience" type="int">
3063 When a player kills this monster, he will get exactly this
3064 amount of &lt;experience&gt;. The experience will flow into
3065 the skill-category the player used for the kill.
3066
3067 If you create special monsters of tweaked strenght/abilities,
3068 always make sure that the &lt;experience&gt; is set to a
3069 reasonable value. Compare with existing arches to get a feeling
3070 what reasonable means. Keep in mind that spellcasting monsters
3071 are a lot harder to kill than non-spellcasters!
3072 </attribute>
3073 <attribute arch="speed" editor="speed" type="float">
3074 The &lt;speed&gt; determines how fast a monster will both move
3075 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3076 </attribute>
3077 &speed_left;
3078 <attribute arch="other_arch" editor="breed monster" type="string">
3079 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3080 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3081 can be set to any valid arch-name of a monster. Multipart monster
3082 should not be used.
3083 </attribute>
3084 <attribute arch="generator" editor="multiply" type="bool">
3085 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3086 every once in a while. Mice are a good example for this effect.
3087 If enabled, you must also set &lt;breed monster&gt; or check
3088 &lt;template generation&gt; and put other monsters in the inventory.
3089 </attribute>
3090 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3091 This only takes effect if &lt;multiply&gt; is enabled. The monster
3092 will create a new monster every once in a while by duplicating it's inventory.
3093 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3094 Each time the monster need to generate an object, it will be
3095 a randomly chosen item from the inventory. When generator is destroyed,
3096 inventory is destroyed.
3097 </attribute>
3098 &move_type;
3099 <attribute arch="undead" editor="undead" type="bool">
3100 Several spells only affect undead monsters:
3101 turn undead, banish undead, holy word, etc.
3102 </attribute>
3103 <attribute arch="carrying" editor="carries weight" type="int">
3104 If a monster has something in the inventory, this
3105 value can be set to reflect the slowdown due to
3106 the carried weight.
3107 </attribute>
3108 <attribute arch="precious" editor="precious" type="bool">
3109 Set this flag to indicate that this monster is precious, i.e.
3110 it should not be lightly destroyed. This is most useful on pets and
3111 keeps the server from destroying them on destroy_pets/monster floors
3112 and will try to save them when the player logs out.
3113 </attribute>
3114
3115 <section name="melee">
3116 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3117 This number is a bitmask, specifying the monster's attacktypes
3118 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3119 Strong monsters often have more than just physical attacktype.
3120
3121 When a monster with multiple attacktypes hits aan oponent, it will do
3122 as much damage as the "best" of it's attacktypes does. So, the more
3123 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3124 somehow exceptions.
3125 </attribute>
3126 <attribute arch="dam" editor="damage" type="int">
3127 Among other parameters, &lt;damage&gt; affects how much melee damage
3128 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3129 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3130 take effect on the melee damage of a monster.
3131 </attribute>
3132 <attribute arch="wc" editor="weapon class" type="int">
3133 Monsters of high &lt;weapon class&gt; are more likely to really hit
3134 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3135 to &lt;armour class&gt;.
3136 </attribute>
3137 <attribute arch="hp" editor="health points" type="int">
3138 The &lt;health points&gt; of a monster define how long it takes to
3139 kill it. With every successful hit from an opponent, &lt;health points&gt;
3140 get drained - The monster dies by zero &lt;health points&gt;.
3141 </attribute>
3142 <attribute arch="maxhp" editor="max health" type="int">
3143 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3144 monster can have.
3145 </attribute>
3146 <attribute arch="ac" editor="armour class" type="int">
3147 Monsters of low &lt;armour class&gt; are less likely to get hit from
3148 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3149 to &lt;weapon class&gt;.
3150 Values typically range between +20 (very bad) to -20 (quite good).
3151 </attribute>
3152 <attribute arch="Con" editor="healing rate" type="int">
3153 Monsters regenerate this many health points each 4 ticks. Hence, the
3154 healing rate is independent of &lt;speed&gt;.
3155 </attribute>
3156 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3157 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3158 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3159 bounce off.
3160 </attribute>
3161 <attribute arch="hitback" editor="hitback" type="bool">
3162 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3163 to the amount of damage the *attacker* inflicted. This damage
3164 is additional to the regular melee damage of the monster.
3165 As far as I know, hitback uses acid attacktype, and it only takes
3166 effect if the monster actually has acid attacktype at it's disposal.
3167 Acid spheres for example use this feature.
3168 </attribute>
3169 <attribute arch="one_hit" editor="one hit only" type="bool">
3170 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3171 to a player.
3172 </attribute>
3173 </section>
3174
3175 <section name="spellcraft">
3176 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3177 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3178 Only wands/rods/etc can be used, given the appropriate abilities.
3179 </attribute>
3180 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3181 A monster with this flag has the ability to &lt;reflect spells&gt;,
3182 all kinds of spell-bullets and -beams will bounce off.
3183
3184 Generally this flag should not be set because it puts
3185 wizard-type players at an unfair disadvantage.
3186 </attribute>
3187 <attribute arch="sp" editor="spellpoints" type="int">
3188 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3189 them for both wizard- and prayer-spells. However, this value defines
3190 only the amount of *initial* spellpoints the monster starts with.
3191 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3192 and &lt;spellpoint regen.&gt; are more important than just initial
3193 &lt;spellpoints&gt;.
3194 </attribute>
3195 <attribute arch="maxsp" editor="max spellpoints" type="int">
3196 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3197 can hold. Setting this to high values has little effect unless
3198 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3199 "regenerate mana" at it's disposal.
3200 </attribute>
3201 <attribute arch="Pow" editor="spellpoint regen." type="int">
3202 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3203 spellpoint regeneration rate is independent of &lt;speed&gt;.
3204
3205 To make a real tough spellcasting monster, the rate of spellpoint
3206 regeneration is most important. If your monster is still not casting
3207 fast enough, give it the spell-ability of "regenerate mana".
3208 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3209 </attribute>
3210 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3211 Click on the &lt;attuned paths&gt; button to select spellpaths.
3212 The creature will get attuned to the specified spellpaths.
3213 </attribute>
3214 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3215 Click on the &lt;repelled paths&gt; button to select spellpaths.
3216 The creature will get repelled to the specified spellpaths.
3217 </attribute>
3218 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3219 Click on the &lt;denied paths&gt; button to select spellpaths.
3220 The creature won't be able to cast spells of the specified paths.
3221 </attribute>
3222 </section>
3223
3224 <section name="ability">
3225 <attribute arch="Int" editor="detect hidden" type="int">
3226 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3227 hidden/invisible creatures. Higher values make for better
3228 detection-skills. Enabling &lt;see invisible&gt; makes this value
3229 obsolete.
3230 </attribute>
3231 <attribute arch="see_invisible" editor="see invisible" type="bool">
3232 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3233 with by invisible or hiding players. This flag is a must-have
3234 for high-level monsters. When a monster is unable to detect
3235 invisible players, it can be killed without fighting back.
3236 </attribute>
3237 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3238 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3239 by spells of darkness or dark maps. This flag is a "should-have"
3240 for high-level monsters. When a monster is unable to see in
3241 darkness, players can cast darkness and sneak around it safely.
3242 </attribute>
3243 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3244 Monster is able to wield weapon type objects.
3245 </attribute>
3246 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3247 Monster is able to use missile-weapon type objects.
3248 </attribute>
3249 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3250 Monster is able to wear protective equipment like brestplate
3251 armour, shields, helmets etc.
3252 </attribute>
3253 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3254 Monster is able to wear rings.
3255 </attribute>
3256 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3257 Monster is able to use wands and staves.
3258 </attribute>
3259 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3260 Monster is able to use rods.
3261 </attribute>
3262 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3263 Monster is able to read scrolls.
3264 </attribute>
3265 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3266 Monster is able to use skills from it's inventory.
3267 For example, you can put a throwing skill object and some
3268 boulders into the monster's object and set &lt;can use skills&gt;.
3269 </attribute>
3270 </section>
3271
3272 <section name="behave">
3273 <attribute arch="monster" editor="monster behaviour" type="bool">
3274 When &lt;monster behaviour&gt; is enabled, this object will behave
3275 like a monster: It can move and attack enemies (which are
3276 typically players).
3277 This flag should be set for all monsters as-such.
3278 Monsters which don't move, like guards, should also have
3279 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3280 It should *not* be set for things like immobile generators.
3281 </attribute>
3282 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3283 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3284 </attribute>
3285 <attribute arch="friendly" editor="friendly" type="bool">
3286 &lt;friendly&gt; monsters help the player, attacking any
3287 non-friendly monsters in range.
3288 </attribute>
3289 <attribute arch="stand_still" editor="stand still" type="bool">
3290 Monsters which &lt;stand still&gt; won't move to leave their position.
3291 When agressive, they will attack all enemies who get close to
3292 them. This behaviour is commonly known from castle guards.
3293
3294 In older versions of Deliantra it was possible to eventually
3295 push a &lt;stand still&gt;-monster out of position by force.
3296 I believe this is no longer possible. Neverthless, you should
3297 still be cautious when lining up &lt;stand still&gt;-monster in order
3298 to "defend" something: Such monsters are rather easy to kill.
3299 It's good for low level maps, but not much more.
3300 </attribute>
3301 <attribute arch="sleep" editor="asleep" type="bool">
3302 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3303 &lt;sensing range&gt; of the monster. Usually the sensing range is
3304 larger than the players line of sight. Due to that, in most cases
3305 the player won't ever notice weither a monster was asleep or not.
3306 </attribute>
3307 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3308 This entry defines which kinds of environment actions the
3309 creature is able to perform.
3310 </attribute>
3311 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3312 Click on the &lt;pick up&gt; button and select which types of objects
3313 the creature should try to pick up.
3314
3315 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3316 etc are set, then the creature will pick up the matching items even
3317 if this is not set here.
3318 </attribute>
3319 <attribute arch="Wis" editor="sensing range" type="int">
3320 &lt;sensing range&gt; determines how close a player needs to be before
3321 the creature wakes up. This is done as a square, for reasons of speed.
3322 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3323 11x11 square of the monster will wake the monster up. If the player
3324 has stealth, the size of this square is reduced in half plus 1.
3325 </attribute>
3326 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3327 If this is set to default, the standard mode of movement will be used.
3328 </attribute>
3329 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3330 This movement is not in effect when the monster has an enemy and should
3331 only be used for non agressive monsters.
3332 </attribute>
3333 <attribute arch="run_away" editor="run at % health" type="int">
3334 This is a percentage value in the range 0-100.
3335 When the monster's health points drop below this percentage
3336 (relative to max health), it attempts to run away from the
3337 attacker.
3338 </attribute>
3339 </section>
3340 &resistances_basic;
3341 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3342 </attribute>
3343 </type>
3344
3345 <!--####################################################################-->
3346 <type number="28" name="Monster (Grimreaper)">
3347 <import_type name="Monster &amp; NPC" />
3348 <ignore>
3349 <attribute arch="material" />
3350 <attribute arch="name_pl" />
3351 <attribute arch="nrof" />
3352 <attribute arch="value" />
3353 <attribute arch="unpaid" />
3354 </ignore>
3355 <description>
3356 A grimreaper is a monster that vanishes after it did some number of
3357 draining attacks.
3358 </description>
3359 <section name="grimreaper">
3360 <attribute arch="value" editor="attacks" type="int">
3361 The object vanishes after this number of draining attacks.
3362 </attribute>
3363 </section>
3364 </type>
3365
3366 <!--####################################################################-->
3367 <type number="65" name="Mood Floor">
3368 <ignore>
3369 <ignore_list name="system_object" />
3370 <attribute arch="connected"/>
3371 </ignore>
3372 <description><![CDATA[
3373 As the name implies, mood floors can change the "mood" of
3374 a monsters/NPC. For example, an unagressive monster could be
3375 turned mad to start attacking. Similar, an agressive monster
3376 could be calmed.]]>
3377 </description>
3378 <use><![CDATA[
3379 Mood floors are absolutely cool for NPC interaction. To make an
3380 unaggressive monster/NPC attack, put a creator with "other_arch
3381 furious_floor" under it. Connect the creator to a magic_ear, so the
3382 player speaks a keyword like "stupid sucker" - and the monster attacks.
3383 <br><br>
3384 To turn an NPC into a pet, put a charm_floor under it and connect
3385 it directly to a magic_ear. Then the player speaks a keyword like
3386 "help me" - and the NPC joins him as pet.
3387 <br><br>
3388 (Of course you must always give clear hints about keywords!
3389 And there is no reason why you couldn't use a button/lever/pedestal
3390 etc. instead of a magic_ear.)]]>
3391 </use>
3392 <attribute arch="no_pick" value="1" type="fixed" />
3393 <attribute arch="last_sp" editor="mood" type="list_mood">
3394 &lt;mood&gt; is used to determine what will happen to the
3395 monster when affected by the mood floor:
3396
3397 &lt;mood&gt; 'furious': Makes all monsters aggressive
3398
3399 &lt;mood&gt; 'angry': As above but pets are unaffected
3400
3401 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3402
3403 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3404
3405 &lt;mood&gt; 'charm': Turns monster into a pet of person
3406 who triggers the square. This setting is not
3407 enabled for continous operation, you need to
3408 insert a &lt;connection&gt; value!
3409 </attribute>
3410 <attribute arch="connected" editor="connection" type="string">
3411 This should only be set in combination with &lt;mood number&gt; 4.
3412 Normally, monsters are affected by the mood floor as soon as they
3413 step on it. But charming (monster -&gt; pet) is too powerful,
3414 so it needs to be activated.
3415
3416 Typically it is connected to an altar, for buying a "hireling".
3417 But a powerful pet could as well be the reward for solving a
3418 quest. Or even better: It could be *part* of a quest!
3419 </attribute>
3420 <attribute arch="no_magic" editor="no spells" type="bool">
3421 If enabled, it is impossible for players to use (wizard-)
3422 spells on that spot.
3423 </attribute>
3424 <attribute arch="damned" editor="no prayers" type="bool">
3425 If enabled, it is impossible for players to use prayers
3426 on that spot. It also prevents players from saving.
3427 </attribute>
3428 </type>
3429
3430 <!--####################################################################-->
3431 <type number="40" name="Mover">
3432 <ignore>
3433 <ignore_list name="non_pickable" />
3434 </ignore>
3435 <description><![CDATA[
3436 Movers move the objects above them. However, only living objects
3437 are affected (monsters/NPCs always, players optional). Movers have
3438 a direction, so players can be made to move in a pattern, and so
3439 can monsters. Motion is involuntary. Additionally, players or
3440 monsters can be "frozen" while ontop of movers so that they MUST
3441 move along a chain of them.
3442 <br><br>
3443 Multisquare monsters can be moved as well, given
3444 enough space. Movers are usually invisible.]]>
3445 </description>
3446 <use><![CDATA[
3447 NEVER EVER consider a mover being unpassable in the backwards
3448 direction. Setting "forced movement" makes it seemingly impossible
3449 but there is still a trick: One player can push a second player
3450 past the mover, in opposite to the mover's direction! The more
3451 movers, the more players needed. Hence, don't make a treasure
3452 room that is surrounded by movers instead of solid walls/gates.
3453 <br><br>
3454 Btw, it does not make a difference putting movers above or
3455 below the floor. Moreover, movers that are set to be invisible
3456 cannot be discovered with the show_invisible spell.
3457 <br><br>
3458 Note that Movers and Directors are seperate objects, even though
3459 they look and act similar. Directors only do spells/missiles,
3460 while movers only do living creatures (depending on how it
3461 is set: monsters and players).]]>
3462 </use>
3463 <attribute arch="attacktype" editor="forced movement" type="bool">
3464 If forced movement is enabled, the mover "freezes" anyone it
3465 moves (so they are forced to move along a chain).
3466 For players there is no way to escape this forced movement,
3467 except being pushed by a second player.
3468 </attribute>
3469 <attribute arch="maxsp" editor="freeze duration" type="int">
3470 The player will be "frozen" for that many moves.
3471 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3472 enabled, then &lt;freeze duration&gt; gets assigned the
3473 "default value" 2 automatically.
3474 </attribute>
3475 <attribute arch="speed" editor="movement speed" type="float">
3476 The movement speed value determines how fast a chain of
3477 these movers will push a player along (default is -0.2).
3478 </attribute>
3479 &speed_left;
3480 <attribute arch="sp" editor="direction" type="list_direction">
3481 The mover will push creatures in the specified &lt;direction&gt;.
3482 A mover with direction set to &lt;none&gt; will spin clockwise,
3483 thus pushing creatures in unpredictable directions.
3484 </attribute>
3485 <attribute arch="lifesave" editor="gets used up" type="bool">
3486 If enabled, the mover gets "used up" after a certain number of moves
3487 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3488 </attribute>
3489 <attribute arch="hp" editor="number of uses" type="int">
3490 This value has only a meaning if &lt;gets used up&gt; is set:
3491 &lt;number of uses&gt; is the number of times minus one, that it
3492 will move a creature before disappearing. (It will move
3493 someone &lt;number of uses&gt;+1 times, then vanish).
3494 </attribute>
3495 <section name="targets">
3496 <attribute arch="level" editor="move players" type="bool">
3497 If &lt;move players&gt; is enabled, both players and monsters will be
3498 moved. In the arches' default it is disabled - thus ONLY monsters
3499 get moved. Remember that "monsters" includes NPCs!
3500
3501 This feature provides you with the possibility to make NPCs
3502 literally "come to life". Example: The player is talking with an
3503 NPC, speaking a certain keyword. This triggers a magic_ear and
3504 activates creators, creating (per default: monster-only) movers
3505 under the NPC's feet. The NPC starts "walking" on a predefined
3506 route! Note that it's useful to set this NPC immune to everything,
3507 preventing the player to push the NPC off his trace.
3508 </attribute>
3509 <attribute arch="move_on" editor="movement type" type="movement_type">
3510 Which movement types activate the mover.
3511 </attribute>
3512 </section>
3513 </type>
3514
3515 <!--####################################################################-->
3516 <type number="17" name="Pedestal">
3517 <ignore>
3518 <ignore_list name="non_pickable" />
3519 <attribute arch="connected"/>
3520 </ignore>
3521 <description><![CDATA[
3522 Pedestals are designed to detect certain types of living objects.
3523 When a predefined type of living creature steps on the pedestal, the
3524 connected value is triggered.]]>
3525 </description>
3526 <use><![CDATA[
3527 If you want to create a place where only players of a certain race
3528 can enter, put a teleporter over your pedestal. So the teleporter is
3529 only activated for players of the matching race. Do not use gates,
3530 because many other players could sneak in. If you put powerful
3531 artifacts into such places, generally set "startequip 1", so that
3532 they are preserved for that one race and can't be traded to others.]]>
3533 </use>
3534 <attribute arch="no_pick" value="1" type="fixed" />
3535 <attribute arch="slaying" editor="match race" type="string">
3536 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3537 matches the monster's or the player's race, we have a match.
3538 Yes, pedestals can detect a player's race! E.g. you could create a
3539 place where only fireborns can enter, by setting "slaying unnatural".
3540
3541 If it is set to "player", any player stepping on the pedestal
3542 is a match. Very useful if you want to open a gate for players
3543 but not for monsters.
3544
3545 &match_compat;
3546 </attribute>
3547 <attribute arch="connected" editor="connection" type="string">
3548 When the pedestal is triggered, all objects with the same
3549 connection value get activated.
3550 </attribute>
3551 &move_on;
3552 </type>
3553
3554 <!--####################################################################-->
3555 <type number="32" name="Pedestal Trigger">
3556 <import_type name="Pedestal" />
3557 <ignore>
3558 <ignore_list name="non_pickable" />
3559 </ignore>
3560 <description><![CDATA[
3561 Pedestal triggers are pedestals which reset after a short period
3562 of time. Every time it is either applied or reset, the
3563 &lt;connection&gt; value is triggered.]]>
3564 </description>
3565 </type>
3566
3567 <!--####################################################################-->
3568 <type number="19" name="Item Match">
3569 <ignore>
3570 <ignore_list name="non_pickable" />
3571 <attribute arch="connected"/>
3572 </ignore>
3573 <description><![CDATA[
3574 Match objects use the deliantra matching language
3575 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3576 to match items on the same mapspace (if move_on/off are unset) or
3577 items trying to enter (if move_blocked is set).
3578
3579 If a connected value is given, then it is triggered if the first object
3580 matching the expression is put on it, and the last is removed.]]>
3581 </description>
3582 <use><![CDATA[
3583 If you want to trigger something else (e.g. a gate) when an item is above this object,
3584 use the move_on/move_off settings.
3585
3586 If you want to keep something from entering if it has (or lacks) a specific item,
3587 use the move_blocked setting.]]>
3588 </use>
3589 <attribute arch="no_pick" value="1" type="fixed" />
3590 <attribute arch="slaying" editor="match expression" type="string">
3591 &match_compat;
3592
3593 Optionally you can leave out the "match " prefix.
3594 </attribute>
3595 <attribute arch="connected" editor="connection" type="string">
3596 When the match is triggered, all objects with the same
3597 connection value get activated.
3598 </attribute>
3599 &move_on;
3600 &move_off;
3601 &move_block;
3602 </type>
3603
3604 <!--####################################################################-->
3605 <type number="94" name="Pit">
3606 <ignore>
3607 <ignore_list name="non_pickable" />
3608 <attribute arch="connected"/>
3609 </ignore>
3610 <description><![CDATA[
3611 Pits are holes, transporting the player when he walks (and falls) into them.
3612 A speciality about pits is that they don't transport the player to
3613 the exact destination, but within a configurable radius of the destination
3614 (never on blocked squares).<br>
3615 Optionally, pits can get closed and opened, similar to gates.<br><br>
3616 Monsters and items are affected by pits just as well as players.
3617 Even multipart monsters can fall through them, given enough space.]]>
3618 </description>
3619 <use><![CDATA[
3620 Pits can add interesting effects to your map. When using them, make
3621 sure to use them in a "logical way": Pits should always drop the
3622 player to some kind of lower level. They should not be used to
3623 randomly interconnect maps like teleporters do.]]>
3624 </use>
3625 <attribute arch="no_pick" value="1" type="fixed" />
3626 <attribute arch="range" editor="spread radius" type="int">
3627 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3628 </attribute>
3629 <attribute arch="connected" editor="connection" type="string">
3630 When a &lt;connection&gt; value is set, the pit can be opened/closed
3631 by activating the connection.
3632 </attribute>
3633 &activate_on;
3634 <attribute arch="hp" editor="destination X" type="int">
3635 The pit will transport creatures (and items) randomly into a two-square
3636 radius of the destination coordinates.
3637 If the destination square becomes blocked, the pit will act like
3638 being filled up and not work anymore!
3639 </attribute>
3640 <attribute arch="sp" editor="destination Y" type="int">
3641 The pit will transport creatures (and items) randomly into a two-square
3642 radius of the destination coordinates.
3643 If the destination square becomes blocked, the pit will act like
3644 being filled up and not work anymore!
3645 </attribute>
3646 <attribute arch="wc" editor="position state" type="int">
3647 The &lt;position state&gt; defines the position of the gate:
3648 Zero means completely open/down, the "number of animation-steps" (usually
3649 about 6 or 7) means completely closed/up state. I suggest you don't
3650 mess with this value - Leave the default in place.
3651 </attribute>
3652 &move_on;
3653 </type>
3654
3655 <!--####################################################################-->
3656 <type number="7" name="Poison Food">
3657 <description><![CDATA[
3658 When eating, the player's stomache is drained by 1/4 of food.
3659 If his food drops to zero, the player might even die.]]>
3660 </description>
3661 </type>
3662
3663 <!--####################################################################-->
3664 <type number="5" name="Potion">
3665 <description><![CDATA[
3666 The player can drink these and gain various kinds of benefits
3667 (/penalties) by doing so.]]>
3668 </description>
3669 <use><![CDATA[
3670 One potion should never give multiple benefits at once.]]>
3671 </use>
3672 <attribute arch="level" editor="potion level" type="int">
3673 If the potion contains a spell, the spell is cast at this level.
3674 For other potions it should be set at least to 1.
3675 </attribute>
3676 <attribute arch="sp" editor="spell" type="spell">
3677 When a player drinks this potion, the selected spell
3678 will be casted (once). This should work for any given spell.
3679 E.g. heal is "sp 35", magic power is "sp 67".
3680 </attribute>
3681 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3682 There are two types of special effects for potions:
3683 'life restoration' - restore the player's stats lost by death or draining
3684 (this has nothing in common with the restoration spell!)
3685 'improvement' - increase the player's maximum health/mana/grace
3686 by a very small amount.
3687 </attribute>
3688 <attribute arch="cursed" editor="cursed" type="bool">
3689 If a potion is cursed, benefits generally turn into penalties.
3690 Note that potions can be "uncursed" by praying over an altar,
3691 with relative ease. *But* the potion must be identified to notice
3692 that it is cursed &gt;:)
3693 </attribute>
3694 <attribute arch="startequip" editor="godgiven item" type="bool">
3695 A godgiven item vanishes as soon as the player
3696 drops it to the ground.
3697 </attribute>
3698 &player_stat_resist_sections;
3699 </type>
3700
3701 <!--####################################################################-->
3702 <type number="156" name="Power Crystal">
3703 <description><![CDATA[
3704 Power crystals can store a player's mana:
3705 When the player applies the crystal with full mana, half of
3706 it flows into the crystal. When the player applies it with
3707 lacking mana, the crystal replenishes the player's mana.]]>
3708 </description>
3709 <attribute arch="sp" editor="initial mana" type="int">
3710 &lt;initial mana&gt; is the amount of spellpoints that the
3711 crystal holds when the map is loaded.
3712 </attribute>
3713 <attribute arch="maxsp" editor="mana capacity" type="int">
3714 The &lt;mana capacity&gt; defines how much mana can be stored
3715 in the crystal. This is what makes the crystal interesting.
3716 Wizard-players will always seek for crystals with large
3717 capacities.
3718 </attribute>
3719 </type>
3720
3721 <!--####################################################################-->
3722 <type number="13" name="Projectile">
3723 <description><![CDATA[
3724 Projectiles like arrows/crossbow bolts are used as ammunition
3725 for shooting weapons.
3726 <br><br>
3727 It's very easy to add new pairs of weapons &amp; projectiles.
3728 Just set matching &lt;ammunition class&gt; both for shooting
3729 weapon and projectile.]]>
3730 </description>
3731 <use><![CDATA[
3732 If you want to create new kinds of projectiles, you could
3733 add an alchemical receipe to create these.
3734
3735 Don't create new pairs of weapons &amp; projectiles unless
3736 they really fullfill a useful purpose. In fact, even bows
3737 and crossbows are rarely ever used.]]>
3738 </use>
3739 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3740 This number is a bitmask, specifying the projectile's attacktypes.
3741 Attacktypes are: physical, magical, fire, cold.. etc.
3742 This works identical to melee weapons. Note that shooting
3743 weapons cannot have attacktypes.
3744 </attribute>
3745 <attribute arch="race" editor="ammunition class" type="string">
3746 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3747 these projectiles. For arrows set "arrows", for crossbow bolts
3748 set "crossbow bolts" (big surprise).
3749
3750 In certain cases, the ammunition class is displayed in the game.
3751 Hence, when you create a new ammunition class, choose an
3752 intuitive name like "missiles", "spirit bolts" - whatever.
3753
3754 You can also make special containers holding these projectiles
3755 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3756 </attribute>
3757 <attribute arch="slaying" editor="slaying race" type="string">
3758 Slaying means the weapon does tripple (3x) damage to monsters
3759 of the specified race. If &lt;slaying race&gt; matches an arch name,
3760 only monsters of that archtype receive tripple damage.
3761 Tripple damage is very effective.
3762 </attribute>
3763 <attribute arch="dam" editor="damage" type="int">
3764 The projectile &lt;damage&gt; significantly affects the damage
3765 done. Damage can be further increased by the shooting
3766 weapon's attributes.
3767 </attribute>
3768 <attribute arch="wc" editor="weaponclass" type="int">
3769 This value is supposed to be the base &lt;weaponclass&gt;,
3770 but it seems to have rather little effect.
3771 High values are good here, low values bad.
3772 </attribute>
3773 <attribute arch="food" editor="chance to break" type="int">
3774 The &lt;chance to break&gt; defines the breaking probability when this
3775 projectile hits an obstacle, e.g. wall or monster.
3776 The value is the %-chance to break, ranging from 0 (never breaking)
3777 to 100 (breaking at first shot).
3778 </attribute>
3779 <attribute arch="magic" editor="magic bonus" type="int">
3780 Magic bonus increases chance to hit and damage a little bit.
3781 </attribute>
3782 <attribute arch="unique" editor="unique item" type="bool">
3783 Unique items exist only one time on a server. If the item
3784 is taken, lost or destroyed - it's gone for good.
3785 </attribute>
3786 <attribute arch="startequip" editor="godgiven item" type="bool">
3787 A godgiven item vanishes as soon as the player
3788 drops it to the ground.
3789 </attribute>
3790 <attribute arch="no_drop" editor="don't drop" type="bool">
3791 When a monster carries a projectile with &lt;don't drop&gt;,
3792 this item will never drop to the ground but
3793 vanish instead. If this object is shot, it can still drop
3794 after hitting an obstacle. You can prevent this by
3795 setting &lt;chance to break&gt; 100.
3796 </attribute>
3797 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3798 This text may describe the projectile. This
3799 could be nice for very special ones.
3800 </attribute>
3801 </type>
3802
3803 <!--####################################################################-->
3804 <type number="70" name="Ring">
3805 <import_type name="Amulet" />
3806 <description><![CDATA[
3807 Rings are worn on the hands - one ring each.
3808 Wearing rings, the object's stats will directly be inherited to
3809 the player. Usually enhancing his spellcasting potential.]]>
3810 </description>
3811 <use><![CDATA[
3812 When you create an artifact ring, never forget that players can
3813 wear <B>two</B> rings! Due to that it is extremely important to
3814 keep rings in balance with the game.
3815 <br><br>
3816 Also keep in mind that rings are generally the wizard's tools.
3817 They should primarily grant bonuses to spellcasting abilities
3818 and non-physical resistances.]]>
3819 </use>
3820 </type>
3821
3822 <!--####################################################################-->
3823 <type number="3" name="Rod">
3824 <ignore>
3825 <attribute arch="title" />
3826 </ignore>
3827 <description><![CDATA[
3828 A rod contains a spell. The player can use this spell by applying and
3829 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3830 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3831 used endlessly.]]>
3832 </description>
3833 <use><![CDATA[
3834 Rods with healing/curing spells are extremely powerful. Usually, potions have
3835 to be used for that purpose. Though, potions are expensive and only good for
3836 one-time-use.<br>]]>
3837 </use>
3838 <attribute arch="sp" editor="spell" type="spell">
3839 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3840 rods to players, since they can be used endlessly without any mana cost!
3841 Rods with heal/ restoration/ protection spells, IF available, MUST be
3842 very very VERY hard to get!
3843 </attribute>
3844 <attribute arch="level" editor="casting level" type="int">
3845 The casting level of the &lt;spell&gt; determines it's power.
3846 For attack spells, level should be set to something reasonable.
3847 </attribute>
3848 <attribute arch="hp" editor="initial spellpoints" type="int">
3849 This value represents the initial amount of spellpoints in the rod.
3850 Naturally, this is quite unimportant.
3851 </attribute>
3852 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3853 When the rod is fully charged up, it will hold this maximum amount of
3854 spellpoints. Make sure it is enough to cast the contained spell at least
3855 once. But don't set the value too high, as that might make the rod
3856 too effective.
3857 </attribute>
3858 <attribute arch="startequip" editor="godgiven item" type="bool">
3859 A godgiven item vanishes as soon as the player
3860 drops it to the ground.
3861 </attribute>
3862 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3863 This text may contain a description of the rod.
3864 </attribute>
3865 </type>
3866
3867 <!--####################################################################-->
3868 <type number="154" name="Rune">
3869 <ignore>
3870 <attribute arch="no_pick" />
3871 <attribute arch="title" />
3872 <attribute arch="name_pl" />
3873 <attribute arch="weight" />
3874 <attribute arch="value" />
3875 <attribute arch="material" />
3876 <attribute arch="unpaid" />
3877 </ignore>
3878 <description><![CDATA[
3879 A rune is a magical enscription on the dungeon floor.
3880 <br><br>
3881 Runes hit any monster or person who steps on them for 'dam' damage in
3882 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3883 and will cast this spell when it detonates. Yet another kind is the
3884 "summoning rune", summoning predefined monsters of any kind, at detonation.
3885 <br><br>
3886 Many runes are already defined in the archetypes.]]>
3887 </description>
3888 <use><![CDATA[
3889 Avoid monsters stepping on your runes. For example, summoning runes
3890 together with spellcasting- and attack-runes is usually a bad idea.]]>
3891 </use>
3892 <attribute arch="no_pick" value="1" type="fixed" />
3893 &move_on;
3894 <attribute arch="level" editor="rune level" type="int">
3895 This value sets the level the rune will cast the spell it contains at,
3896 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3897 (&lt;rune level&gt; 0 runes won't detonate at all!)
3898
3899 Level Also effects how easily a rune may be found and disarmed, and
3900 how much experience the player gets for doing so. Beware: High level
3901 runes can be quite a cheap source of experience! So either make them
3902 tough, or keep the level low.
3903 </attribute>
3904 <attribute arch="Cha" editor="visibility" type="int">
3905 This value determines what fraction of the time the rune is visible:
3906 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3907 how easily the rune may be found.
3908 </attribute>
3909 <attribute arch="hp" editor="number of charges" type="int">
3910 The rune will detonate &lt;number of charges&gt; times before disappearing.
3911 </attribute>
3912 <attribute arch="dam" editor="direct damage" type="int">
3913 &lt;direct damage&gt; specifies how much damage is done by the rune,
3914 if it doesn't contain a spell. This should be set in reasonable
3915 relation to the rune's level.
3916 </attribute>
3917 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3918 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3919 attribute defines what attacktype to use for direct damage when
3920 the rune detonates.
3921 </attribute>
3922 <section name="spellcraft">
3923 <attribute arch="sp" editor="spell" type="spell">
3924 The selected &lt;spell&gt; defines the spell in the rune, if any.
3925 (Many runes do direct damage).
3926 </attribute>
3927 <attribute arch="slaying" editor="spell name" type="string">
3928 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3929 but if present, overrides the &lt;spell&gt; setting.
3930 </attribute>
3931 <attribute arch="other_arch" editor="spell arch" type="string">
3932 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3933 is optional, but if present, overrides the &lt;spell&gt; setting.
3934 You can choose any of the existing arches.
3935 </attribute>
3936 <attribute arch="maxsp" editor="direction" type="list_direction">
3937 If set, the rune will cast it's containing spell (if any) in
3938 this &lt;direction&gt;.In most cases this appears useless because
3939 the spell directly hits the player.
3940 </attribute>
3941 <attribute arch="race" editor="summon monster" type="string">
3942 If this is set to the arch name of any monster, together with
3943 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3944 of those on detonation. (dam and attacktype will still be ignored
3945 in this case). Runes are even capable of summoning multi-square
3946 monsters, given enough space. You'd better test it though.
3947 </attribute>
3948 <attribute arch="maxhp" editor="summon amount" type="int">
3949 This should only be set to a summoning rune. It will then summon
3950 that many creatures of the kind &lt;summon monster&gt;.
3951 </attribute>
3952 </section>
3953 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3954 When the rune detonates, this text is displayed to the
3955 victim. For especially powerful runes, create an appropriate
3956 thrilling description. ;)
3957 </attribute>
3958 </type>
3959
3960 <!--####################################################################-->
3961 <type number="106" name="Savebed">
3962 <ignore>
3963 <ignore_list name="non_pickable" />
3964 </ignore>
3965 <description><![CDATA[
3966 When the player applies a savebed, he is not only saved. Both his
3967 respawn-after-death and his word-of-recall positions are pointing
3968 to the last-applied savebed.]]>
3969 </description>
3970 <use><![CDATA[
3971 Put savebed locations in towns, do not put them into dungeons.
3972 It is absolutely neccessary that a place with savebeds is 100% secure.
3973 That means:
3974 <UL>
3975 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3976 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3977 <LI> Insert a reliable exit! Make sure there is no possibility that
3978 players get trapped in a savebed location.
3979 <LI> If possible, mark the whole site as no-spell area (Insert this
3980 arch called "dungeon_magic" everywhere). This is not required,
3981 but it makes the place much more safe.
3982 </UL>]]>
3983 </use>
3984 <attribute arch="no_pick" value="1" type="fixed" />
3985 <attribute arch="no_magic" value="1" type="fixed" />
3986 <attribute arch="damned" value="1" type="fixed" />
3987 </type>
3988
3989 <!--####################################################################-->
3990 <type number="111" name="Scroll">
3991 <ignore>
3992 <attribute arch="title" />
3993 </ignore>
3994 <description><![CDATA[
3995 Scrolls contain spells (similar to spell-potions). Unlike potions,
3996 scrolls require a certain literacy skill to read successfully.
3997 Accordingly, for a successful reading, a small amount of
3998 experience is gained. Scrolls allow only one time usage, but
3999 usually they are sold in bulks.]]>
4000 </description>
4001 <use><![CDATA[
4002 For low level quests, scrolls of healing/curing-spells
4003 can be a nice reward. At higher levels, scrolls become less
4004 and less useful.]]>
4005 </use>
4006 <attribute arch="level" editor="casting level" type="int">
4007 The spell of the scroll will be casted at this level.
4008 This value should always be set, at least to 1.
4009 </attribute>
4010 <attribute arch="sp" editor="spell" type="spell">
4011 When a player/monster applies this scroll, the selected &lt;spell&gt;
4012 will be casted (once). This should work for any given spell.
4013 </attribute>
4014 <attribute arch="startequip" editor="godgiven item" type="bool">
4015 A godgiven item vanishes as soon as the player
4016 drops it to the ground.
4017 </attribute>
4018 </type>
4019
4020 <!--####################################################################-->
4021 <type number="33" name="Shield">
4022 <import_type name="Amulet" />
4023 <description><![CDATA[
4024 Wearing a shield, the object's stats will directly be inherited to
4025 the player. Shields usually provide good defense, only surpassed
4026 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4027 </description>
4028 <use><![CDATA[
4029 Feel free to create your own special artifacts. However, it is very
4030 important that you keep your artifact in balance with existing maps.]]>
4031 </use>
4032 <attribute arch="magic" editor="magic bonus" type="int">
4033 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4034 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4035 than direct armour-class bonus on the shield.
4036 </attribute>
4037 </type>
4038
4039 <!--####################################################################-->
4040 <type number="14" name="Shooting Weapon">
4041 <description><![CDATA[
4042 Shooting weapons like bows/crossbows are used to shoot projectiles
4043 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4044 wielded both at the same time. Like with any other equipment,
4045 stats/bonuses from shooting weapons are directly inherited to the player.
4046 <br><br>
4047 It's very easy to add new pairs of weapons &amp; projectiles.
4048 Just set matching &lt;ammunition class&gt; both for shooting
4049 weapon and projectile.]]>
4050 </description>
4051 <use><![CDATA[
4052 Shooting weapons should not add bonuses in general. There's already
4053 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4054 Shooting weapons should especially not add bonuses to the player
4055 that have nothing to do with schooting. A Wisdom bonus on a bow
4056 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4057 - still crap.]]>
4058 </use>
4059 <attribute arch="race" editor="ammunition class" type="string">
4060 Only projectiles with matching &lt;ammunition class&gt; can be fired
4061 with this weapon. For normal bows set "arrows", for normal
4062 crossbows set "crossbow bolts".
4063
4064 In certain cases, the ammunition class is displayed in the game.
4065 Hence, when you create a new ammunition class, choose an
4066 intuitive name like "missiles", "spirit bolts" - whatever.
4067 </attribute>
4068 <attribute arch="sp" editor="shooting speed" type="int">
4069 After shooting a projectile, the player is frozen for a short
4070 period of time (to prevent shooting arrows machine-gun-like).
4071 The greater &lt;shooting speed&gt;, the shorter this period of time.
4072 1 is minimum (=worst) and 100 is maximum (=best) value.
4073
4074 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4075 SET IT TO ZERO! (That would freeze the player for eternety).
4076 </attribute>
4077 <attribute arch="dam" editor="base damage" type="int">
4078 The &lt;base damage&gt; significantly affects the damage done
4079 by using this weapon. This damage is added to the projectile
4080 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4081 according to the player's strength is added.
4082 </attribute>
4083 <attribute arch="wc" editor="weaponclass" type="int">
4084 This value is supposed to be the base &lt;weaponclass&gt;,
4085 but it seems to have rather little effect.
4086 High values are good here, low values bad.
4087 </attribute>
4088 <attribute arch="item_power" editor="item power" type="int">
4089 The &lt;item power&gt; value measures how "powerful" an artifact is.
4090 Players will only be able to wear equipment with a certain total
4091 amount of &lt;item power&gt;, depending on their own level. This is the
4092 only way to prevent low level players to wear "undeserved" equipment
4093 (like gifts from other players or cheated items).
4094
4095 It is very important to adjust the &lt;item power&gt; value carefully
4096 for every artifact you create! If zero/unset, the Deliantra server will
4097 calculate a provisional value at runtime, but this is never
4098 going to be an accurate measurement of &lt;item power&gt;.
4099 </attribute>
4100 <attribute arch="no_strength" editor="ignore strength" type="bool">
4101 Usually the player's strentgh takes effect on the damage
4102 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4103 the player's strength is ignored.
4104 </attribute>
4105 <attribute arch="damned" editor="damnation" type="bool">
4106 A damned shooting weapon cannot be unwielded unless
4107 the curse is removed. Removing damnations is
4108 a tick harder than removing curses.
4109 </attribute>
4110 <attribute arch="cursed" editor="curse" type="bool">
4111 A cursed shooting weapon cannot be unwielded unless
4112 the curse is removed.
4113 </attribute>
4114 <attribute arch="unique" editor="unique item" type="bool">
4115 Unique items exist only one time on a server. If the item
4116 is taken, lost or destroyed - it's gone for good.
4117 </attribute>
4118 <attribute arch="startequip" editor="godgiven item" type="bool">
4119 A godgiven item vanishes as soon as the player
4120 drops it to the ground.
4121 </attribute>
4122 <section name="stats">
4123 <attribute arch="Str" editor="strength" type="int">
4124 The player's strentgh will rise/fall by the given value
4125 while wearing this shooting weapon.
4126 </attribute>
4127 <attribute arch="Dex" editor="dexterity" type="int">
4128 The player's dexterity will rise/fall by the given value
4129 while wearing this shooting weapon.
4130 </attribute>
4131 <attribute arch="Con" editor="constitution" type="int">
4132 The player's constitution will rise/fall by the given value
4133 while wearing this shooting weapon.
4134 </attribute>
4135 <attribute arch="Int" editor="intelligence" type="int">
4136 The player's intelligence will rise/fall by the given value
4137 while wearing this shooting weapon.
4138 </attribute>
4139 <attribute arch="Pow" editor="power" type="int">
4140 The player's power will rise/fall by the given value
4141 while wearing this shooting weapon.
4142 </attribute>
4143 <attribute arch="Wis" editor="wisdom" type="int">
4144 The player's wisdom will rise/fall by the given value while
4145 wearing this shooting weapon.
4146 </attribute>
4147 <attribute arch="Cha" editor="charisma" type="int">
4148 The player's charisma will rise/fall by the given value
4149 while wearing this shooting weapon.
4150 </attribute>
4151 </section>
4152 <section name="bonus">
4153 <attribute arch="luck" editor="luck bonus" type="int">
4154 With positive luck bonus, the player is more likely to
4155 succeed in all sorts of things (spellcasting, praying,...).
4156 Unless the &lt;luck bonus&gt; is very high, the effect will be
4157 barely visible in-game. Luck bonus on one piece of equipment
4158 should never exceed 3, and such bonus should not be too
4159 frequently available.
4160 </attribute>
4161 <attribute arch="magic" editor="magic bonus" type="int">
4162 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4163 I'm not sure what exactly is increased - maybe weaponclass?
4164 However, &lt;magic bonus&gt; seems to have a little bit of positive
4165 influence on your chance to hit.
4166 </attribute>
4167 </section>
4168 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4169 This text describes the weapons's "story". Every decent artifact weapon
4170 should have such a description.
4171 </attribute>
4172 </type>
4173
4174 <!--####################################################################-->
4175 <type number="68" name="Shop Floor">
4176 <ignore>
4177 <ignore_list name="non_pickable" />
4178 </ignore>
4179 <description><![CDATA[
4180 Shop floor is used for shops. It acts like a combination of the
4181 common floor- and the treasure type: When the map is loaded,
4182 randomitems (depending on the setings) are generated on it.
4183 These items are all flagged as unpaid.
4184 When a player drops an item onto shop floor, the item becomes
4185 unpaid and the player receives payment according to the item's
4186 selling-value.
4187 Shopfloor always prevents magic (To hinder players from burning
4188 or freezing the goods).]]>
4189 </description>
4190 <use><![CDATA[
4191 Tile your whole shop-interior space which shop floor.
4192 (That assures players receive payment for dropping items).
4193 Place shop mats to enter/leave the shop, and make sure
4194 there is no other exit than the shop mat.]]>
4195 </use>
4196 <attribute arch="is_floor" value="1" type="fixed" />
4197 <attribute arch="no_pick" value="1" type="fixed" />
4198 <attribute arch="no_magic" value="1" type="fixed" />
4199 <attribute arch="auto_apply" editor="generate goods" type="bool">
4200 If enabled, items will appear on this square when the map is loaded.
4201 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4202 are generated. The items will be unpaid.
4203 </attribute>
4204 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4205 This entry determines what kind of treasure will appear, when
4206 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4207 for details about existing treasurelists.
4208 </attribute>
4209 <attribute arch="exp" editor="quality level" type="int">
4210 The &lt;quality level&gt; will be used for the quality of the generated
4211 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4212 doesn't need to be set, unless you want extraordinarily good/bad
4213 quality. If you want to make a shop with very high quality, meaybe
4214 charge an entrance fee, or make the shop hard-to-come-by.
4215 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4216 and appearance of artifact-items.
4217 </attribute>
4218 <attribute arch="damned" editor="no prayers" type="bool">
4219 If enabled, it is impossible for players to use prayers
4220 on that spot. It also prevents players from saving.
4221 (Remember that &lt;no magic&gt; is always set for shop floors.)
4222 </attribute>
4223 </type>
4224
4225 <!--####################################################################-->
4226 <type number="69" name="Shop Mat">
4227 <ignore>
4228 <ignore_list name="non_pickable" />
4229 </ignore>
4230 <description><![CDATA[
4231 Shop mats are used for entering/leaving shops. You should always
4232 have exactly TWO shop mats on your shop-map: One inside the
4233 "shopping-area" and one outside. Shop mats don't use exit paths/
4234 or -destinations. When stepping onto a shopmat the player gets beamed
4235 to the nearest other mat. If the player has unpaid items in his
4236 inventory, the price gets charged from his coins automatically.
4237 If the player has insufficient coins to buy his unpaid items, he
4238 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4239 </description>
4240 <use><![CDATA[
4241 As stated above, always place TWO shop mats into your shop.
4242 Not more and not less than that.]]>
4243 </use>
4244 <attribute arch="no_pick" value="1" type="fixed" />
4245 &move_on;
4246 </type>
4247
4248 <!--####################################################################-->
4249 <type number="98" name="Sign &amp; MagicMouth">
4250 <ignore>
4251 <ignore_list name="non_pickable" />
4252 <attribute arch="connected"/>
4253 </ignore>
4254 <description><![CDATA[
4255 The purpose of a sign or magic_mouth is to display a certain message to
4256 the player. There are three ways to have the player get this message:
4257 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4258 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4259 </description>
4260 <use><![CDATA[
4261 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4262 some true roleplay feeling to your maps, support your storyline or give
4263 hints about hidden secrets/dangers. Place signs to provide the player
4264 with all kinds of useful information for getting along in your maps.]]>
4265 </use>
4266 <attribute arch="connected" editor="connection" type="string">
4267 When a connection value is set, the message will be printed whenever
4268 the connection is triggered. This should be used in combination with
4269 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4270 If activating your magic_mouth this way, the message will not only be
4271 printed to one player, but all players on the current map.
4272 </attribute>
4273 &activate_on;
4274 &move_on;
4275 <attribute arch="food" editor="counter" type="int">
4276 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4277 (printing the message) only that many times. For signs this really shouldn't
4278 be used, while for magic_mouths it is extremely helpful.
4279 Monsters walking over the magic_mouth do not decrease the counter.
4280
4281 Often, you might want to have a message displayed only one time. For example:
4282 The player enters your map and you put a magic_mouth to tell him about the
4283 monsters and how dangerous they look and all. Later, when all the monsters
4284 are killed and the player leaves the map, displaying the same message a
4285 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4286 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4287 </attribute>
4288 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4289 This text will be displayed to the player.
4290 </attribute>
4291 </type>
4292
4293 <type number="150" name="Shop Inventory">
4294 <ignore>
4295 <ignore_list name="non_pickable" />
4296 </ignore>
4297 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4298 </description>
4299 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4300 </use>
4301 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4302 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4303 the map that will be searched for unpaid items.
4304 </attribute>
4305 </type>
4306
4307 <!--####################################################################-->
4308 <type number="43" name="Skill">
4309 <ignore>
4310 <ignore_list name="system_object" />
4311 </ignore>
4312 <description><![CDATA[
4313 Skills are objects which exist in the player/monster inventory.
4314 Both NPC/monsters and players use the same skill archetypes. Not all skills
4315 are enabled for monster use however.]]>
4316 </description>
4317 <use><![CDATA[
4318 For mapmaking, Skill objects serve two purposes:
4319 <p>First, the predefined skill archtypes (in the 'skills' directory)
4320 can be seen as the global skill definitions. A skill which doesn't
4321 exists as an archtype cannot be learned or used by players. When you
4322 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4323 of defined skill archtypes, because those strings are used as a reference in
4324 many skill-related objects.
4325 </p><p>
4326 Secondly, in order to enable monsters to use skills, you will need to
4327 copy default skill archtypes into the monsters' inventories.
4328 You can even customize the skills by changing stats. It is not
4329 recommended however, to use skills in your maps which are totally
4330 unrelated to any predefined skill archtype.</p>]]>
4331 </use>
4332 <attribute arch="invisible" value="1" type="fixed" />
4333 <attribute arch="no_drop" value="1" type="fixed" />
4334 <attribute arch="skill" editor="skill name" type="string">
4335 The &lt;skill name&gt; is used for matchings. When a usable
4336 object has an identical &lt;skill name&gt;, players
4337 (or monsters) will need this skill to apply/use the object.
4338 </attribute>
4339 <attribute arch="expmul" editor="exp multiplier" type="float">
4340 This is the ratio of experience the players total should increase by
4341 when this skill is used. If this is zero, then experience only goes to
4342 to the skill. Values higher than 1 are allowed. Note that experience
4343 rewarded to the players total is in addition to that given to the
4344 skill. Eg, if player should get 500 exp for using a skill, and
4345 expmul is 1, the player will get 500 added to that skill as well as
4346 500 to their total.
4347 </attribute>
4348 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4349 The &lt;skill type&gt; defines the base functionality of the skill.
4350 Skill types are hardcoded in the Deliantra server. It isn't hard to
4351 create new skill types, but it requires a bit of server-coding.
4352 </attribute>
4353 <attribute arch="level" editor="level" type="int">
4354 </attribute>
4355 <attribute arch="exp" editor="experience" type="int">
4356 </attribute>
4357 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4358 The &lt;is native skill&gt; flag has an effect only when this
4359 skill object is placed in the inventory of a monster (or player).
4360 If it is set, the monster or player knows the skill natively, which
4361 means he does not need a skill tool to use it.
4362 </attribute>
4363 </type>
4364
4365 <!--####################################################################-->
4366 <type number="130" name="Skill Scroll">
4367 <description><![CDATA[
4368 By reading a skill scroll, a player has a chance to learn the
4369 contained skill.]]>
4370 </description>
4371 <use><![CDATA[
4372 Skill scrolls are very much sought for by players. Currently,
4373 all skill scrolls are sold in shops randomly, which is in fact not
4374 a good system. It would be nice to have some cool quests with
4375 skill scrolls rewarded at the end.]]>
4376 </use>
4377 <attribute arch="race" value="scrolls" type="fixed" />
4378 <attribute arch="skill" editor="skill name" type="string">
4379 The &lt;skill name&gt; matches the skill object that can
4380 be learned from this scroll.
4381 </attribute>
4382 </type>
4383
4384 <!--####################################################################-->
4385 <type number="21" name="Special Key">
4386 <ignore>
4387 <attribute arch="material" />
4388 </ignore>
4389 <description><![CDATA[
4390 When carrying the appropriate special key, a locked door can
4391 be opened. The key will dissapear.
4392 <br><br>
4393 This object-type can also be used for "passport"-like items:
4394 When walking onto an invetory checker, a gate for example might
4395 get opened. The "passport" will stay in the player's inventory.]]>
4396 </description>
4397 <use><![CDATA[
4398 How to make a "passport": You take the special key arch
4399 (archetype name is "key2"), set the face to something like
4400 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4401 certainly must match with the appropiate inventory checker.
4402 <br><br>
4403 Of course you can be creative with names and faces of
4404 key-objects. A "mysterious crystal" or a "big dragon claw"
4405 (with appropriate faces) appear more interesting than just
4406 a "strange key", or "passport".]]>
4407 </use>
4408 <attribute arch="slaying" editor="key string" type="string">
4409 This string must be identical with the &lt;key string&gt; in the
4410 locked door, then it can be unlocked. It can also be used
4411 to trigger inventory checkers.
4412 </attribute>
4413 <attribute arch="material" editor="material" type="bitmask_material">
4414 For Special Keys, material should always be unset or set
4415 to Adamantite. This prevents the key from getting
4416 burned or otherwise destroyed.
4417 </attribute>
4418 <attribute arch="unique" editor="unique item" type="bool">
4419 Unique items exist only one time on a server. If the item
4420 is taken, lost or destroyed - it's gone for good.
4421
4422 This can be used if you want to sell apartments on your
4423 map: Simply sell a unique passport/key, and place
4424 an inventory checker at the entrance of your apartment.
4425 </attribute>
4426 <attribute arch="startequip" editor="godgiven item" type="bool">
4427 A godgiven item vanishes as soon as the player
4428 drops it to the ground.
4429 </attribute>
4430 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4431 This will add a description to the object. The player can read
4432 this text by clicking on the item in his inventory. Use this
4433 message to describe what the key/passport is good for. A player
4434 might have 50 different keys on his key-ring. Don't expect
4435 players to recall their purpose just by their names.
4436 </attribute>
4437 </type>
4438
4439 <!--####################################################################-->
4440 <type number="101" name="Spell">
4441 <ignore>
4442 <ignore_list name="system_object" />
4443 </ignore>
4444 <description><![CDATA[
4445 Spell objects define a spell. When a spell is put in a spellbook,
4446 players can learn it by reading the book. Once learned, players
4447 can use the spell as often as they like. With increasing skill level
4448 of the player, spells may gain power but also increase cost.<br>
4449 Monsters can use spells which are put in their inventory (provided
4450 that certain "enabling" settings are correct). The monster's
4451 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4452 </description>
4453 <use><![CDATA[
4454 A lot of the spells' settings can be tuned and customized.
4455 When creating new spells which are accessible to players, it is
4456 important to think about balance. A single spell which is too
4457 powerful and/or too easy to use can eventually toss the whole skill
4458 and magic school system out of whack. Testing new spells is
4459 quite important therefore.]]>
4460 </use>
4461 <attribute arch="no_drop" value="1" type="fixed" />
4462 <attribute arch="invisible" value="1" type="fixed" />
4463 <attribute arch="skill" editor="skill name" type="string">
4464 The &lt;skill name&gt; matches the skill which is needed
4465 to cast this spell. This should be one out of "sorcery",
4466 "pyromancy", "evocation", "summoning" or "praying".
4467 If you want to fiddle with these, please take care not
4468 to upset the concept and balance of the various skills.
4469 </attribute>
4470 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4471 The &lt;spell type&gt; defines the basic type of spell.
4472 Some of these types are of a more generic nature than others.
4473 </attribute>
4474 <attribute arch="level" editor="spell level" type="int">
4475 </attribute>
4476 <attribute arch="casting_time" editor="casting time" type="int">
4477 </attribute>
4478 <attribute arch="duration" editor="duration" type="int">
4479 </attribute>
4480 <attribute arch="other_arch" editor="create object" type="string">
4481 </attribute>
4482 <attribute arch="sp" editor="cost spellpoints" type="int">
4483 </attribute>
4484 <attribute arch="dam" editor="damage" type="int">
4485 </attribute>
4486 <attribute arch="grace" editor="cost grace" type="int">
4487 </attribute>
4488 <attribute arch="maxsp" editor="double cost per level" type="int">
4489 </attribute>
4490 </type>
4491
4492 <!--####################################################################-->
4493 <type number="85" name="Spellbook">
4494 <description><![CDATA[
4495 By reading a spellbook, the player has a chance of learning the
4496 contained spell. Once learned from a book, the spell is available
4497 forever. Spellbooks with high level spells require some skill-level
4498 to read.<br><br>
4499 You can create widely customized spells only by adjusting the
4500 spell object in the spellbooks inventory. Refer to the description
4501 of spell objects for detailed information how to customize spells.<br>
4502 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4503 with a compilation of spells that the book may contain.]]>
4504 </description>
4505 <use><![CDATA[
4506 Don't put any of the godgiven spells into a spellbook! These are
4507 reserved for the followers of the appropriate cults. Handing them
4508 out in a spellbook would violate the balance between different religions.
4509 <br><br>
4510 Note that there is no fundamental difference between the spellbooks
4511 of varying schools (pyromancy, sorcery, evocation, summoning, and
4512 even praying). The difference lies only in the spells they contain.
4513 It is up to you, the mapmaker, to pick the right type of book
4514 for your spells.]]>
4515 </use>
4516 <attribute arch="skill" value="literacy" type="fixed" />
4517 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4518 There are two ways to put spells into a spellbook:
4519 1. Put a spell object in the books inventory. In this case,
4520 treasurelist must be set to &lt;none&gt;.
4521 2. Choose a treasurelist which contains spells.
4522 In that way, a spell will be chosen randomly from the list.
4523 </attribute>
4524 <attribute arch="startequip" editor="godgiven item" type="bool">
4525 A godgiven item vanishes as soon as the player
4526 drops it to the ground.
4527 </attribute>
4528 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4529 This text may contain a nice description
4530 of the spellbook's cover or something.
4531 </attribute>
4532 </type>
4533
4534 <!--####################################################################-->
4535 <type number="90" name="Spinner">
4536 <ignore>
4537 <ignore_list name="non_pickable" />
4538 </ignore>
4539 <description><![CDATA[
4540 Spinners change the direction of spell objects and other projectiles
4541 that fly past. Unlike directors, it does make a difference from what
4542 angle you shoot into the spinner. The direction of objects flying past
4543 is always changed by a certain degree.]]>
4544 </description>
4545 <use><![CDATA[
4546 Spinners are very rarely used. I believe they are quite
4547 confusing and pointless. The only use I can think of is building
4548 some puzzle about where to shoot into spinners to shoot somewhere you
4549 otherwise couldn't.
4550
4551 When placing spinners on a map with magic walls, make sure the spell-
4552 projectiles from magic walls don't get to fly in loops.]]>
4553 </use>
4554 <attribute arch="sp" editor="direction number" type="int">
4555 The spinner will change the direction of flying objects by
4556 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4557 positive values counter clockwise.
4558
4559 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4560 </attribute>
4561 &move_on;
4562 </type>
4563
4564 <!--####################################################################-->
4565 <type number="138" name="Swamp">
4566 <ignore>
4567 <ignore_list name="non_pickable" />
4568 </ignore>
4569 <description><![CDATA[
4570 Swamp areas show a special behaviour:
4571 When a player stands still on a swamp-square for too long,
4572 he will start to sink in and eventually drown and die.
4573 Items dropped on the swamp sink in and dissapear.
4574 Players with knowledge of the woodsman skill are a lot less likely
4575 to die in the swamp.]]>
4576 </description>
4577 <attribute arch="is_floor" value="1" type="fixed" />
4578 <attribute arch="is_wooded" value="1" type="fixed" />
4579 <attribute arch="speed" editor="drowning speed" type="float">
4580 The higher the &lt;drowning speed&gt;, the faster will players and items
4581 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4582 and unexpected death-trap. Players should get a warning before such areas.
4583 </attribute>
4584 &speed_left;
4585 &move_on;
4586 &movement_types_terrain;
4587 <attribute arch="no_magic" editor="no spells" type="bool">
4588 If enabled, it is impossible for players to use (wizard-)
4589 spells on that spot.
4590 </attribute>
4591 <attribute arch="damned" editor="no prayers" type="bool">
4592 If enabled, it is impossible for players to use prayers
4593 on that spot. It also prevents players from saving.
4594 </attribute>
4595 </type>
4596
4597 <!--####################################################################-->
4598 <type number="41" name="Teleporter">
4599 <ignore>
4600 <ignore_list name="non_pickable" />
4601 <attribute arch="connected"/>
4602 </ignore>
4603 <description><![CDATA[
4604 When the player walks into a teleporter, he is transferred to a
4605 different location. The main difference to the object-type exit
4606 is the possibility to have teleporters connected to levers/buttons/etc.
4607 Sometimes teleporters are activated even against the players will.
4608 <br><br>
4609 Unlike exits, teleporters can also transfer items and
4610 monsters to different locations on the same map.]]>
4611 </description>
4612 <use><![CDATA[
4613 When creating maps, I guess sooner or later you'll want to have
4614 an invisible teleporter. If using "invisible 1", the teleporter
4615 can still be discovered with the show_invisible spell. And in
4616 some cases you can't place it under the floor to prevent this.
4617 <br><br>
4618 Fortunately, there is a cool trick to make a perfectly invisible
4619 teleporter: You simply add teleporter functionality to the floor
4620 itself. That means: You take the floor arch (e.g. "flagstone"),
4621 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4622 </use>
4623 <attribute arch="slaying" editor="exit path" type="string">
4624 The exit path specifies the map that the player is transferred to.
4625 &lt;exit path&gt; can be an absolute path, beginning with '/'
4626 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4627 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4628 for example I could use the relative path "Fire1"). Use relative
4629 paths whenever possible! Note that upper/lower case must always be
4630 set correctly. However, please use lower case only.
4631
4632 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4633 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4634 monsters and items. In this case, the destined map is automatically
4635 the same map the teleporter is on.
4636 </attribute>
4637 <attribute arch="hp" editor="destination X" type="int">
4638 The exit destinations define the (x, y)-coordinates where the exit
4639 leads to.
4640
4641 If both are set to zero and &lt;exit path&gt; is empty, the player will
4642 get teleported to another, randomly chosen teleporter on the same
4643 map (Slightly confusing for the player though). Make sure there
4644 actually *is* a second one in that case.
4645
4646 If both are set to zero and &lt;exit path&gt; is set, the player will
4647 be transferred to the "default enter location" of the destined map.
4648 The latter can be set in the map-properties as "Enter X/Y". Though,
4649 please DO NOT use that. It turned out to be a source for numerous
4650 map-bugs.
4651 </attribute>
4652 <attribute arch="sp" editor="destination Y" type="int">
4653 The exit destinations define the (x, y)-coordinates where the exit
4654 leads to.
4655
4656 If both are set to zero and &lt;exit path&gt; is empty, the player will
4657 get teleported to another, randomly chosen teleporter on the same
4658 map (Slightly confusing for the player though). Make sure there
4659 actually *is* a second one in that case.
4660
4661 If both are set to zero and &lt;exit path&gt; is set, the player will
4662 be transferred to the "default enter location" of the destined map.
4663 The latter can be set in the map-properties as "Enter X/Y". Though,
4664 please DO NOT use that. It turned out to be a source for numerous
4665 map-bugs.
4666 </attribute>
4667 <attribute arch="connected" editor="connection" type="string">
4668 If a connection value is set, the teleporter will be activated
4669 whenever the connection is triggered. To use this properly,
4670 &lt;activation speed&gt; must be zero.
4671 </attribute>
4672 &activate_on;
4673 <attribute arch="speed" editor="activation speed" type="float">
4674 If the &lt;activation speed&gt; is nonzero, the teleporter will
4675 automatically be activated in regular time-intervals. Hence, the
4676 player can just step on it and gets teleported sooner or later.
4677 The duration between two activates depends on the given value.
4678 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4679
4680 VERY IMPORTANT: If you want to have your teleporter activated via
4681 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4682 </attribute>
4683 &speed_left;
4684 </type>
4685
4686 <!--####################################################################-->
4687 <type number="26" name="Timed Gate">
4688 <ignore>
4689 <ignore_list name="non_pickable" />
4690 <attribute arch="connected"/>
4691 </ignore>
4692 <description><![CDATA[
4693 Gates play an important role in Deliantra. Gates can be opened
4694 by activating a button/trigger, by speaking passwords (-> magic_ear)
4695 or carrying special key-objects (-> inventory checker).
4696 Unlike locked doors, gates can get shut again after a player has
4697 passed, which makes them more practical in many cases. Unlike normal
4698 gates, timed gates open when triggered but automatically close again
4699 after some time.]]>
4700 </description>
4701 <use><![CDATA[
4702 Use gates to divide your maps into separated areas. After solving
4703 area A, the player gains access to area B, and so on. Make your
4704 maps more complex than "one-way".]]>
4705 </use>
4706 <attribute arch="no_pick" value="1" type="fixed" />
4707 <attribute arch="connected" editor="connection" type="string">
4708 Whenever the inventory checker is triggered, all objects with identical
4709 &lt;connection&gt; value get activated. This only makes sense together with
4710 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4711 after some time.
4712 </attribute>
4713 &activate_on;
4714 <attribute arch="wc" editor="position state" type="int">
4715 The &lt;position state&gt; defines the position of the gate:
4716 Zero means completely open/down, the "number of animation-steps" (usually
4717 about 6 or 7) means completely closed/up state. I suggest you don't
4718 mess with this value - Leave the default in place.
4719 </attribute>
4720 &movement_types_terrain;
4721 <attribute arch="no_magic" editor="restrict spells" type="bool">
4722 Restricting the use of spells to pass this gate. This has
4723 an effect only if &lt;block view&gt; is disabled.
4724 </attribute>
4725 <attribute arch="damned" editor="restrict prayers" type="bool">
4726 Restricting the use of prayers to pass this door. This has
4727 an effect only if &lt;block view&gt; is disabled.
4728 </attribute>
4729 <attribute arch="hp" editor="open duration" type="int">
4730 Defines the duration the gate remains closed. This only takes effect
4731 if the gate is not connected.
4732 </attribute>
4733 </type>
4734
4735 <!--####################################################################-->
4736 <type number="155" name="Trap">
4737 <ignore>
4738 <attribute arch="no_pick" />
4739 <attribute arch="title" />
4740 <attribute arch="name_pl" />
4741 <attribute arch="weight" />
4742 <attribute arch="value" />
4743 <attribute arch="material" />
4744 <attribute arch="unpaid" />
4745 <attribute arch="connected"/>
4746 </ignore>
4747 <description><![CDATA[
4748 A trap is a object that can either do damage or trigger another connected object
4749 when detonated. Traps are like runes except they are not magical in nature,
4750 and generally have either a physical attack or trigger a reaction.
4751 <br><br>
4752 Traps hit any monster or person who steps on them for 'dam' damage in
4753 'attacktype' attacktype and/or trigger a reaction.
4754 <br><br>
4755 Many traps are already defined in the archetypes.]]>
4756 </description>
4757 <use><![CDATA[
4758 Avoid monsters stepping on your traps. For example, a party of orcs setting
4759 off your lightning wall and pit trap is usually a bad idea.]]>
4760 </use>
4761 <attribute arch="no_pick" value="1" type="fixed" />
4762 &move_on;
4763 <attribute arch="level" editor="trap level" type="int">
4764 Level effects how easily a trap may be found and disarmed, and
4765 how much experience the player gets for doing so. Beware: High level
4766 traps can be quite a cheap source of experience! So either make them
4767 tough, or keep the level low.
4768 </attribute>
4769 <attribute arch="Cha" editor="visibility" type="int">
4770 This value determines what fraction of the time the trap is visible:
4771 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4772 how easily the trap may be found.
4773 </attribute>
4774 <attribute arch="hp" editor="number of charges" type="int">
4775 The trap will detonate &lt;number of charges&gt; times before disappearing.
4776 </attribute>
4777 <attribute arch="dam" editor="direct damage" type="int">
4778 &lt;direct damage&gt; specifies how much damage is done by the trap.
4779 This should be set in reasonable relation to the trap's level.
4780 </attribute>
4781 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4782 This attribute defines what attacktype to use for direct damage when
4783 the trap detonates.
4784 </attribute>
4785 <attribute arch="connected" editor="connection" type="string">
4786 When the trap is detonated, all objects with the same
4787 connection value get activated.
4788 </attribute>
4789 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4790 When the trap detonates, this text is displayed to the
4791 victim. For especially powerful or complex traps, create an appropriate
4792 and thrilling description. ;)
4793 </attribute>
4794 </type>
4795
4796 <!--####################################################################-->
4797 <type number="95" name="Trapdoor">
4798 <ignore>
4799 <ignore_list name="non_pickable" />
4800 </ignore>
4801 <description><![CDATA[
4802 Trapdoors are very similar to pits. The difference is that they
4803 can not be closed. Instead, the weight of the object on the
4804 trapdoor determines weither it slams the trapdoor open and falls through
4805 or not.<br>
4806 Once a trapdoor has been opened (by a creature or items of sufficient
4807 weight,) it remains open, acting like an opened pit.]]>
4808 </description>
4809 <use><![CDATA[
4810 Trapdoors should be used in the same fashion as pits:
4811 They should always drop the victims to some kind of lower level. They
4812 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4813 </use>
4814 <attribute arch="no_pick" value="1" type="fixed" />
4815 &move_on;
4816 <attribute arch="weight" editor="hold weight" type="int">
4817 This value defines how much weight the trapdoor can hold.
4818 Once items or creatures are gathered on the trapdoor, with
4819 a total weight surpassing this value, then the trapdoor will
4820 open and things start falling through.
4821 </attribute>
4822 <attribute arch="hp" editor="destination X" type="int">
4823 The trapdoor will transport creatures (and items) randomly into
4824 a two-square radius of the destination coordinates.
4825 If the destination square becomes blocked, the trapdoor will act like
4826 being filled up and not work anymore!
4827 </attribute>
4828 <attribute arch="sp" editor="destination Y" type="int">
4829 The trapdoor will transport creatures (and items) randomly into
4830 a two-square radius of the destination coordinates.
4831 If the destination square becomes blocked, the trapdoor will act like
4832 being filled up and not work anymore!
4833 </attribute>
4834 </type>
4835
4836 <!--####################################################################-->
4837 <type number="4" name="Treasure">
4838 <ignore>
4839 <attribute arch="nrof" />
4840 <attribute arch="title" />
4841 <attribute arch="name_pl" />
4842 <attribute arch="weight" />
4843 <attribute arch="value" />
4844 <attribute arch="material" />
4845 </ignore>
4846 <description><![CDATA[
4847 A treasure-object turns into certain randomitems when the map is loaded
4848 into the game.]]>
4849 </description>
4850 <use><![CDATA[
4851 About usage of the "random-artifact" treasurelist:
4852 This will generate powerful stuff like girdles, xray helmets, special
4853 swords etc. If you put this as reward to your quest, players might be
4854 motivated to do it more than once. BUT, by doing so they will get a huge
4855 number of different artifacts! Besides, players will always seek the place
4856 with the most easy-to-get random artifact and ignore all others.
4857 My advice: Don't use it! Attract players with good fighting experience
4858 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4859 </use>
4860 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4861 This entry determines what kind of treasure will appear. Look into
4862 /crossfire/share/crossfire/treasures for details about existing
4863 treasurelists.
4864 </attribute>
4865 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4866 "Auto-generate" must be set in order to have the treasure be created
4867 when the map is loaded.
4868 If you want to create a random treasure chest, you unset this flag.
4869 That way, the player has to apply the object (the chest), then the
4870 treasure is generated.
4871 </attribute>
4872 <attribute arch="hp" editor="create number" type="int">
4873 "Create number" specifies how many pieces of the given treasurelist
4874 will appear. Note that for every piece there is a chance that nothing is
4875 generated. Also, sometimes there can be stacks of items generated, like
4876 for gems/money.
4877 </attribute>
4878 <attribute arch="exp" editor="quality level" type="int">
4879 The &lt;quality level&gt; will be used for the quality of the generated
4880 treasure instead of the map difficulty (as was done with shops).
4881 If zero/unset, the map difficulty will instead be used.
4882 (Example for comparison: Shop floors generate treasure of
4883 &lt;quality level&gt; 5 per default).
4884 </attribute>
4885 </type>
4886
4887 <!--####################################################################-->
4888 <type number="52" name="Trigger Marker">
4889 <ignore>
4890 <ignore_list name="system_object" />
4891 <attribute arch="connected"/>
4892 </ignore>
4893 <description><![CDATA[
4894 A trigger marker is an object that inserts an invisible force (a mark) into a
4895 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4896 &lt;key string&gt; which can be discovered by detectors or inventory
4897 checkers. It is also possible to use markers for removing marks again.
4898 (by setting the "name" slot to the name of the marker to be removed).
4899 <br><br>
4900 Note that the player has no possibility to "see" his own marks,
4901 except by the effect that they cause on the maps.]]>
4902 </description>
4903 <use><![CDATA[
4904 Markers hold real cool possibilities for map-making. I encourage
4905 you to use them frequently. However there is one negative point
4906 about markers: Players don't "see" what's going on with them. It is
4907 your task, as map-creator, to make sure the player is always well
4908 informed and never confused.
4909 <br><br>
4910 Please avoid infinite markers when they aren't needed. They're
4911 using a little space in the player file after all, so if there
4912 is no real purpose, set an expire time.]]>
4913 </use>
4914 <attribute arch="no_pick" value="1" type="fixed" />
4915 <attribute arch="slaying" editor="key string" type="string">
4916 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4917 If the player already has a force with that &lt;key string&gt;,
4918 there won't be inserted a second one.
4919 </attribute>
4920 <attribute arch="connected" editor="connection" type="string">
4921 Unlike a regular marker this is the connection that triggers this marker to activate.
4922 </attribute>
4923 <attribute arch="food" editor="mark duration" type="int">
4924 This value defines the duration of the force it inserts.
4925 If nonzero, the duration of the player's mark is finite:
4926 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4927 means the mark will stay on the player forever.
4928 </attribute>
4929 <attribute arch="name" editor="delete mark" type="string">
4930 When the player steps onto the marker, all existing forces in
4931 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4932 will be removed. If you don't want to remove any marks, leave
4933 this textfield empty.
4934
4935 Note that the string &lt;delete mark&gt; is set as the name of
4936 this marker. So don't be confused, and remember changing the
4937 name will take effect on the marker's functionality.
4938 </attribute>
4939 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4940 In the moment when the player gets marked, this text is displayed
4941 to him. You should really set a message in any marker you create,
4942 because it's the only way for the player to notice what's going on.
4943 </attribute>
4944 </type>
4945
4946 <!--####################################################################-->
4947 <type number="0" name="Wall">
4948 <required>
4949 <attribute arch="is_floor" value="0" />
4950 <attribute arch="alive" value="0" />
4951 <attribute arch="no_pass" value="1" />
4952 </required>
4953 <ignore>
4954 <attribute arch="nrof" />
4955 <attribute arch="title" />
4956 <attribute arch="name_pl" />
4957 <attribute arch="value" />
4958 <attribute arch="unpaid" />
4959 </ignore>
4960 <description><![CDATA[
4961 Walls usually block passage and sight.]]>
4962 </description>
4963 &movement_types_terrain;
4964 <attribute arch="can_roll" editor="moveable" type="bool">
4965 If set, the object is able to "roll", so it can be pushed around.
4966 This setting is used for boulders and barrels.
4967 </attribute>
4968 <attribute arch="no_magic" editor="restrict spells" type="bool">
4969 This takes effect only with &lt;blocksview&gt; disabled.
4970 Restricting the use of spells to pass this wall.
4971 </attribute>
4972 <attribute arch="damned" editor="restrict prayers" type="bool">
4973 This takes effect only with &lt;blocksview&gt; disabled.
4974 Restricting the use of spells to pass this wall.
4975 </attribute>
4976 </type>
4977
4978 <!--####################################################################-->
4979 <type number="109" name="Wand &amp; Staff">
4980 <description><![CDATA[
4981 Wands contain a certain spell. The player can apply (ready) and
4982 fire the wand. After a defined number of casts, the wand is
4983 "used up". It is possible to recharge a wand with scrolls of
4984 charging, but usually that isn't worth the cost.]]>
4985 </description>
4986 <use><![CDATA[
4987 Wands are quite seldomly used. The reason prolly is that they're
4988 generally not cost-efficient. Handing out high-level wands with
4989 powerful special spells isn't a good idea either, because of
4990 the recharge ability.
4991 <br><br>
4992 For low levels, staffs of healing/cure and word of recall are
4993 quite desirable though. Ideal rewards for low level quests.]]>
4994 </use>
4995 <attribute arch="sp" editor="spell" type="spell">
4996 The &lt;spell&gt; specifies the contained spell.
4997 </attribute>
4998 <attribute arch="level" editor="casting level" type="int">
4999 The &lt;casting level&gt; of the wand determines it's power.
5000 An average level for wands in shops is about 10.
5001 </attribute>
5002 <attribute arch="food" editor="number of charges" type="int">
5003 The wand can be used &lt;number of charges&gt; times before it is
5004 used up. It can be recharged with scrolls of charging.
5005 </attribute>
5006 <attribute arch="startequip" editor="godgiven item" type="bool">
5007 A godgiven item vanishes as soon as the player
5008 drops it to the ground.
5009 </attribute>
5010 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5011 This text may contain a description of the wand.
5012 </attribute>
5013 </type>
5014
5015 <!--####################################################################-->
5016 <type number="0" name="Weak Wall">
5017 <required>
5018 <attribute arch="is_floor" value="0" />
5019 <attribute arch="alive" value="1" />
5020 <attribute arch="tear_down" value="1" />
5021 </required>
5022 <ignore>
5023 <ignore_list name="non_pickable" />
5024 </ignore>
5025 <description><![CDATA[
5026 A weak wall is a breakable spot amidsts a solid wall. Typically
5027 these weak walls look similar to their solid "relatives" except
5028 for a small crack or little chunks of wall on the ground.]]>
5029 </description>
5030 <use><![CDATA[
5031 If you want to create hidden rooms, using weak walls is alot
5032 better than completely indiscernible passages in a wall.<br>
5033 Anyways, there can be a lot more to weak walls than just finding
5034 them: Rising their defensive stats, weak walls can become a
5035 serious obstacle. An ice wall might only be torn down by a fire
5036 attack for example. A granite wall for instance might be very
5037 hard to destroy.]]>
5038 </use>
5039 <attribute arch="alive" value="1" type="fixed" />
5040 <attribute arch="no_pick" value="1" type="fixed" />
5041 <attribute arch="tear_down" value="1" type="fixed" />
5042 <attribute arch="race" editor="race" type="string">
5043 For weak walls, &lt;race&gt; should always be set to "wall",
5044 unless you create something fancy like a building which
5045 is in fact meant to be a huge animal.
5046 Note that shovels slay walls, so they do tripple damage
5047 against weak walls.
5048 </attribute>
5049 <attribute arch="level" editor="level" type="int">
5050 The &lt;level&gt; of a weak wall works similar to monster levels.
5051 Due to the fact that weak walls cannot attack, the level
5052 is much less important though.
5053 </attribute>
5054 <attribute arch="hp" editor="health points" type="int">
5055 The &lt;health points&gt; of a weak wall define how long it takes to
5056 tear it down. With every successful hit from an opponent,
5057 &lt;health points&gt; get drained.
5058 </attribute>
5059 <attribute arch="maxhp" editor="max health" type="int">
5060 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5061 weak wall can have. Since walls generally don't heal, I doubt
5062 this has much real effect.
5063 </attribute>
5064 <attribute arch="ac" editor="armour class" type="int">
5065 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5066 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5067 </attribute>
5068 &resistances_basic;
5069 </type>
5070
5071 <!--####################################################################-->
5072 <type number="15" name="Weapon">
5073 <description><![CDATA[
5074 Wielding a weapon, the object's stats will directly be inherited to the
5075 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5076 be improved with scrolls.]]>
5077 </description>
5078 <use><![CDATA[
5079 If you create artifacts (equipment) with stats- or resistance-bonus:
5080 Keep playbalance in mind! Such items mustn't be reachable without hard
5081 fighting AND questing.]]>
5082 </use>
5083 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5084 This number is a bitmask, specifying the weapon's attacktypes.
5085 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5086 have no more than one or two attacktypes. Keep in mind that all weapons
5087 can be blessed by the player's diety, thus adding an additional attacktype.
5088
5089 When a player hits a monster with a weapon that has more than one attacktype,
5090 then he will do as much damage as the "best" of his attacktypes does. So,
5091 the more attacktypes you've got, the better your chance to take advantage
5092 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5093 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5094 </attribute>
5095 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5096 The &lt;weapontype&gt; characterizes the weapon's type of physical
5097 attack. It could best be considered a "subclassification"
5098 of the physical attacktype. For now, this is only used for
5099 attack messages!
5100
5101 You should always set this correctly when creating new
5102 weapons for your maps.
5103 </attribute>
5104 <attribute arch="skill" editor="skill name" type="string">
5105 Matching &lt;skill name&gt; of the skill that is required
5106 to use this weapon.
5107 </attribute>
5108 <attribute arch="dam" editor="damage" type="int">
5109 The damage value is used as base value for how much damage the weapon
5110 does per hit. The actual damage involves more dependencies,
5111 like wielder's level and defender's level. Look at existing weapons
5112 to get a feel for the range of weapon damage values.
5113 </attribute>
5114 <attribute arch="slaying" editor="slaying race" type="string">
5115 Slaying means the weapon does tripple (3x) damage to monsters of the
5116 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5117 only monsters of that archtype are hit with tripple damage.
5118
5119 No god blessings are possible for weapons with a race set in this entry
5120 (That's because god blessings add tripple damage against their own
5121 enemy races). Tripple damage is very effective.
5122 </attribute>
5123 <attribute arch="last_sp" editor="weapon speed" type="int">
5124 The weapon speed determines how often the wielder can swing the weapon
5125 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5126 is best (that is lightning- fast). A typical average value is 8.
5127 Speed and damage should be kept in reasonable relation.
5128 </attribute>
5129 <attribute arch="wc" editor="weapon class" type="int">
5130 The weapon class value adds to the overall weapon class of the wielder's
5131 melee attacks. Weapon class improves the chance of hitting the opponent.
5132 </attribute>
5133 <attribute arch="magic" editor="magic bonus" type="int">
5134 For a weapon, magic bonus works just like weapon class, except that
5135 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5136 less useful than direct weapon class value on a weapon.
5137 </attribute>
5138 <attribute arch="item_power" editor="item power" type="int">
5139 The &lt;item power&gt; value measures how "powerful" an artifact is.
5140 Players will only be able to wear equipment with a certain total
5141 amount of &lt;item power&gt;, depending on their own level. This is the
5142 only way to prevent low level players to wear "undeserved" equipment
5143 (like gifts from other players or cheated items).
5144
5145 It is very important to adjust the &lt;item power&gt; value carefully
5146 for every artifact you create! If zero/unset, the Deliantra server will
5147 calculate a provisional value at runtime, but this is never
5148 going to be an accurate measurement of &lt;item power&gt;.
5149 </attribute>
5150 <attribute arch="damned" editor="damnation" type="bool">
5151 A damned weapon cannot be unwielded unless
5152 the curse is removed. Removing damnations is
5153 a tick harder than removing curses.
5154 </attribute>
5155 <attribute arch="cursed" editor="curse" type="bool">
5156 A cursed weapon cannot be unwielded unless
5157 the curse is removed.
5158 </attribute>
5159 <attribute arch="lifesave" editor="save life" type="bool">
5160 An item with this flag enabled will save the players life
5161 for one time: When the player is wearing this item and his
5162 health points reach zero, the item disappears, replenishing
5163 half of the player's health.
5164
5165 An item with &lt;save life&gt; should not have
5166 any decent additional bonuses!
5167 </attribute>
5168 <attribute arch="unique" editor="unique item" type="bool">
5169 Unique items exist only one time on a server. If the item
5170 is taken, lost or destroyed - it's gone for good.
5171 </attribute>
5172 <attribute arch="startequip" editor="godgiven item" type="bool">
5173 A godgiven item vanishes as soon as the player
5174 drops it to the ground.
5175 </attribute>
5176 &player_stat_resist_sections;
5177 <section name="misc">
5178 <attribute arch="luck" editor="luck bonus" type="int">
5179 With positive luck bonus, the player is more likely to
5180 succeed in all sorts of things (spellcasting, praying,...).
5181 Unless the &lt;luck bonus&gt; is very high, the effect will be
5182 barely visible in-game. Luck bonus on one piece of equipment
5183 should never exceed 3, and such bonus should not be too
5184 frequently available.
5185 </attribute>
5186 <attribute arch="hp" editor="health regen." type="int">
5187 Positive &lt;health regen.&gt; bonus speeds up the
5188 player's healing process. Negative values slow it down.
5189 </attribute>
5190 <attribute arch="sp" editor="mana regen." type="int">
5191 Positive &lt;mana regen.&gt; bonus speeds up the
5192 player's mana regeneration. Negative values slow it down.
5193 </attribute>
5194 <attribute arch="grace" editor="grace regen." type="int">
5195 Positive &lt;grace regen.&gt; bonus speeds up the
5196 player's grace regeneration. Negative values slow it down.
5197 Since grace can be regenerated rather easy with praying,
5198 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5199 </attribute>
5200 <attribute arch="food" editor="food bonus" type="int">
5201 Positive &lt;food bonus&gt; slows down the player's digestion,
5202 thus he consumes less food. Negative values speed it up.
5203
5204 Note that food is consumed not only for "being alive", but
5205 also for healing and mana-regeneration.
5206 &lt;food bonus&gt; only affects the amount of food consumed
5207 for "being alive". Hence, even with high &lt;food bonus&gt;,
5208 during a fight a player can run out of food quickly.
5209 </attribute>
5210 <attribute arch="xrays" editor="xray vision" type="bool">
5211 Xray vision allows the player to see through obstacles
5212 in a two-square-wide radius. This is extremely helpful and
5213 desirable, so don't give it away for cheap on equipment.
5214 </attribute>
5215 <attribute arch="stealth" editor="stealth" type="bool">
5216 Stealth allows the player to move silently.
5217 This comes to effect if a player turns himself
5218 invisible and tries to sneak around monsters.
5219 (At least that was the idea behind it)
5220 </attribute>
5221 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5222 If a player is wearing any piece of equipment with
5223 the ability to &lt;reflect spells&gt;, all kinds of
5224 spell-bullets and -beams will bounce off him.
5225 This works only about 90% of all times, to
5226 avoid players being completely immune to certain
5227 types of attacks.
5228
5229 This is a very powerful ability and it
5230 shouldn't be handed out cheap!
5231 </attribute>
5232 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5233 If a player is wearing any piece of equipment with
5234 the ability to &lt;reflect missiles&gt;, all kinds of
5235 projectiles (e.g. arrows, bolts, boulders) will
5236 bounce off him. This works only about 90% of all
5237 times, to avoid players being completely immune to
5238 certain types of attacks.
5239 </attribute>
5240 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5241 Click on the &lt;attuned paths&gt; button to select spellpaths.
5242 The player will get attuned to the specified spellpaths
5243 while wearing this weapon.
5244 </attribute>
5245 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5246 Click on the &lt;repelled paths&gt; button to select spellpaths.
5247 The player will get repelled to the specified spellpaths
5248 while wearing this weapon.
5249 </attribute>
5250 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5251 Click on the &lt;denied paths&gt; button to select spellpaths.
5252 The specified spellpaths will be denied to the player
5253 while wearing this weapon.
5254 </attribute>
5255 </section>
5256 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5257 This text describes the weapons's "story". Every decent artifact weapon
5258 should have such a description.
5259 </attribute>
5260 </type>
5261
5262 <type number="116" name="Event Connector">
5263 <description><![CDATA[
5264 Event connectors link specific events that happen to objects to
5265 a crossfire plug-in. They are not used at all in Deliantra.]]>
5266 </description>
5267 </type>
5268
5269 </types>