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/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.66
Committed: Tue Apr 20 06:49:32 2010 UTC (14 years ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-2_01, rel-1_30, HEAD
Changes since 1.65: +9 -0 lines
Log Message:
hack...

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="is_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="is_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 <attribute arch="no_steal" editor="not stealable" type="bool">
2713 This item can't be stolen if the flag is set.
2714 </attribute>
2715 </type>
2716
2717 <!--####################################################################-->
2718 <type number="20" name="Locked Door">
2719 <ignore>
2720 <ignore_list name="non_pickable" />
2721 </ignore>
2722 <description><![CDATA[
2723 A locked door can be opened only when carrying
2724 the appropriate special key.]]>
2725 </description>
2726 <use><![CDATA[
2727 If you want to create a locked door that cannot be opened (no key),
2728 set a &lt;key string&gt; like "no_key_available". This will clearify things
2729 and only a fool would create a key matching that string.
2730
2731 Door-objects can not only be used for "doors". In many maps these
2732 are used with all kinds of faces/names, especially often as
2733 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2734 There you have magic forces (door objects) put under certain artifact
2735 items. To get your hands on the artifacts, you need to bring up the
2736 appropriate quest items (key objects).]]>
2737 </use>
2738 <attribute arch="move_type" value="0" type="fixed" />
2739 <attribute arch="no_pick" value="1" type="fixed" />
2740 <attribute arch="slaying" editor="key string" type="string">
2741 The &lt;key string&gt; in the door must be identical with the
2742 &lt;key string&gt; in the special key, then the door is unlocked.
2743 It is VERY important to set the &lt;key string&gt; to something that
2744 is unique among the Deliantra mapset.
2745
2746 DONT EVER USE the default string "set_individual_value".
2747
2748 When the key string starts with "match ", then it is expected to
2749 be a match expression, which will be applied to the player, so
2750 you can use e.g. (match type=POTION in inv). Note that the matched
2751 object will be removed.
2752 </attribute>
2753 <attribute arch="no_magic" editor="restrict spells" type="bool">
2754 Restricting the use of spells to pass this door.
2755 This should be set in most cases.
2756 (Don't forget that the spell "dimension door" is easily
2757 available at about wisdom level 10).
2758 </attribute>
2759 <attribute arch="damned" editor="restrict prayers" type="bool">
2760 Restricting the use of prayers to pass this door.
2761 This should be set in most cases.
2762 </attribute>
2763 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2764 When a player is trying to open the door without carrying the
2765 appropriate key, this text is displayed to the player. This is
2766 a good opportunity to place hints about the special key needed
2767 to unlock the door.
2768 </attribute>
2769 </type>
2770
2771 <!--####################################################################-->
2772 <type number="29" name="Magic Ear">
2773 <ignore>
2774 <ignore_list name="system_object" />
2775 <attribute arch="connected"/>
2776 </ignore>
2777 <description><![CDATA[
2778 Magic_ears trigger a connected value
2779 when the player speaks a specific keyword.]]>
2780 </description>
2781 <use><![CDATA[
2782 Whenever you put magic_ears on your maps, make sure there are
2783 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2784 something like a gate that is opened by speaking "open" or
2785 "sesame", expecting the player to figure this out all by himself.
2786 <br><br>
2787 Magic_ears are typically used for interaction with NPCs. You
2788 can create the impression that the NPC actually *does* something
2789 according to his conversation with a player. Mostly this means
2790 opening a gate or handing out some item, but you could be quite
2791 creative here.]]>
2792 </use>
2793 <attribute arch="no_pick" value="1" type="fixed" />
2794 <attribute arch="connected" editor="connection" type="string">
2795 The Magic_ear will trigger all objects with the
2796 same connection value, every time it is activated.
2797 </attribute>
2798 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2799 This textfield contains the keyword-matching-syntax. The text should
2800 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2801 Any number of keywords from one to infinite is allowed. Make sure
2802 they are seperated by a '|'.
2803
2804 Examples: "@match yes", "@match gold|treasure". The connected
2805 value will be triggerd when the player speaks any of the given
2806 keywords within a two-square radius. IMPORTANT: Upper/lower case
2807 does not make a difference!
2808 </attribute>
2809 </type>
2810
2811 <!--####################################################################-->
2812 <type number="62" name="Magic Wall">
2813 <ignore>
2814 <ignore_list name="non_pickable" />
2815 <attribute arch="connected"/>
2816 </ignore>
2817 <description><![CDATA[
2818 Magic walls fire spells in a given direction, in regular intervals.
2819 Magic walls can contain any spell. However, some spells do not
2820 operate very successfully in them. The only way to know is to test
2821 the spell you want to use with a wall.
2822 <br><br>
2823 Several types of magical walls are predefined for you in the
2824 archetypes, and can be found on the "connected" Pickmap.]]>
2825 </description>
2826 <use><![CDATA[
2827 Spellcasting walls pose an interesting alternative to monsters.
2828 Usually they are set to be undestroyable. Thus, while monsters
2829 in a map can be cleared out, the magic walls remain. Low level
2830 characters for example will not be able to pass through their
2831 spell-area, hence they cannot loot a map that a high level character
2832 might have cleared out.
2833 <br><br>
2834 Another point of magic walls is that if the player dies, he has to face
2835 them all again. Magic walls can add a kind of "permanent thrill" to
2836 your maps.
2837 <br><br>
2838 Be careful that your magic walls don't kill the monsters on a map. If
2839 placing monsters, eventually take ones that are immune to the
2840 walls' spell(s).
2841 <br><br>
2842 It is possible to make walls rotate when triggered. But that is so
2843 confusing (and useless IMHO) that I did not mention it above. You
2844 can find a working example on the map
2845 "/pup_land/castle_eureca/castle_eureca8".]]>
2846 </use>
2847 <attribute arch="dam" editor="spell" type="spell">
2848 The magic wall will cast this &lt;spell&gt;.
2849 </attribute>
2850 <attribute arch="level" editor="spell level" type="int">
2851 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2852 walls cast spells at minimal strength. "level 100" walls cast deadly
2853 spells. Arch default is level 1 - you should always set this value
2854 to meet the overall difficulty of your map.
2855 </attribute>
2856 <attribute arch="connected" editor="connection" type="string">
2857 Every time the &lt;connection&gt; value is triggered, the wall will cast
2858 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2859 have much visible effect.
2860 </attribute>
2861 &activate_on;
2862 <attribute arch="speed" editor="casting speed" type="float">
2863 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2864 You can fine-tune how long the duration between two casts shall
2865 be. If you want to create a wall that can be activated (cast per
2866 trigger) via connected lever/button/etc, you must set "speed 0".
2867 </attribute>
2868 &speed_left;
2869 <attribute arch="sp" editor="direction" type="list_direction">
2870 The magic wall will cast it's spells always in the specified
2871 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2872 always fire in a random direction.
2873 </attribute>
2874 &movement_types_terrain;
2875 <section name="destroyable">
2876 <attribute arch="alive" editor="is destroyable" type="bool">
2877 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2878 destroyed by the player. If disabled, all other attributes on
2879 this tab, as well as resistances, are meaningless.
2880 </attribute>
2881 <attribute arch="hp" editor="hitpoints" type="int">
2882 The more &lt;hitpoints&gt; the wall has, the longer
2883 it takes to be destroyed.
2884 </attribute>
2885 <attribute arch="maxhp" editor="max hitpoints" type="int">
2886 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2887 can have. This only makes sense if the wall can regain health.
2888 </attribute>
2889 <attribute arch="ac" editor="armour class" type="int">
2890 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2891 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2892 to &lt;weapon class&gt;.
2893 </attribute>
2894 </section>
2895 &resistances_basic;
2896 </type>
2897
2898 <!--####################################################################-->
2899 <type number="55" name="Marker">
2900 <ignore>
2901 <ignore_list name="system_object" />
2902 <attribute arch="connected"/>
2903 </ignore>
2904 <description><![CDATA[
2905 A marker is an object that inserts an invisible force (a mark) into a
2906 player stepping on it. This force does nothing except containing a
2907 &lt;key string&gt; which can be discovered by detectors or inventory
2908 checkers. It is also possible to use markers for removing marks again
2909 (by setting the "name" slot to the name of the marker to be removed).
2910 <br><br>
2911 Note that the player has no possibility to "see" his own marks,
2912 except by the effect that they cause on the maps.]]>
2913 </description>
2914 <use><![CDATA[
2915 Markers hold real cool possibilities for map-making. I encourage
2916 you to use them frequently. However there is one negative point
2917 about markers: Players don't "see" what's going on with them. It is
2918 your task, as map-creator, to make sure the player is always well
2919 informed and never confused.
2920 <br><br>
2921 Please avoid infinite markers when they aren't needed. They're
2922 using a little space in the player file after all, so if there
2923 is no real purpose, set an expire time.]]>
2924 </use>
2925 <attribute arch="no_pick" value="1" type="fixed" />
2926 <attribute arch="slaying" editor="key string" type="string">
2927 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2928 If the player already has a force with that &lt;key string&gt;,
2929 there won't be inserted a second one.
2930 </attribute>
2931 <attribute arch="connected" editor="connection" type="string">
2932 When the detector is triggered, all objects with the same
2933 connection value get activated.
2934 </attribute>
2935 <attribute arch="speed" editor="marking speed" type="float">
2936 The &lt;marking speed&gt; defines how quickly it will mark something
2937 standing on the marker. Set this value rather high to make
2938 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2939 should do fine.
2940 </attribute>
2941 &speed_left;
2942 <attribute arch="food" editor="mark duration" type="int">
2943 This value defines the duration of the force it inserts.
2944 If nonzero, the duration of the player's mark is finite:
2945 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2946 means the mark will stay on the player forever.
2947 </attribute>
2948 <attribute arch="name" editor="delete mark" type="string">
2949 When the player steps onto the marker, all existing forces in
2950 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2951 will be removed. If you don't want to remove any marks, leave
2952 this textfield empty.
2953
2954 Note that the string &lt;delete mark&gt; is set as the name of
2955 this marker. So don't be confused, and remember changing the
2956 name will take effect on the marker's functionality.
2957 </attribute>
2958 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2959 In the moment when the player gets marked, this text is displayed
2960 to him. You should really set a message in any marker you create,
2961 because it's the only way for the player to notice what's going on.
2962 </attribute>
2963 </type>
2964
2965 <!--####################################################################-->
2966 <type number="36" name="Money">
2967 <ignore>
2968 <attribute arch="unpaid" />
2969 </ignore>
2970 <description><![CDATA[
2971 Items of the type Money are handled as currency.
2972 Money cannot be sold/bought in shops. When money is dropped
2973 in a shop, it stays the same.<br>
2974 When a player picks an item from a shop and attempts to
2975 walk over the shop mat, the item's selling-price is automatically
2976 subtracted from the player's money.
2977 <br><br>
2978 For money, always use the default arches.
2979 Don't modify them.]]>
2980 </description>
2981 <attribute arch="race" value="gold and jewels" type="fixed" />
2982 </type>
2983
2984 <!--####################################################################-->
2985 <type number="0" name="Monster &amp; NPC">
2986 <required>
2987 <attribute arch="is_floor" value="0" />
2988 <attribute arch="alive" value="1" />
2989 <attribute arch="tear_down" value="0" />
2990 </required>
2991 <ignore>
2992 <attribute arch="material" />
2993 <attribute arch="name_pl" />
2994 <attribute arch="nrof" />
2995 <attribute arch="value" />
2996 <attribute arch="unpaid" />
2997 </ignore>
2998 <description><![CDATA[
2999 Monsters can behave in various kinds of ways.
3000 They can be aggressive, attacking the player. Or peaceful,
3001 helping the player - maybe joining him as pet.
3002 The unagressive creatures who communicate with players are
3003 usually called "NPCs" (Non Player Character), a well-known
3004 term in role-play environments.]]>
3005 </description>
3006 <use><![CDATA[
3007 Monsters play a central role in most maps. Choosing the right
3008 combination of monsters for your map is vital:
3009 <UL>
3010 <LI> Place only monsters of slightly varying (increasing) strength.
3011 It's no fun to play for two hours just to find out the last
3012 monster is unbeatable. Similar, it's not exciting to fight orcs
3013 after passing a room of dragons.<br>
3014 This rule applies only for linear maps (one room after the other),
3015 with treasure at the end. You can sprinkle the treasure around,
3016 or make non-linear maps - That is often more entertaining.
3017 <LI> Places with high level monsters must not be easy to reach.
3018 Balrogs, Dragonmen and the likes should be at the end of a quest,
3019 not at the beginning.
3020 <LI> Don't stick monsters together that tend to kill each other.
3021 Fire- and cold dragons in one room for example is a bad idea.
3022 By weakening and killing each other they are easy prey for players,
3023 not worth the experience they hold.
3024 <LI> Create your own monsters, especially for "boss"-type monsters.
3025 Having stage-bosses guarding treasure is a lot of fun when done right.
3026 Avoid to create monsters with completely non-intuitive abilities:
3027 Don't give ice-spells to firedragons or vice versa. Don't add
3028 draining attack to trolls, etc. Additionally, you should inform the
3029 player before he bumps right into some very special/unusual monster.
3030 <LI> Last but not least: Always keep an eye on the experience your monsters
3031 hold. Design your maps in a way that high experience
3032 is always well-defended. Don't make large rooms full with only one kind
3033 of monster. Keep in mind the different abilities/techniques players
3034 can use.
3035 </UL>
3036 I know it's impossible to make the perfectly balanced map. There's always
3037 some part which is found too easy or too hard for a certain kind of player.
3038 Just give it your best shot. And listen to feedback from players if you
3039 receive some. :-)]]>
3040 </use>
3041 <attribute arch="alive" value="1" type="fixed" />
3042 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3043 When the monster is killed, items from the treasurelist will
3044 drop to the ground. This is a common way to reward players
3045 for killing (masses of) monsters.
3046
3047 Note that you can always put items into the monster's
3048 inventory. Those will drop-at-kill just like the stuff
3049 from the &lt;treasurelist&gt;.
3050 </attribute>
3051 <attribute arch="treasure_env" editor="treasure in env" type="bool">
3052 Set this flag to move treasure items created into the environment (map)
3053 instead of putting them into the object.
3054 </attribute>
3055 <attribute arch="level" editor="level" type="int">
3056 A monster's &lt;level&gt; is the most important attribute.
3057 &lt;level&gt; affects the power of a monster in various ways.
3058 </attribute>
3059 <attribute arch="race" editor="race" type="string">
3060 Every monster should have a race set to categorize it.
3061 The monster's &lt;race&gt; can have different effects:
3062 Slaying weapons inflict tripple damage against enemy races
3063 and holy word kills only enemy races of the god.
3064 </attribute>
3065 <attribute arch="exp" editor="experience" type="int">
3066 When a player kills this monster, he will get exactly this
3067 amount of &lt;experience&gt;. The experience will flow into
3068 the skill-category the player used for the kill.
3069
3070 If you create special monsters of tweaked strenght/abilities,
3071 always make sure that the &lt;experience&gt; is set to a
3072 reasonable value. Compare with existing arches to get a feeling
3073 what reasonable means. Keep in mind that spellcasting monsters
3074 are a lot harder to kill than non-spellcasters!
3075 </attribute>
3076 <attribute arch="speed" editor="speed" type="float">
3077 The &lt;speed&gt; determines how fast a monster will both move
3078 and fight. High &lt;speed&gt; makes a monster considerably stronger.
3079 </attribute>
3080 &speed_left;
3081 <attribute arch="other_arch" editor="breed monster" type="string">
3082 This only takes effect if &lt;multiply&gt; is enabled. The monster will
3083 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
3084 can be set to any valid arch-name of a monster. Multipart monster
3085 should not be used.
3086 </attribute>
3087 <attribute arch="generator" editor="multiply" type="bool">
3088 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
3089 every once in a while. Mice are a good example for this effect.
3090 If enabled, you must also set &lt;breed monster&gt; or check
3091 &lt;template generation&gt; and put other monsters in the inventory.
3092 </attribute>
3093 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3094 This only takes effect if &lt;multiply&gt; is enabled. The monster
3095 will create a new monster every once in a while by duplicating it's inventory.
3096 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3097 Each time the monster need to generate an object, it will be
3098 a randomly chosen item from the inventory. When generator is destroyed,
3099 inventory is destroyed.
3100 </attribute>
3101 &move_type;
3102 <attribute arch="undead" editor="undead" type="bool">
3103 Several spells only affect undead monsters:
3104 turn undead, banish undead, holy word, etc.
3105 </attribute>
3106 <attribute arch="carrying" editor="carries weight" type="int">
3107 If a monster has something in the inventory, this
3108 value can be set to reflect the slowdown due to
3109 the carried weight.
3110 </attribute>
3111 <attribute arch="precious" editor="precious" type="bool">
3112 Set this flag to indicate that this monster is precious, i.e.
3113 it should not be lightly destroyed. This is most useful on pets and
3114 keeps the server from destroying them on destroy_pets/monster floors
3115 and will try to save them when the player logs out.
3116 </attribute>
3117
3118 <section name="melee">
3119 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3120 This number is a bitmask, specifying the monster's attacktypes
3121 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3122 Strong monsters often have more than just physical attacktype.
3123
3124 When a monster with multiple attacktypes hits aan oponent, it will do
3125 as much damage as the "best" of it's attacktypes does. So, the more
3126 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3127 somehow exceptions.
3128 </attribute>
3129 <attribute arch="dam" editor="damage" type="int">
3130 Among other parameters, &lt;damage&gt; affects how much melee damage
3131 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3132 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3133 take effect on the melee damage of a monster.
3134 </attribute>
3135 <attribute arch="wc" editor="weapon class" type="int">
3136 Monsters of high &lt;weapon class&gt; are more likely to really hit
3137 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3138 to &lt;armour class&gt;.
3139 </attribute>
3140 <attribute arch="hp" editor="health points" type="int">
3141 The &lt;health points&gt; of a monster define how long it takes to
3142 kill it. With every successful hit from an opponent, &lt;health points&gt;
3143 get drained - The monster dies by zero &lt;health points&gt;.
3144 </attribute>
3145 <attribute arch="maxhp" editor="max health" type="int">
3146 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3147 monster can have.
3148 </attribute>
3149 <attribute arch="ac" editor="armour class" type="int">
3150 Monsters of low &lt;armour class&gt; are less likely to get hit from
3151 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3152 to &lt;weapon class&gt;.
3153 Values typically range between +20 (very bad) to -20 (quite good).
3154 </attribute>
3155 <attribute arch="Con" editor="healing rate" type="int">
3156 Monsters regenerate this many health points each 4 ticks. Hence, the
3157 healing rate is independent of &lt;speed&gt;.
3158 </attribute>
3159 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3160 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3161 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3162 bounce off.
3163 </attribute>
3164 <attribute arch="hitback" editor="hitback" type="bool">
3165 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3166 to the amount of damage the *attacker* inflicted. This damage
3167 is additional to the regular melee damage of the monster.
3168 As far as I know, hitback uses acid attacktype, and it only takes
3169 effect if the monster actually has acid attacktype at it's disposal.
3170 Acid spheres for example use this feature.
3171 </attribute>
3172 <attribute arch="one_hit" editor="one hit only" type="bool">
3173 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3174 to a player.
3175 </attribute>
3176 </section>
3177
3178 <section name="spellcraft">
3179 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3180 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3181 Only wands/rods/etc can be used, given the appropriate abilities.
3182 </attribute>
3183 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3184 A monster with this flag has the ability to &lt;reflect spells&gt;,
3185 all kinds of spell-bullets and -beams will bounce off.
3186
3187 Generally this flag should not be set because it puts
3188 wizard-type players at an unfair disadvantage.
3189 </attribute>
3190 <attribute arch="sp" editor="spellpoints" type="int">
3191 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3192 them for both wizard- and prayer-spells. However, this value defines
3193 only the amount of *initial* spellpoints the monster starts with.
3194 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3195 and &lt;spellpoint regen.&gt; are more important than just initial
3196 &lt;spellpoints&gt;.
3197 </attribute>
3198 <attribute arch="maxsp" editor="max spellpoints" type="int">
3199 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3200 can hold. Setting this to high values has little effect unless
3201 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3202 "regenerate mana" at it's disposal.
3203 </attribute>
3204 <attribute arch="Pow" editor="spellpoint regen." type="int">
3205 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3206 spellpoint regeneration rate is independent of &lt;speed&gt;.
3207
3208 To make a real tough spellcasting monster, the rate of spellpoint
3209 regeneration is most important. If your monster is still not casting
3210 fast enough, give it the spell-ability of "regenerate mana".
3211 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3212 </attribute>
3213 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3214 Click on the &lt;attuned paths&gt; button to select spellpaths.
3215 The creature will get attuned to the specified spellpaths.
3216 </attribute>
3217 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3218 Click on the &lt;repelled paths&gt; button to select spellpaths.
3219 The creature will get repelled to the specified spellpaths.
3220 </attribute>
3221 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3222 Click on the &lt;denied paths&gt; button to select spellpaths.
3223 The creature won't be able to cast spells of the specified paths.
3224 </attribute>
3225 </section>
3226
3227 <section name="ability">
3228 <attribute arch="Int" editor="detect hidden" type="int">
3229 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3230 hidden/invisible creatures. Higher values make for better
3231 detection-skills. Enabling &lt;see invisible&gt; makes this value
3232 obsolete.
3233 </attribute>
3234 <attribute arch="see_invisible" editor="see invisible" type="bool">
3235 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3236 with by invisible or hiding players. This flag is a must-have
3237 for high-level monsters. When a monster is unable to detect
3238 invisible players, it can be killed without fighting back.
3239 </attribute>
3240 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3241 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3242 by spells of darkness or dark maps. This flag is a "should-have"
3243 for high-level monsters. When a monster is unable to see in
3244 darkness, players can cast darkness and sneak around it safely.
3245 </attribute>
3246 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3247 Monster is able to wield weapon type objects.
3248 </attribute>
3249 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3250 Monster is able to use missile-weapon type objects.
3251 </attribute>
3252 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3253 Monster is able to wear protective equipment like brestplate
3254 armour, shields, helmets etc.
3255 </attribute>
3256 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3257 Monster is able to wear rings.
3258 </attribute>
3259 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3260 Monster is able to use wands and staves.
3261 </attribute>
3262 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3263 Monster is able to use rods.
3264 </attribute>
3265 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3266 Monster is able to read scrolls.
3267 </attribute>
3268 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3269 Monster is able to use skills from it's inventory.
3270 For example, you can put a throwing skill object and some
3271 boulders into the monster's object and set &lt;can use skills&gt;.
3272 </attribute>
3273 </section>
3274
3275 <section name="behave">
3276 <attribute arch="monster" editor="monster behaviour" type="bool">
3277 When &lt;monster behaviour&gt; is enabled, this object will behave
3278 like a monster: It can move and attack enemies (which are
3279 typically players).
3280 This flag should be set for all monsters as-such.
3281 Monsters which don't move, like guards, should also have
3282 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3283 It should *not* be set for things like immobile generators.
3284 </attribute>
3285 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3286 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3287 </attribute>
3288 <attribute arch="friendly" editor="friendly" type="bool">
3289 &lt;friendly&gt; monsters help the player, attacking any
3290 non-friendly monsters in range.
3291 </attribute>
3292 <attribute arch="stand_still" editor="stand still" type="bool">
3293 Monsters which &lt;stand still&gt; won't move to leave their position.
3294 When agressive, they will attack all enemies who get close to
3295 them. This behaviour is commonly known from castle guards.
3296
3297 In older versions of Deliantra it was possible to eventually
3298 push a &lt;stand still&gt;-monster out of position by force.
3299 I believe this is no longer possible. Neverthless, you should
3300 still be cautious when lining up &lt;stand still&gt;-monster in order
3301 to "defend" something: Such monsters are rather easy to kill.
3302 It's good for low level maps, but not much more.
3303 </attribute>
3304 <attribute arch="sleep" editor="asleep" type="bool">
3305 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3306 &lt;sensing range&gt; of the monster. Usually the sensing range is
3307 larger than the players line of sight. Due to that, in most cases
3308 the player won't ever notice weither a monster was asleep or not.
3309 </attribute>
3310 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3311 This entry defines which kinds of environment actions the
3312 creature is able to perform.
3313 </attribute>
3314 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3315 Click on the &lt;pick up&gt; button and select which types of objects
3316 the creature should try to pick up.
3317
3318 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3319 etc are set, then the creature will pick up the matching items even
3320 if this is not set here.
3321 </attribute>
3322 <attribute arch="Wis" editor="sensing range" type="int">
3323 &lt;sensing range&gt; determines how close a player needs to be before
3324 the creature wakes up. This is done as a square, for reasons of speed.
3325 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3326 11x11 square of the monster will wake the monster up. If the player
3327 has stealth, the size of this square is reduced in half plus 1.
3328 </attribute>
3329 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3330 If this is set to default, the standard mode of movement will be used.
3331 </attribute>
3332 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3333 This movement is not in effect when the monster has an enemy and should
3334 only be used for non agressive monsters.
3335 </attribute>
3336 <attribute arch="run_away" editor="run at % health" type="int">
3337 This is a percentage value in the range 0-100.
3338 When the monster's health points drop below this percentage
3339 (relative to max health), it attempts to run away from the
3340 attacker.
3341 </attribute>
3342 </section>
3343 &resistances_basic;
3344 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3345 </attribute>
3346 </type>
3347
3348 <!--####################################################################-->
3349 <type number="28" name="Monster (Grimreaper)">
3350 <import_type name="Monster &amp; NPC" />
3351 <ignore>
3352 <attribute arch="material" />
3353 <attribute arch="name_pl" />
3354 <attribute arch="nrof" />
3355 <attribute arch="value" />
3356 <attribute arch="unpaid" />
3357 </ignore>
3358 <description>
3359 A grimreaper is a monster that vanishes after it did some number of
3360 draining attacks.
3361 </description>
3362 <section name="grimreaper">
3363 <attribute arch="value" editor="attacks" type="int">
3364 The object vanishes after this number of draining attacks.
3365 </attribute>
3366 </section>
3367 </type>
3368
3369 <!--####################################################################-->
3370 <type number="65" name="Mood Floor">
3371 <ignore>
3372 <ignore_list name="system_object" />
3373 <attribute arch="connected"/>
3374 </ignore>
3375 <description><![CDATA[
3376 As the name implies, mood floors can change the "mood" of
3377 a monsters/NPC. For example, an unagressive monster could be
3378 turned mad to start attacking. Similar, an agressive monster
3379 could be calmed.]]>
3380 </description>
3381 <use><![CDATA[
3382 Mood floors are absolutely cool for NPC interaction. To make an
3383 unaggressive monster/NPC attack, put a creator with "other_arch
3384 furious_floor" under it. Connect the creator to a magic_ear, so the
3385 player speaks a keyword like "stupid sucker" - and the monster attacks.
3386 <br><br>
3387 To turn an NPC into a pet, put a charm_floor under it and connect
3388 it directly to a magic_ear. Then the player speaks a keyword like
3389 "help me" - and the NPC joins him as pet.
3390 <br><br>
3391 (Of course you must always give clear hints about keywords!
3392 And there is no reason why you couldn't use a button/lever/pedestal
3393 etc. instead of a magic_ear.)]]>
3394 </use>
3395 <attribute arch="no_pick" value="1" type="fixed" />
3396 <attribute arch="last_sp" editor="mood" type="list_mood">
3397 &lt;mood&gt; is used to determine what will happen to the
3398 monster when affected by the mood floor:
3399
3400 &lt;mood&gt; 'furious': Makes all monsters aggressive
3401
3402 &lt;mood&gt; 'angry': As above but pets are unaffected
3403
3404 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3405
3406 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3407
3408 &lt;mood&gt; 'charm': Turns monster into a pet of person
3409 who triggers the square. This setting is not
3410 enabled for continous operation, you need to
3411 insert a &lt;connection&gt; value!
3412 </attribute>
3413 <attribute arch="connected" editor="connection" type="string">
3414 This should only be set in combination with &lt;mood number&gt; 4.
3415 Normally, monsters are affected by the mood floor as soon as they
3416 step on it. But charming (monster -&gt; pet) is too powerful,
3417 so it needs to be activated.
3418
3419 Typically it is connected to an altar, for buying a "hireling".
3420 But a powerful pet could as well be the reward for solving a
3421 quest. Or even better: It could be *part* of a quest!
3422 </attribute>
3423 <attribute arch="no_magic" editor="no spells" type="bool">
3424 If enabled, it is impossible for players to use (wizard-)
3425 spells on that spot.
3426 </attribute>
3427 <attribute arch="damned" editor="no prayers" type="bool">
3428 If enabled, it is impossible for players to use prayers
3429 on that spot. It also prevents players from saving.
3430 </attribute>
3431 </type>
3432
3433 <!--####################################################################-->
3434 <type number="40" name="Mover">
3435 <ignore>
3436 <ignore_list name="non_pickable" />
3437 </ignore>
3438 <description><![CDATA[
3439 Movers move the objects above them. However, only living objects
3440 are affected (monsters/NPCs always, players optional). Movers have
3441 a direction, so players can be made to move in a pattern, and so
3442 can monsters. Motion is involuntary. Additionally, players or
3443 monsters can be "frozen" while ontop of movers so that they MUST
3444 move along a chain of them.
3445 <br><br>
3446 Multisquare monsters can be moved as well, given
3447 enough space. Movers are usually invisible.]]>
3448 </description>
3449 <use><![CDATA[
3450 NEVER EVER consider a mover being unpassable in the backwards
3451 direction. Setting "forced movement" makes it seemingly impossible
3452 but there is still a trick: One player can push a second player
3453 past the mover, in opposite to the mover's direction! The more
3454 movers, the more players needed. Hence, don't make a treasure
3455 room that is surrounded by movers instead of solid walls/gates.
3456 <br><br>
3457 Btw, it does not make a difference putting movers above or
3458 below the floor. Moreover, movers that are set to be invisible
3459 cannot be discovered with the show_invisible spell.
3460 <br><br>
3461 Note that Movers and Directors are seperate objects, even though
3462 they look and act similar. Directors only do spells/missiles,
3463 while movers only do living creatures (depending on how it
3464 is set: monsters and players).]]>
3465 </use>
3466 <attribute arch="attacktype" editor="forced movement" type="bool">
3467 If forced movement is enabled, the mover "freezes" anyone it
3468 moves (so they are forced to move along a chain).
3469 For players there is no way to escape this forced movement,
3470 except being pushed by a second player.
3471 </attribute>
3472 <attribute arch="maxsp" editor="freeze duration" type="int">
3473 The player will be "frozen" for that many moves.
3474 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3475 enabled, then &lt;freeze duration&gt; gets assigned the
3476 "default value" 2 automatically.
3477 </attribute>
3478 <attribute arch="speed" editor="movement speed" type="float">
3479 The movement speed value determines how fast a chain of
3480 these movers will push a player along (default is -0.2).
3481 </attribute>
3482 &speed_left;
3483 <attribute arch="sp" editor="direction" type="list_direction">
3484 The mover will push creatures in the specified &lt;direction&gt;.
3485 A mover with direction set to &lt;none&gt; will spin clockwise,
3486 thus pushing creatures in unpredictable directions.
3487 </attribute>
3488 <attribute arch="lifesave" editor="gets used up" type="bool">
3489 If enabled, the mover gets "used up" after a certain number of moves
3490 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3491 </attribute>
3492 <attribute arch="hp" editor="number of uses" type="int">
3493 This value has only a meaning if &lt;gets used up&gt; is set:
3494 &lt;number of uses&gt; is the number of times minus one, that it
3495 will move a creature before disappearing. (It will move
3496 someone &lt;number of uses&gt;+1 times, then vanish).
3497 </attribute>
3498 <section name="targets">
3499 <attribute arch="level" editor="move players" type="bool">
3500 If &lt;move players&gt; is enabled, both players and monsters will be
3501 moved. In the arches' default it is disabled - thus ONLY monsters
3502 get moved. Remember that "monsters" includes NPCs!
3503
3504 This feature provides you with the possibility to make NPCs
3505 literally "come to life". Example: The player is talking with an
3506 NPC, speaking a certain keyword. This triggers a magic_ear and
3507 activates creators, creating (per default: monster-only) movers
3508 under the NPC's feet. The NPC starts "walking" on a predefined
3509 route! Note that it's useful to set this NPC immune to everything,
3510 preventing the player to push the NPC off his trace.
3511 </attribute>
3512 <attribute arch="move_on" editor="movement type" type="movement_type">
3513 Which movement types activate the mover.
3514 </attribute>
3515 </section>
3516 </type>
3517
3518 <!--####################################################################-->
3519 <type number="17" name="Pedestal">
3520 <ignore>
3521 <ignore_list name="non_pickable" />
3522 <attribute arch="connected"/>
3523 </ignore>
3524 <description><![CDATA[
3525 Pedestals are designed to detect certain types of living objects.
3526 When a predefined type of living creature steps on the pedestal, the
3527 connected value is triggered.]]>
3528 </description>
3529 <use><![CDATA[
3530 If you want to create a place where only players of a certain race
3531 can enter, put a teleporter over your pedestal. So the teleporter is
3532 only activated for players of the matching race. Do not use gates,
3533 because many other players could sneak in. If you put powerful
3534 artifacts into such places, generally set "startequip 1", so that
3535 they are preserved for that one race and can't be traded to others.]]>
3536 </use>
3537 <attribute arch="no_pick" value="1" type="fixed" />
3538 <attribute arch="slaying" editor="match race" type="string">
3539 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3540 matches the monster's or the player's race, we have a match.
3541 Yes, pedestals can detect a player's race! E.g. you could create a
3542 place where only fireborns can enter, by setting "slaying unnatural".
3543
3544 If it is set to "player", any player stepping on the pedestal
3545 is a match. Very useful if you want to open a gate for players
3546 but not for monsters.
3547
3548 &match_compat;
3549 </attribute>
3550 <attribute arch="connected" editor="connection" type="string">
3551 When the pedestal is triggered, all objects with the same
3552 connection value get activated.
3553 </attribute>
3554 &move_on;
3555 </type>
3556
3557 <!--####################################################################-->
3558 <type number="32" name="Pedestal Trigger">
3559 <import_type name="Pedestal" />
3560 <ignore>
3561 <ignore_list name="non_pickable" />
3562 </ignore>
3563 <description><![CDATA[
3564 Pedestal triggers are pedestals which reset after a short period
3565 of time. Every time it is either applied or reset, the
3566 &lt;connection&gt; value is triggered.]]>
3567 </description>
3568 </type>
3569
3570 <!--####################################################################-->
3571 <type number="19" name="Item Match">
3572 <ignore>
3573 <ignore_list name="non_pickable" />
3574 <attribute arch="connected"/>
3575 </ignore>
3576 <description><![CDATA[
3577 Match objects use the deliantra matching language
3578 (http://pod.tst.eu/http://cvs.schmorp.de/deliantra/server/lib/cf/match.pm)
3579 to match items on the same mapspace (if move_on/off are unset) or
3580 items trying to enter (if move_blocked is set).
3581
3582 If a connected value is given, then it is triggered if the first object
3583 matching the expression is put on it, and the last is removed.]]>
3584 </description>
3585 <use><![CDATA[
3586 If you want to trigger something else (e.g. a gate) when an item is above this object,
3587 use the move_on/move_off settings.
3588
3589 If you want to keep something from entering if it has (or lacks) a specific item,
3590 use the move_blocked setting.]]>
3591 </use>
3592 <attribute arch="no_pick" value="1" type="fixed" />
3593 <attribute arch="slaying" editor="match expression" type="string">
3594 &match_compat;
3595
3596 Optionally you can leave out the "match " prefix.
3597 </attribute>
3598 <attribute arch="connected" editor="connection" type="string">
3599 When the match is triggered, all objects with the same
3600 connection value get activated.
3601 </attribute>
3602 &move_on;
3603 &move_off;
3604 &move_block;
3605 </type>
3606
3607 <!--####################################################################-->
3608 <type number="94" name="Pit">
3609 <ignore>
3610 <ignore_list name="non_pickable" />
3611 <attribute arch="connected"/>
3612 </ignore>
3613 <description><![CDATA[
3614 Pits are holes, transporting the player when he walks (and falls) into them.
3615 A speciality about pits is that they don't transport the player to
3616 the exact destination, but within a configurable radius of the destination
3617 (never on blocked squares).<br>
3618 Optionally, pits can get closed and opened, similar to gates.<br><br>
3619 Monsters and items are affected by pits just as well as players.
3620 Even multipart monsters can fall through them, given enough space.]]>
3621 </description>
3622 <use><![CDATA[
3623 Pits can add interesting effects to your map. When using them, make
3624 sure to use them in a "logical way": Pits should always drop the
3625 player to some kind of lower level. They should not be used to
3626 randomly interconnect maps like teleporters do.]]>
3627 </use>
3628 <attribute arch="no_pick" value="1" type="fixed" />
3629 <attribute arch="range" editor="spread radius" type="int">
3630 The radius of the square area that the pit will randomly put the player into (0 to 3, default 1).
3631 </attribute>
3632 <attribute arch="connected" editor="connection" type="string">
3633 When a &lt;connection&gt; value is set, the pit can be opened/closed
3634 by activating the connection.
3635 </attribute>
3636 &activate_on;
3637 <attribute arch="hp" editor="destination X" type="int">
3638 The pit will transport creatures (and items) randomly into a two-square
3639 radius of the destination coordinates.
3640 If the destination square becomes blocked, the pit will act like
3641 being filled up and not work anymore!
3642 </attribute>
3643 <attribute arch="sp" editor="destination Y" type="int">
3644 The pit will transport creatures (and items) randomly into a two-square
3645 radius of the destination coordinates.
3646 If the destination square becomes blocked, the pit will act like
3647 being filled up and not work anymore!
3648 </attribute>
3649 <attribute arch="wc" editor="position state" type="int">
3650 The &lt;position state&gt; defines the position of the gate:
3651 Zero means completely open/down, the "number of animation-steps" (usually
3652 about 6 or 7) means completely closed/up state. I suggest you don't
3653 mess with this value - Leave the default in place.
3654 </attribute>
3655 &move_on;
3656 </type>
3657
3658 <!--####################################################################-->
3659 <type number="7" name="Poison Food">
3660 <description><![CDATA[
3661 When eating, the player's stomache is drained by 1/4 of food.
3662 If his food drops to zero, the player might even die.]]>
3663 </description>
3664 </type>
3665
3666 <!--####################################################################-->
3667 <type number="5" name="Potion">
3668 <description><![CDATA[
3669 The player can drink these and gain various kinds of benefits
3670 (/penalties) by doing so.]]>
3671 </description>
3672 <use><![CDATA[
3673 One potion should never give multiple benefits at once.]]>
3674 </use>
3675 <attribute arch="level" editor="potion level" type="int">
3676 If the potion contains a spell, the spell is cast at this level.
3677 For other potions it should be set at least to 1.
3678 </attribute>
3679 <attribute arch="sp" editor="spell" type="spell">
3680 When a player drinks this potion, the selected spell
3681 will be casted (once). This should work for any given spell.
3682 E.g. heal is "sp 35", magic power is "sp 67".
3683 </attribute>
3684 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3685 There are two types of special effects for potions:
3686 'life restoration' - restore the player's stats lost by death or draining
3687 (this has nothing in common with the restoration spell!)
3688 'improvement' - increase the player's maximum health/mana/grace
3689 by a very small amount.
3690 </attribute>
3691 <attribute arch="cursed" editor="cursed" type="bool">
3692 If a potion is cursed, benefits generally turn into penalties.
3693 Note that potions can be "uncursed" by praying over an altar,
3694 with relative ease. *But* the potion must be identified to notice
3695 that it is cursed &gt;:)
3696 </attribute>
3697 <attribute arch="startequip" editor="godgiven item" type="bool">
3698 A godgiven item vanishes as soon as the player
3699 drops it to the ground.
3700 </attribute>
3701 &player_stat_resist_sections;
3702 </type>
3703
3704 <!--####################################################################-->
3705 <type number="156" name="Power Crystal">
3706 <description><![CDATA[
3707 Power crystals can store a player's mana:
3708 When the player applies the crystal with full mana, half of
3709 it flows into the crystal. When the player applies it with
3710 lacking mana, the crystal replenishes the player's mana.]]>
3711 </description>
3712 <attribute arch="sp" editor="initial mana" type="int">
3713 &lt;initial mana&gt; is the amount of spellpoints that the
3714 crystal holds when the map is loaded.
3715 </attribute>
3716 <attribute arch="maxsp" editor="mana capacity" type="int">
3717 The &lt;mana capacity&gt; defines how much mana can be stored
3718 in the crystal. This is what makes the crystal interesting.
3719 Wizard-players will always seek for crystals with large
3720 capacities.
3721 </attribute>
3722 </type>
3723
3724 <!--####################################################################-->
3725 <type number="13" name="Projectile">
3726 <description><![CDATA[
3727 Projectiles like arrows/crossbow bolts are used as ammunition
3728 for shooting weapons.
3729 <br><br>
3730 It's very easy to add new pairs of weapons &amp; projectiles.
3731 Just set matching &lt;ammunition class&gt; both for shooting
3732 weapon and projectile.]]>
3733 </description>
3734 <use><![CDATA[
3735 If you want to create new kinds of projectiles, you could
3736 add an alchemical receipe to create these.
3737
3738 Don't create new pairs of weapons &amp; projectiles unless
3739 they really fullfill a useful purpose. In fact, even bows
3740 and crossbows are rarely ever used.]]>
3741 </use>
3742 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3743 This number is a bitmask, specifying the projectile's attacktypes.
3744 Attacktypes are: physical, magical, fire, cold.. etc.
3745 This works identical to melee weapons. Note that shooting
3746 weapons cannot have attacktypes.
3747 </attribute>
3748 <attribute arch="race" editor="ammunition class" type="string">
3749 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3750 these projectiles. For arrows set "arrows", for crossbow bolts
3751 set "crossbow bolts" (big surprise).
3752
3753 In certain cases, the ammunition class is displayed in the game.
3754 Hence, when you create a new ammunition class, choose an
3755 intuitive name like "missiles", "spirit bolts" - whatever.
3756
3757 You can also make special containers holding these projectiles
3758 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3759 </attribute>
3760 <attribute arch="slaying" editor="slaying race" type="string">
3761 Slaying means the weapon does tripple (3x) damage to monsters
3762 of the specified race. If &lt;slaying race&gt; matches an arch name,
3763 only monsters of that archtype receive tripple damage.
3764 Tripple damage is very effective.
3765 </attribute>
3766 <attribute arch="dam" editor="damage" type="int">
3767 The projectile &lt;damage&gt; significantly affects the damage
3768 done. Damage can be further increased by the shooting
3769 weapon's attributes.
3770 </attribute>
3771 <attribute arch="wc" editor="weaponclass" type="int">
3772 This value is supposed to be the base &lt;weaponclass&gt;,
3773 but it seems to have rather little effect.
3774 High values are good here, low values bad.
3775 </attribute>
3776 <attribute arch="food" editor="chance to break" type="int">
3777 The &lt;chance to break&gt; defines the breaking probability when this
3778 projectile hits an obstacle, e.g. wall or monster.
3779 The value is the %-chance to break, ranging from 0 (never breaking)
3780 to 100 (breaking at first shot).
3781 </attribute>
3782 <attribute arch="magic" editor="magic bonus" type="int">
3783 Magic bonus increases chance to hit and damage a little bit.
3784 </attribute>
3785 <attribute arch="unique" editor="unique item" type="bool">
3786 Unique items exist only one time on a server. If the item
3787 is taken, lost or destroyed - it's gone for good.
3788 </attribute>
3789 <attribute arch="startequip" editor="godgiven item" type="bool">
3790 A godgiven item vanishes as soon as the player
3791 drops it to the ground.
3792 </attribute>
3793 <attribute arch="no_drop" editor="don't drop" type="bool">
3794 When a monster carries a projectile with &lt;don't drop&gt;,
3795 this item will never drop to the ground but
3796 vanish instead. If this object is shot, it can still drop
3797 after hitting an obstacle. You can prevent this by
3798 setting &lt;chance to break&gt; 100.
3799 </attribute>
3800 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3801 This text may describe the projectile. This
3802 could be nice for very special ones.
3803 </attribute>
3804 </type>
3805
3806 <!--####################################################################-->
3807 <type number="70" name="Ring">
3808 <import_type name="Amulet" />
3809 <description><![CDATA[
3810 Rings are worn on the hands - one ring each.
3811 Wearing rings, the object's stats will directly be inherited to
3812 the player. Usually enhancing his spellcasting potential.]]>
3813 </description>
3814 <use><![CDATA[
3815 When you create an artifact ring, never forget that players can
3816 wear <B>two</B> rings! Due to that it is extremely important to
3817 keep rings in balance with the game.
3818 <br><br>
3819 Also keep in mind that rings are generally the wizard's tools.
3820 They should primarily grant bonuses to spellcasting abilities
3821 and non-physical resistances.]]>
3822 </use>
3823 </type>
3824
3825 <!--####################################################################-->
3826 <type number="3" name="Rod">
3827 <ignore>
3828 <attribute arch="title" />
3829 </ignore>
3830 <description><![CDATA[
3831 A rod contains a spell. The player can use this spell by applying and
3832 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3833 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3834 used endlessly.]]>
3835 </description>
3836 <use><![CDATA[
3837 Rods with healing/curing spells are extremely powerful. Usually, potions have
3838 to be used for that purpose. Though, potions are expensive and only good for
3839 one-time-use.<br>]]>
3840 </use>
3841 <attribute arch="sp" editor="spell" type="spell">
3842 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3843 rods to players, since they can be used endlessly without any mana cost!
3844 Rods with heal/ restoration/ protection spells, IF available, MUST be
3845 very very VERY hard to get!
3846 </attribute>
3847 <attribute arch="level" editor="casting level" type="int">
3848 The casting level of the &lt;spell&gt; determines it's power.
3849 For attack spells, level should be set to something reasonable.
3850 </attribute>
3851 <attribute arch="hp" editor="initial spellpoints" type="int">
3852 This value represents the initial amount of spellpoints in the rod.
3853 Naturally, this is quite unimportant.
3854 </attribute>
3855 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3856 When the rod is fully charged up, it will hold this maximum amount of
3857 spellpoints. Make sure it is enough to cast the contained spell at least
3858 once. But don't set the value too high, as that might make the rod
3859 too effective.
3860 </attribute>
3861 <attribute arch="startequip" editor="godgiven item" type="bool">
3862 A godgiven item vanishes as soon as the player
3863 drops it to the ground.
3864 </attribute>
3865 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3866 This text may contain a description of the rod.
3867 </attribute>
3868 </type>
3869
3870 <!--####################################################################-->
3871 <type number="154" name="Rune">
3872 <ignore>
3873 <attribute arch="no_pick" />
3874 <attribute arch="title" />
3875 <attribute arch="name_pl" />
3876 <attribute arch="weight" />
3877 <attribute arch="value" />
3878 <attribute arch="material" />
3879 <attribute arch="unpaid" />
3880 </ignore>
3881 <description><![CDATA[
3882 A rune is a magical enscription on the dungeon floor.
3883 <br><br>
3884 Runes hit any monster or person who steps on them for 'dam' damage in
3885 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3886 and will cast this spell when it detonates. Yet another kind is the
3887 "summoning rune", summoning predefined monsters of any kind, at detonation.
3888 <br><br>
3889 Many runes are already defined in the archetypes.]]>
3890 </description>
3891 <use><![CDATA[
3892 Avoid monsters stepping on your runes. For example, summoning runes
3893 together with spellcasting- and attack-runes is usually a bad idea.]]>
3894 </use>
3895 <attribute arch="no_pick" value="1" type="fixed" />
3896 &move_on;
3897 <attribute arch="level" editor="rune level" type="int">
3898 This value sets the level the rune will cast the spell it contains at,
3899 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3900 (&lt;rune level&gt; 0 runes won't detonate at all!)
3901
3902 Level Also effects how easily a rune may be found and disarmed, and
3903 how much experience the player gets for doing so. Beware: High level
3904 runes can be quite a cheap source of experience! So either make them
3905 tough, or keep the level low.
3906 </attribute>
3907 <attribute arch="Cha" editor="visibility" type="int">
3908 This value determines what fraction of the time the rune is visible:
3909 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3910 how easily the rune may be found.
3911 </attribute>
3912 <attribute arch="hp" editor="number of charges" type="int">
3913 The rune will detonate &lt;number of charges&gt; times before disappearing.
3914 </attribute>
3915 <attribute arch="dam" editor="direct damage" type="int">
3916 &lt;direct damage&gt; specifies how much damage is done by the rune,
3917 if it doesn't contain a spell. This should be set in reasonable
3918 relation to the rune's level.
3919 </attribute>
3920 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3921 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3922 attribute defines what attacktype to use for direct damage when
3923 the rune detonates.
3924 </attribute>
3925 <section name="spellcraft">
3926 <attribute arch="sp" editor="spell" type="spell">
3927 The selected &lt;spell&gt; defines the spell in the rune, if any.
3928 (Many runes do direct damage).
3929 </attribute>
3930 <attribute arch="slaying" editor="spell name" type="string">
3931 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3932 but if present, overrides the &lt;spell&gt; setting.
3933 </attribute>
3934 <attribute arch="other_arch" editor="spell arch" type="string">
3935 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3936 is optional, but if present, overrides the &lt;spell&gt; setting.
3937 You can choose any of the existing arches.
3938 </attribute>
3939 <attribute arch="maxsp" editor="direction" type="list_direction">
3940 If set, the rune will cast it's containing spell (if any) in
3941 this &lt;direction&gt;.In most cases this appears useless because
3942 the spell directly hits the player.
3943 </attribute>
3944 <attribute arch="race" editor="summon monster" type="string">
3945 If this is set to the arch name of any monster, together with
3946 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3947 of those on detonation. (dam and attacktype will still be ignored
3948 in this case). Runes are even capable of summoning multi-square
3949 monsters, given enough space. You'd better test it though.
3950 </attribute>
3951 <attribute arch="maxhp" editor="summon amount" type="int">
3952 This should only be set to a summoning rune. It will then summon
3953 that many creatures of the kind &lt;summon monster&gt;.
3954 </attribute>
3955 </section>
3956 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3957 When the rune detonates, this text is displayed to the
3958 victim. For especially powerful runes, create an appropriate
3959 thrilling description. ;)
3960 </attribute>
3961 </type>
3962
3963 <!--####################################################################-->
3964 <type number="106" name="Savebed">
3965 <ignore>
3966 <ignore_list name="non_pickable" />
3967 </ignore>
3968 <description><![CDATA[
3969 When the player applies a savebed, he is not only saved. Both his
3970 respawn-after-death and his word-of-recall positions are pointing
3971 to the last-applied savebed.]]>
3972 </description>
3973 <use><![CDATA[
3974 Put savebed locations in towns, do not put them into dungeons.
3975 It is absolutely neccessary that a place with savebeds is 100% secure.
3976 That means:
3977 <UL>
3978 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3979 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3980 <LI> Insert a reliable exit! Make sure there is no possibility that
3981 players get trapped in a savebed location.
3982 <LI> If possible, mark the whole site as no-spell area (Insert this
3983 arch called "dungeon_magic" everywhere). This is not required,
3984 but it makes the place much more safe.
3985 </UL>]]>
3986 </use>
3987 <attribute arch="no_pick" value="1" type="fixed" />
3988 <attribute arch="no_magic" value="1" type="fixed" />
3989 <attribute arch="damned" value="1" type="fixed" />
3990 </type>
3991
3992 <!--####################################################################-->
3993 <type number="111" name="Scroll">
3994 <ignore>
3995 <attribute arch="title" />
3996 </ignore>
3997 <description><![CDATA[
3998 Scrolls contain spells (similar to spell-potions). Unlike potions,
3999 scrolls require a certain literacy skill to read successfully.
4000 Accordingly, for a successful reading, a small amount of
4001 experience is gained. Scrolls allow only one time usage, but
4002 usually they are sold in bulks.]]>
4003 </description>
4004 <use><![CDATA[
4005 For low level quests, scrolls of healing/curing-spells
4006 can be a nice reward. At higher levels, scrolls become less
4007 and less useful.]]>
4008 </use>
4009 <attribute arch="level" editor="casting level" type="int">
4010 The spell of the scroll will be casted at this level.
4011 This value should always be set, at least to 1.
4012 </attribute>
4013 <attribute arch="sp" editor="spell" type="spell">
4014 When a player/monster applies this scroll, the selected &lt;spell&gt;
4015 will be casted (once). This should work for any given spell.
4016 </attribute>
4017 <attribute arch="startequip" editor="godgiven item" type="bool">
4018 A godgiven item vanishes as soon as the player
4019 drops it to the ground.
4020 </attribute>
4021 </type>
4022
4023 <!--####################################################################-->
4024 <type number="33" name="Shield">
4025 <import_type name="Amulet" />
4026 <description><![CDATA[
4027 Wearing a shield, the object's stats will directly be inherited to
4028 the player. Shields usually provide good defense, only surpassed
4029 by brestplate armour. Resistances on shields aren't uncommon either.]]>
4030 </description>
4031 <use><![CDATA[
4032 Feel free to create your own special artifacts. However, it is very
4033 important that you keep your artifact in balance with existing maps.]]>
4034 </use>
4035 <attribute arch="magic" editor="magic bonus" type="int">
4036 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4037 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4038 than direct armour-class bonus on the shield.
4039 </attribute>
4040 </type>
4041
4042 <!--####################################################################-->
4043 <type number="14" name="Shooting Weapon">
4044 <description><![CDATA[
4045 Shooting weapons like bows/crossbows are used to shoot projectiles
4046 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4047 wielded both at the same time. Like with any other equipment,
4048 stats/bonuses from shooting weapons are directly inherited to the player.
4049 <br><br>
4050 It's very easy to add new pairs of weapons &amp; projectiles.
4051 Just set matching &lt;ammunition class&gt; both for shooting
4052 weapon and projectile.]]>
4053 </description>
4054 <use><![CDATA[
4055 Shooting weapons should not add bonuses in general. There's already
4056 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4057 Shooting weapons should especially not add bonuses to the player
4058 that have nothing to do with schooting. A Wisdom bonus on a bow
4059 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4060 - still crap.]]>
4061 </use>
4062 <attribute arch="race" editor="ammunition class" type="string">
4063 Only projectiles with matching &lt;ammunition class&gt; can be fired
4064 with this weapon. For normal bows set "arrows", for normal
4065 crossbows set "crossbow bolts".
4066
4067 In certain cases, the ammunition class is displayed in the game.
4068 Hence, when you create a new ammunition class, choose an
4069 intuitive name like "missiles", "spirit bolts" - whatever.
4070 </attribute>
4071 <attribute arch="sp" editor="shooting speed" type="int">
4072 After shooting a projectile, the player is frozen for a short
4073 period of time (to prevent shooting arrows machine-gun-like).
4074 The greater &lt;shooting speed&gt;, the shorter this period of time.
4075 1 is minimum (=worst) and 100 is maximum (=best) value.
4076
4077 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4078 SET IT TO ZERO! (That would freeze the player for eternety).
4079 </attribute>
4080 <attribute arch="dam" editor="base damage" type="int">
4081 The &lt;base damage&gt; significantly affects the damage done
4082 by using this weapon. This damage is added to the projectile
4083 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4084 according to the player's strength is added.
4085 </attribute>
4086 <attribute arch="wc" editor="weaponclass" type="int">
4087 This value is supposed to be the base &lt;weaponclass&gt;,
4088 but it seems to have rather little effect.
4089 High values are good here, low values bad.
4090 </attribute>
4091 <attribute arch="item_power" editor="item power" type="int">
4092 The &lt;item power&gt; value measures how "powerful" an artifact is.
4093 Players will only be able to wear equipment with a certain total
4094 amount of &lt;item power&gt;, depending on their own level. This is the
4095 only way to prevent low level players to wear "undeserved" equipment
4096 (like gifts from other players or cheated items).
4097
4098 It is very important to adjust the &lt;item power&gt; value carefully
4099 for every artifact you create! If zero/unset, the Deliantra server will
4100 calculate a provisional value at runtime, but this is never
4101 going to be an accurate measurement of &lt;item power&gt;.
4102 </attribute>
4103 <attribute arch="no_strength" editor="ignore strength" type="bool">
4104 Usually the player's strentgh takes effect on the damage
4105 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4106 the player's strength is ignored.
4107 </attribute>
4108 <attribute arch="damned" editor="damnation" type="bool">
4109 A damned shooting weapon cannot be unwielded unless
4110 the curse is removed. Removing damnations is
4111 a tick harder than removing curses.
4112 </attribute>
4113 <attribute arch="cursed" editor="curse" type="bool">
4114 A cursed shooting weapon cannot be unwielded unless
4115 the curse is removed.
4116 </attribute>
4117 <attribute arch="unique" editor="unique item" type="bool">
4118 Unique items exist only one time on a server. If the item
4119 is taken, lost or destroyed - it's gone for good.
4120 </attribute>
4121 <attribute arch="startequip" editor="godgiven item" type="bool">
4122 A godgiven item vanishes as soon as the player
4123 drops it to the ground.
4124 </attribute>
4125 <section name="stats">
4126 <attribute arch="Str" editor="strength" type="int">
4127 The player's strentgh will rise/fall by the given value
4128 while wearing this shooting weapon.
4129 </attribute>
4130 <attribute arch="Dex" editor="dexterity" type="int">
4131 The player's dexterity will rise/fall by the given value
4132 while wearing this shooting weapon.
4133 </attribute>
4134 <attribute arch="Con" editor="constitution" type="int">
4135 The player's constitution will rise/fall by the given value
4136 while wearing this shooting weapon.
4137 </attribute>
4138 <attribute arch="Int" editor="intelligence" type="int">
4139 The player's intelligence will rise/fall by the given value
4140 while wearing this shooting weapon.
4141 </attribute>
4142 <attribute arch="Pow" editor="power" type="int">
4143 The player's power will rise/fall by the given value
4144 while wearing this shooting weapon.
4145 </attribute>
4146 <attribute arch="Wis" editor="wisdom" type="int">
4147 The player's wisdom will rise/fall by the given value while
4148 wearing this shooting weapon.
4149 </attribute>
4150 <attribute arch="Cha" editor="charisma" type="int">
4151 The player's charisma will rise/fall by the given value
4152 while wearing this shooting weapon.
4153 </attribute>
4154 </section>
4155 <section name="bonus">
4156 <attribute arch="luck" editor="luck bonus" type="int">
4157 With positive luck bonus, the player is more likely to
4158 succeed in all sorts of things (spellcasting, praying,...).
4159 Unless the &lt;luck bonus&gt; is very high, the effect will be
4160 barely visible in-game. Luck bonus on one piece of equipment
4161 should never exceed 3, and such bonus should not be too
4162 frequently available.
4163 </attribute>
4164 <attribute arch="magic" editor="magic bonus" type="int">
4165 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4166 I'm not sure what exactly is increased - maybe weaponclass?
4167 However, &lt;magic bonus&gt; seems to have a little bit of positive
4168 influence on your chance to hit.
4169 </attribute>
4170 </section>
4171 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4172 This text describes the weapons's "story". Every decent artifact weapon
4173 should have such a description.
4174 </attribute>
4175 </type>
4176
4177 <!--####################################################################-->
4178 <type number="68" name="Shop Floor">
4179 <ignore>
4180 <ignore_list name="non_pickable" />
4181 </ignore>
4182 <description><![CDATA[
4183 Shop floor is used for shops. It acts like a combination of the
4184 common floor- and the treasure type: When the map is loaded,
4185 randomitems (depending on the setings) are generated on it.
4186 These items are all flagged as unpaid.
4187 When a player drops an item onto shop floor, the item becomes
4188 unpaid and the player receives payment according to the item's
4189 selling-value.
4190 Shopfloor always prevents magic (To hinder players from burning
4191 or freezing the goods).]]>
4192 </description>
4193 <use><![CDATA[
4194 Tile your whole shop-interior space which shop floor.
4195 (That assures players receive payment for dropping items).
4196 Place shop mats to enter/leave the shop, and make sure
4197 there is no other exit than the shop mat.]]>
4198 </use>
4199 <attribute arch="is_floor" value="1" type="fixed" />
4200 <attribute arch="no_pick" value="1" type="fixed" />
4201 <attribute arch="no_magic" value="1" type="fixed" />
4202 <attribute arch="auto_apply" editor="generate goods" type="bool">
4203 If enabled, items will appear on this square when the map is loaded.
4204 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4205 are generated. The items will be unpaid.
4206 </attribute>
4207 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4208 This entry determines what kind of treasure will appear, when
4209 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4210 for details about existing treasurelists.
4211 </attribute>
4212 <attribute arch="exp" editor="quality level" type="int">
4213 The &lt;quality level&gt; will be used for the quality of the generated
4214 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4215 doesn't need to be set, unless you want extraordinarily good/bad
4216 quality. If you want to make a shop with very high quality, meaybe
4217 charge an entrance fee, or make the shop hard-to-come-by.
4218 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4219 and appearance of artifact-items.
4220 </attribute>
4221 <attribute arch="damned" editor="no prayers" type="bool">
4222 If enabled, it is impossible for players to use prayers
4223 on that spot. It also prevents players from saving.
4224 (Remember that &lt;no magic&gt; is always set for shop floors.)
4225 </attribute>
4226 </type>
4227
4228 <!--####################################################################-->
4229 <type number="69" name="Shop Mat">
4230 <ignore>
4231 <ignore_list name="non_pickable" />
4232 </ignore>
4233 <description><![CDATA[
4234 Shop mats are used for entering/leaving shops. You should always
4235 have exactly TWO shop mats on your shop-map: One inside the
4236 "shopping-area" and one outside. Shop mats don't use exit paths/
4237 or -destinations. When stepping onto a shopmat the player gets beamed
4238 to the nearest other mat. If the player has unpaid items in his
4239 inventory, the price gets charged from his coins automatically.
4240 If the player has insufficient coins to buy his unpaid items, he
4241 is unable to pass any shopmat (So he has to drop unpaid items).]]>
4242 </description>
4243 <use><![CDATA[
4244 As stated above, always place TWO shop mats into your shop.
4245 Not more and not less than that.]]>
4246 </use>
4247 <attribute arch="no_pick" value="1" type="fixed" />
4248 &move_on;
4249 </type>
4250
4251 <!--####################################################################-->
4252 <type number="98" name="Sign &amp; MagicMouth">
4253 <ignore>
4254 <ignore_list name="non_pickable" />
4255 <attribute arch="connected"/>
4256 </ignore>
4257 <description><![CDATA[
4258 The purpose of a sign or magic_mouth is to display a certain message to
4259 the player. There are three ways to have the player get this message:
4260 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4261 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth).]]>
4262 </description>
4263 <use><![CDATA[
4264 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4265 some true roleplay feeling to your maps, support your storyline or give
4266 hints about hidden secrets/dangers. Place signs to provide the player
4267 with all kinds of useful information for getting along in your maps.]]>
4268 </use>
4269 <attribute arch="connected" editor="connection" type="string">
4270 When a connection value is set, the message will be printed whenever
4271 the connection is triggered. This should be used in combination with
4272 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4273 If activating your magic_mouth this way, the message will not only be
4274 printed to one player, but all players on the current map.
4275 </attribute>
4276 &activate_on;
4277 &move_on;
4278 <attribute arch="food" editor="counter" type="int">
4279 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4280 (printing the message) only that many times. For signs this really shouldn't
4281 be used, while for magic_mouths it is extremely helpful.
4282 Monsters walking over the magic_mouth do not decrease the counter.
4283
4284 Often, you might want to have a message displayed only one time. For example:
4285 The player enters your map and you put a magic_mouth to tell him about the
4286 monsters and how dangerous they look and all. Later, when all the monsters
4287 are killed and the player leaves the map, displaying the same message a
4288 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4289 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4290 </attribute>
4291 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4292 This text will be displayed to the player.
4293 </attribute>
4294 <attribute arch="slaying" editor="exit path" type="string">
4295 The exit path defines the map that the player is transferred to.
4296 Usually, only tagged destinations (e.g. *scorn) make sense for signs,
4297 and only if the sign code actually makes use of them.
4298 </attribute>
4299 <attribute arch="value" editor="value" type="int">
4300 Determines the value of the object, in units of silver coins (one
4301 platinum coin == 50 silver coins).
4302 </attribute>
4303 </type>
4304
4305 <type number="150" name="Shop Inventory">
4306 <ignore>
4307 <ignore_list name="non_pickable" />
4308 </ignore>
4309 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4310 </description>
4311 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4312 </use>
4313 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4314 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4315 the map that will be searched for unpaid items.
4316 </attribute>
4317 </type>
4318
4319 <!--####################################################################-->
4320 <type number="43" name="Skill">
4321 <ignore>
4322 <ignore_list name="system_object" />
4323 </ignore>
4324 <description><![CDATA[
4325 Skills are objects which exist in the player/monster inventory.
4326 Both NPC/monsters and players use the same skill archetypes. Not all skills
4327 are enabled for monster use however.]]>
4328 </description>
4329 <use><![CDATA[
4330 For mapmaking, Skill objects serve two purposes:
4331 <p>First, the predefined skill archtypes (in the 'skills' directory)
4332 can be seen as the global skill definitions. A skill which doesn't
4333 exists as an archtype cannot be learned or used by players. When you
4334 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4335 of defined skill archtypes, because those strings are used as a reference in
4336 many skill-related objects.
4337 </p><p>
4338 Secondly, in order to enable monsters to use skills, you will need to
4339 copy default skill archtypes into the monsters' inventories.
4340 You can even customize the skills by changing stats. It is not
4341 recommended however, to use skills in your maps which are totally
4342 unrelated to any predefined skill archtype.</p>]]>
4343 </use>
4344 <attribute arch="invisible" value="1" type="fixed" />
4345 <attribute arch="no_drop" value="1" type="fixed" />
4346 <attribute arch="skill" editor="skill name" type="string">
4347 The &lt;skill name&gt; is used for matchings. When a usable
4348 object has an identical &lt;skill name&gt;, players
4349 (or monsters) will need this skill to apply/use the object.
4350 </attribute>
4351 <attribute arch="expmul" editor="exp multiplier" type="float">
4352 This is the ratio of experience the players total should increase by
4353 when this skill is used. If this is zero, then experience only goes to
4354 to the skill. Values higher than 1 are allowed. Note that experience
4355 rewarded to the players total is in addition to that given to the
4356 skill. Eg, if player should get 500 exp for using a skill, and
4357 expmul is 1, the player will get 500 added to that skill as well as
4358 500 to their total.
4359 </attribute>
4360 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4361 The &lt;skill type&gt; defines the base functionality of the skill.
4362 Skill types are hardcoded in the Deliantra server. It isn't hard to
4363 create new skill types, but it requires a bit of server-coding.
4364 </attribute>
4365 <attribute arch="level" editor="level" type="int">
4366 </attribute>
4367 <attribute arch="exp" editor="experience" type="int">
4368 </attribute>
4369 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4370 The &lt;is native skill&gt; flag has an effect only when this
4371 skill object is placed in the inventory of a monster (or player).
4372 If it is set, the monster or player knows the skill natively, which
4373 means he does not need a skill tool to use it.
4374 </attribute>
4375 </type>
4376
4377 <!--####################################################################-->
4378 <type number="130" name="Skill Scroll">
4379 <description><![CDATA[
4380 By reading a skill scroll, a player has a chance to learn the
4381 contained skill.]]>
4382 </description>
4383 <use><![CDATA[
4384 Skill scrolls are very much sought for by players. Currently,
4385 all skill scrolls are sold in shops randomly, which is in fact not
4386 a good system. It would be nice to have some cool quests with
4387 skill scrolls rewarded at the end.]]>
4388 </use>
4389 <attribute arch="race" value="scrolls" type="fixed" />
4390 <attribute arch="skill" editor="skill name" type="string">
4391 The &lt;skill name&gt; matches the skill object that can
4392 be learned from this scroll.
4393 </attribute>
4394 </type>
4395
4396 <!--####################################################################-->
4397 <type number="21" name="Special Key">
4398 <ignore>
4399 <attribute arch="material" />
4400 </ignore>
4401 <description><![CDATA[
4402 When carrying the appropriate special key, a locked door can
4403 be opened. The key will dissapear.
4404 <br><br>
4405 This object-type can also be used for "passport"-like items:
4406 When walking onto an invetory checker, a gate for example might
4407 get opened. The "passport" will stay in the player's inventory.]]>
4408 </description>
4409 <use><![CDATA[
4410 How to make a "passport": You take the special key arch
4411 (archetype name is "key2"), set the face to something like
4412 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4413 certainly must match with the appropiate inventory checker.
4414 <br><br>
4415 Of course you can be creative with names and faces of
4416 key-objects. A "mysterious crystal" or a "big dragon claw"
4417 (with appropriate faces) appear more interesting than just
4418 a "strange key", or "passport".]]>
4419 </use>
4420 <attribute arch="slaying" editor="key string" type="string">
4421 This string must be identical with the &lt;key string&gt; in the
4422 locked door, then it can be unlocked. It can also be used
4423 to trigger inventory checkers.
4424 </attribute>
4425 <attribute arch="material" editor="material" type="bitmask_material">
4426 For Special Keys, material should always be unset or set
4427 to Adamantite. This prevents the key from getting
4428 burned or otherwise destroyed.
4429 </attribute>
4430 <attribute arch="unique" editor="unique item" type="bool">
4431 Unique items exist only one time on a server. If the item
4432 is taken, lost or destroyed - it's gone for good.
4433
4434 This can be used if you want to sell apartments on your
4435 map: Simply sell a unique passport/key, and place
4436 an inventory checker at the entrance of your apartment.
4437 </attribute>
4438 <attribute arch="startequip" editor="godgiven item" type="bool">
4439 A godgiven item vanishes as soon as the player
4440 drops it to the ground.
4441 </attribute>
4442 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4443 This will add a description to the object. The player can read
4444 this text by clicking on the item in his inventory. Use this
4445 message to describe what the key/passport is good for. A player
4446 might have 50 different keys on his key-ring. Don't expect
4447 players to recall their purpose just by their names.
4448 </attribute>
4449 <attribute arch="no_steal" editor="not stealable" type="bool">
4450 This item can't be stolen if the flag is set.
4451 </attribute>
4452 </type>
4453
4454 <!--####################################################################-->
4455 <type number="101" name="Spell">
4456 <ignore>
4457 <ignore_list name="system_object" />
4458 </ignore>
4459 <description><![CDATA[
4460 Spell objects define a spell. When a spell is put in a spellbook,
4461 players can learn it by reading the book. Once learned, players
4462 can use the spell as often as they like. With increasing skill level
4463 of the player, spells may gain power but also increase cost.<br>
4464 Monsters can use spells which are put in their inventory (provided
4465 that certain "enabling" settings are correct). The monster's
4466 &lt;treasurelist&gt; can also be used to provide it with spells.]]>
4467 </description>
4468 <use><![CDATA[
4469 A lot of the spells' settings can be tuned and customized.
4470 When creating new spells which are accessible to players, it is
4471 important to think about balance. A single spell which is too
4472 powerful and/or too easy to use can eventually toss the whole skill
4473 and magic school system out of whack. Testing new spells is
4474 quite important therefore.]]>
4475 </use>
4476 <attribute arch="no_drop" value="1" type="fixed" />
4477 <attribute arch="invisible" value="1" type="fixed" />
4478 <attribute arch="skill" editor="skill name" type="string">
4479 The &lt;skill name&gt; matches the skill which is needed
4480 to cast this spell. This should be one out of "sorcery",
4481 "pyromancy", "evocation", "summoning" or "praying".
4482 If you want to fiddle with these, please take care not
4483 to upset the concept and balance of the various skills.
4484 </attribute>
4485 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4486 The &lt;spell type&gt; defines the basic type of spell.
4487 Some of these types are of a more generic nature than others.
4488 </attribute>
4489 <attribute arch="level" editor="spell level" type="int">
4490 </attribute>
4491 <attribute arch="casting_time" editor="casting time" type="int">
4492 </attribute>
4493 <attribute arch="duration" editor="duration" type="int">
4494 </attribute>
4495 <attribute arch="other_arch" editor="create object" type="string">
4496 </attribute>
4497 <attribute arch="sp" editor="cost spellpoints" type="int">
4498 </attribute>
4499 <attribute arch="dam" editor="damage" type="int">
4500 </attribute>
4501 <attribute arch="grace" editor="cost grace" type="int">
4502 </attribute>
4503 <attribute arch="maxsp" editor="double cost per level" type="int">
4504 </attribute>
4505 </type>
4506
4507 <!--####################################################################-->
4508 <type number="85" name="Spellbook">
4509 <description><![CDATA[
4510 By reading a spellbook, the player has a chance of learning the
4511 contained spell. Once learned from a book, the spell is available
4512 forever. Spellbooks with high level spells require some skill-level
4513 to read.<br><br>
4514 You can create widely customized spells only by adjusting the
4515 spell object in the spellbooks inventory. Refer to the description
4516 of spell objects for detailed information how to customize spells.<br>
4517 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4518 with a compilation of spells that the book may contain.]]>
4519 </description>
4520 <use><![CDATA[
4521 Don't put any of the godgiven spells into a spellbook! These are
4522 reserved for the followers of the appropriate cults. Handing them
4523 out in a spellbook would violate the balance between different religions.
4524 <br><br>
4525 Note that there is no fundamental difference between the spellbooks
4526 of varying schools (pyromancy, sorcery, evocation, summoning, and
4527 even praying). The difference lies only in the spells they contain.
4528 It is up to you, the mapmaker, to pick the right type of book
4529 for your spells.]]>
4530 </use>
4531 <attribute arch="skill" value="literacy" type="fixed" />
4532 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4533 There are two ways to put spells into a spellbook:
4534 1. Put a spell object in the books inventory. In this case,
4535 treasurelist must be set to &lt;none&gt;.
4536 2. Choose a treasurelist which contains spells.
4537 In that way, a spell will be chosen randomly from the list.
4538 </attribute>
4539 <attribute arch="startequip" editor="godgiven item" type="bool">
4540 A godgiven item vanishes as soon as the player
4541 drops it to the ground.
4542 </attribute>
4543 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4544 This text may contain a nice description
4545 of the spellbook's cover or something.
4546 </attribute>
4547 </type>
4548
4549 <!--####################################################################-->
4550 <type number="90" name="Spinner">
4551 <ignore>
4552 <ignore_list name="non_pickable" />
4553 </ignore>
4554 <description><![CDATA[
4555 Spinners change the direction of spell objects and other projectiles
4556 that fly past. Unlike directors, it does make a difference from what
4557 angle you shoot into the spinner. The direction of objects flying past
4558 is always changed by a certain degree.]]>
4559 </description>
4560 <use><![CDATA[
4561 Spinners are very rarely used. I believe they are quite
4562 confusing and pointless. The only use I can think of is building
4563 some puzzle about where to shoot into spinners to shoot somewhere you
4564 otherwise couldn't.
4565
4566 When placing spinners on a map with magic walls, make sure the spell-
4567 projectiles from magic walls don't get to fly in loops.]]>
4568 </use>
4569 <attribute arch="sp" editor="direction number" type="int">
4570 The spinner will change the direction of flying objects by
4571 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4572 positive values counter clockwise.
4573
4574 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4575 </attribute>
4576 &move_on;
4577 </type>
4578
4579 <!--####################################################################-->
4580 <type number="138" name="Swamp">
4581 <ignore>
4582 <ignore_list name="non_pickable" />
4583 </ignore>
4584 <description><![CDATA[
4585 Swamp areas show a special behaviour:
4586 When a player stands still on a swamp-square for too long,
4587 he will start to sink in and eventually drown and die.
4588 Items dropped on the swamp sink in and dissapear.
4589 Players with knowledge of the woodsman skill are a lot less likely
4590 to die in the swamp.]]>
4591 </description>
4592 <attribute arch="is_floor" value="1" type="fixed" />
4593 <attribute arch="is_wooded" value="1" type="fixed" />
4594 <attribute arch="speed" editor="drowning speed" type="float">
4595 The higher the &lt;drowning speed&gt;, the faster will players and items
4596 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4597 and unexpected death-trap. Players should get a warning before such areas.
4598 </attribute>
4599 &speed_left;
4600 &move_on;
4601 &movement_types_terrain;
4602 <attribute arch="no_magic" editor="no spells" type="bool">
4603 If enabled, it is impossible for players to use (wizard-)
4604 spells on that spot.
4605 </attribute>
4606 <attribute arch="damned" editor="no prayers" type="bool">
4607 If enabled, it is impossible for players to use prayers
4608 on that spot. It also prevents players from saving.
4609 </attribute>
4610 </type>
4611
4612 <!--####################################################################-->
4613 <type number="41" name="Teleporter">
4614 <ignore>
4615 <ignore_list name="non_pickable" />
4616 <attribute arch="connected"/>
4617 </ignore>
4618 <description><![CDATA[
4619 When the player walks into a teleporter, he is transferred to a
4620 different location. The main difference to the object-type exit
4621 is the possibility to have teleporters connected to levers/buttons/etc.
4622 Sometimes teleporters are activated even against the players will.
4623 <br><br>
4624 Unlike exits, teleporters can also transfer items and
4625 monsters to different locations on the same map.]]>
4626 </description>
4627 <use><![CDATA[
4628 When creating maps, I guess sooner or later you'll want to have
4629 an invisible teleporter. If using "invisible 1", the teleporter
4630 can still be discovered with the show_invisible spell. And in
4631 some cases you can't place it under the floor to prevent this.
4632 <br><br>
4633 Fortunately, there is a cool trick to make a perfectly invisible
4634 teleporter: You simply add teleporter functionality to the floor
4635 itself. That means: You take the floor arch (e.g. "flagstone"),
4636 set "type 41", and add slaying/hp/sp/connected... everything you need.]]>
4637 </use>
4638 <attribute arch="slaying" editor="exit path" type="string">
4639 The exit path specifies the map that the player is transferred to.
4640 &lt;exit path&gt; can be an absolute path, beginning with '/'
4641 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4642 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4643 for example I could use the relative path "Fire1"). Use relative
4644 paths whenever possible! Note that upper/lower case must always be
4645 set correctly. However, please use lower case only.
4646
4647 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4648 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4649 monsters and items. In this case, the destined map is automatically
4650 the same map the teleporter is on.
4651 </attribute>
4652 <attribute arch="hp" editor="destination X" 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="sp" editor="destination Y" type="int">
4668 The exit destinations define the (x, y)-coordinates where the exit
4669 leads to.
4670
4671 If both are set to zero and &lt;exit path&gt; is empty, the player will
4672 get teleported to another, randomly chosen teleporter on the same
4673 map (Slightly confusing for the player though). Make sure there
4674 actually *is* a second one in that case.
4675
4676 If both are set to zero and &lt;exit path&gt; is set, the player will
4677 be transferred to the "default enter location" of the destined map.
4678 The latter can be set in the map-properties as "Enter X/Y". Though,
4679 please DO NOT use that. It turned out to be a source for numerous
4680 map-bugs.
4681 </attribute>
4682 <attribute arch="connected" editor="connection" type="string">
4683 If a connection value is set, the teleporter will be activated
4684 whenever the connection is triggered. To use this properly,
4685 &lt;activation speed&gt; must be zero.
4686 </attribute>
4687 &activate_on;
4688 <attribute arch="speed" editor="activation speed" type="float">
4689 If the &lt;activation speed&gt; is nonzero, the teleporter will
4690 automatically be activated in regular time-intervals. Hence, the
4691 player can just step on it and gets teleported sooner or later.
4692 The duration between two activates depends on the given value.
4693 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4694
4695 VERY IMPORTANT: If you want to have your teleporter activated via
4696 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4697 </attribute>
4698 &speed_left;
4699 </type>
4700
4701 <!--####################################################################-->
4702 <type number="26" name="Timed Gate">
4703 <ignore>
4704 <ignore_list name="non_pickable" />
4705 <attribute arch="connected"/>
4706 </ignore>
4707 <description><![CDATA[
4708 Gates play an important role in Deliantra. Gates can be opened
4709 by activating a button/trigger, by speaking passwords (-> magic_ear)
4710 or carrying special key-objects (-> inventory checker).
4711 Unlike locked doors, gates can get shut again after a player has
4712 passed, which makes them more practical in many cases. Unlike normal
4713 gates, timed gates open when triggered but automatically close again
4714 after some time.]]>
4715 </description>
4716 <use><![CDATA[
4717 Use gates to divide your maps into separated areas. After solving
4718 area A, the player gains access to area B, and so on. Make your
4719 maps more complex than "one-way".]]>
4720 </use>
4721 <attribute arch="no_pick" value="1" type="fixed" />
4722 <attribute arch="connected" editor="connection" type="string">
4723 Whenever the inventory checker is triggered, all objects with identical
4724 &lt;connection&gt; value get activated. This only makes sense together with
4725 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4726 after some time.
4727 </attribute>
4728 &activate_on;
4729 <attribute arch="wc" editor="position state" type="int">
4730 The &lt;position state&gt; defines the position of the gate:
4731 Zero means completely open/down, the "number of animation-steps" (usually
4732 about 6 or 7) means completely closed/up state. I suggest you don't
4733 mess with this value - Leave the default in place.
4734 </attribute>
4735 &movement_types_terrain;
4736 <attribute arch="no_magic" editor="restrict spells" type="bool">
4737 Restricting the use of spells to pass this gate. This has
4738 an effect only if &lt;block view&gt; is disabled.
4739 </attribute>
4740 <attribute arch="damned" editor="restrict prayers" type="bool">
4741 Restricting the use of prayers to pass this door. This has
4742 an effect only if &lt;block view&gt; is disabled.
4743 </attribute>
4744 <attribute arch="hp" editor="open duration" type="int">
4745 Defines the duration the gate remains closed. This only takes effect
4746 if the gate is not connected.
4747 </attribute>
4748 </type>
4749
4750 <!--####################################################################-->
4751 <type number="155" name="Trap">
4752 <ignore>
4753 <attribute arch="no_pick" />
4754 <attribute arch="title" />
4755 <attribute arch="name_pl" />
4756 <attribute arch="weight" />
4757 <attribute arch="value" />
4758 <attribute arch="material" />
4759 <attribute arch="unpaid" />
4760 <attribute arch="connected"/>
4761 </ignore>
4762 <description><![CDATA[
4763 A trap is a object that can either do damage or trigger another connected object
4764 when detonated. Traps are like runes except they are not magical in nature,
4765 and generally have either a physical attack or trigger a reaction.
4766 <br><br>
4767 Traps hit any monster or person who steps on them for 'dam' damage in
4768 'attacktype' attacktype and/or trigger a reaction.
4769 <br><br>
4770 Many traps are already defined in the archetypes.]]>
4771 </description>
4772 <use><![CDATA[
4773 Avoid monsters stepping on your traps. For example, a party of orcs setting
4774 off your lightning wall and pit trap is usually a bad idea.]]>
4775 </use>
4776 <attribute arch="no_pick" value="1" type="fixed" />
4777 &move_on;
4778 <attribute arch="level" editor="trap level" type="int">
4779 Level effects how easily a trap may be found and disarmed, and
4780 how much experience the player gets for doing so. Beware: High level
4781 traps can be quite a cheap source of experience! So either make them
4782 tough, or keep the level low.
4783 </attribute>
4784 <attribute arch="Cha" editor="visibility" type="int">
4785 This value determines what fraction of the time the trap is visible:
4786 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4787 how easily the trap may be found.
4788 </attribute>
4789 <attribute arch="hp" editor="number of charges" type="int">
4790 The trap will detonate &lt;number of charges&gt; times before disappearing.
4791 </attribute>
4792 <attribute arch="dam" editor="direct damage" type="int">
4793 &lt;direct damage&gt; specifies how much damage is done by the trap.
4794 This should be set in reasonable relation to the trap's level.
4795 </attribute>
4796 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4797 This attribute defines what attacktype to use for direct damage when
4798 the trap detonates.
4799 </attribute>
4800 <attribute arch="connected" editor="connection" type="string">
4801 When the trap is detonated, all objects with the same
4802 connection value get activated.
4803 </attribute>
4804 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4805 When the trap detonates, this text is displayed to the
4806 victim. For especially powerful or complex traps, create an appropriate
4807 and thrilling description. ;)
4808 </attribute>
4809 </type>
4810
4811 <!--####################################################################-->
4812 <type number="95" name="Trapdoor">
4813 <ignore>
4814 <ignore_list name="non_pickable" />
4815 </ignore>
4816 <description><![CDATA[
4817 Trapdoors are very similar to pits. The difference is that they
4818 can not be closed. Instead, the weight of the object on the
4819 trapdoor determines weither it slams the trapdoor open and falls through
4820 or not.<br>
4821 Once a trapdoor has been opened (by a creature or items of sufficient
4822 weight,) it remains open, acting like an opened pit.]]>
4823 </description>
4824 <use><![CDATA[
4825 Trapdoors should be used in the same fashion as pits:
4826 They should always drop the victims to some kind of lower level. They
4827 are not supposed to be used to randomly interconnect maps like teleporters.]]>
4828 </use>
4829 <attribute arch="no_pick" value="1" type="fixed" />
4830 &move_on;
4831 <attribute arch="weight" editor="hold weight" type="int">
4832 This value defines how much weight the trapdoor can hold.
4833 Once items or creatures are gathered on the trapdoor, with
4834 a total weight surpassing this value, then the trapdoor will
4835 open and things start falling through.
4836 </attribute>
4837 <attribute arch="hp" editor="destination X" type="int">
4838 The trapdoor will transport creatures (and items) randomly into
4839 a two-square radius of the destination coordinates.
4840 If the destination square becomes blocked, the trapdoor will act like
4841 being filled up and not work anymore!
4842 </attribute>
4843 <attribute arch="sp" editor="destination Y" type="int">
4844 The trapdoor will transport creatures (and items) randomly into
4845 a two-square radius of the destination coordinates.
4846 If the destination square becomes blocked, the trapdoor will act like
4847 being filled up and not work anymore!
4848 </attribute>
4849 </type>
4850
4851 <!--####################################################################-->
4852 <type number="4" name="Treasure">
4853 <ignore>
4854 <attribute arch="nrof" />
4855 <attribute arch="title" />
4856 <attribute arch="name_pl" />
4857 <attribute arch="weight" />
4858 <attribute arch="value" />
4859 <attribute arch="material" />
4860 </ignore>
4861 <description><![CDATA[
4862 A treasure-object turns into certain randomitems when the map is loaded
4863 into the game.]]>
4864 </description>
4865 <use><![CDATA[
4866 About usage of the "random-artifact" treasurelist:
4867 This will generate powerful stuff like girdles, xray helmets, special
4868 swords etc. If you put this as reward to your quest, players might be
4869 motivated to do it more than once. BUT, by doing so they will get a huge
4870 number of different artifacts! Besides, players will always seek the place
4871 with the most easy-to-get random artifact and ignore all others.
4872 My advice: Don't use it! Attract players with good fighting experience
4873 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4874 </use>
4875 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4876 This entry determines what kind of treasure will appear. Look into
4877 /crossfire/share/crossfire/treasures for details about existing
4878 treasurelists.
4879 </attribute>
4880 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4881 "Auto-generate" must be set in order to have the treasure be created
4882 when the map is loaded.
4883 If you want to create a random treasure chest, you unset this flag.
4884 That way, the player has to apply the object (the chest), then the
4885 treasure is generated.
4886 </attribute>
4887 <attribute arch="hp" editor="create number" type="int">
4888 "Create number" specifies how many pieces of the given treasurelist
4889 will appear. Note that for every piece there is a chance that nothing is
4890 generated. Also, sometimes there can be stacks of items generated, like
4891 for gems/money.
4892 </attribute>
4893 <attribute arch="exp" editor="quality level" type="int">
4894 The &lt;quality level&gt; will be used for the quality of the generated
4895 treasure instead of the map difficulty (as was done with shops).
4896 If zero/unset, the map difficulty will instead be used.
4897 (Example for comparison: Shop floors generate treasure of
4898 &lt;quality level&gt; 5 per default).
4899 </attribute>
4900 </type>
4901
4902 <!--####################################################################-->
4903 <type number="52" name="Trigger Marker">
4904 <ignore>
4905 <ignore_list name="system_object" />
4906 <attribute arch="connected"/>
4907 </ignore>
4908 <description><![CDATA[
4909 A trigger marker is an object that inserts an invisible force (a mark) into a
4910 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4911 &lt;key string&gt; which can be discovered by detectors or inventory
4912 checkers. It is also possible to use markers for removing marks again.
4913 (by setting the "name" slot to the name of the marker to be removed).
4914 <br><br>
4915 Note that the player has no possibility to "see" his own marks,
4916 except by the effect that they cause on the maps.]]>
4917 </description>
4918 <use><![CDATA[
4919 Markers hold real cool possibilities for map-making. I encourage
4920 you to use them frequently. However there is one negative point
4921 about markers: Players don't "see" what's going on with them. It is
4922 your task, as map-creator, to make sure the player is always well
4923 informed and never confused.
4924 <br><br>
4925 Please avoid infinite markers when they aren't needed. They're
4926 using a little space in the player file after all, so if there
4927 is no real purpose, set an expire time.]]>
4928 </use>
4929 <attribute arch="no_pick" value="1" type="fixed" />
4930 <attribute arch="slaying" editor="key string" type="string">
4931 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4932 If the player already has a force with that &lt;key string&gt;,
4933 there won't be inserted a second one.
4934 </attribute>
4935 <attribute arch="connected" editor="connection" type="string">
4936 Unlike a regular marker this is the connection that triggers this marker to activate.
4937 </attribute>
4938 <attribute arch="food" editor="mark duration" type="int">
4939 This value defines the duration of the force it inserts.
4940 If nonzero, the duration of the player's mark is finite:
4941 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4942 means the mark will stay on the player forever.
4943 </attribute>
4944 <attribute arch="name" editor="delete mark" type="string">
4945 When the player steps onto the marker, all existing forces in
4946 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4947 will be removed. If you don't want to remove any marks, leave
4948 this textfield empty.
4949
4950 Note that the string &lt;delete mark&gt; is set as the name of
4951 this marker. So don't be confused, and remember changing the
4952 name will take effect on the marker's functionality.
4953 </attribute>
4954 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4955 In the moment when the player gets marked, this text is displayed
4956 to him. You should really set a message in any marker you create,
4957 because it's the only way for the player to notice what's going on.
4958 </attribute>
4959 </type>
4960
4961 <!--####################################################################-->
4962 <type number="0" name="Wall">
4963 <required>
4964 <attribute arch="is_floor" value="0" />
4965 <attribute arch="alive" value="0" />
4966 <attribute arch="no_pass" value="1" />
4967 </required>
4968 <ignore>
4969 <attribute arch="nrof" />
4970 <attribute arch="title" />
4971 <attribute arch="name_pl" />
4972 <attribute arch="value" />
4973 <attribute arch="unpaid" />
4974 </ignore>
4975 <description><![CDATA[
4976 Walls usually block passage and sight.]]>
4977 </description>
4978 &movement_types_terrain;
4979 <attribute arch="can_roll" editor="moveable" type="bool">
4980 If set, the object is able to "roll", so it can be pushed around.
4981 This setting is used for boulders and barrels.
4982 </attribute>
4983 <attribute arch="no_magic" editor="restrict spells" type="bool">
4984 This takes effect only with &lt;blocksview&gt; disabled.
4985 Restricting the use of spells to pass this wall.
4986 </attribute>
4987 <attribute arch="damned" editor="restrict prayers" type="bool">
4988 This takes effect only with &lt;blocksview&gt; disabled.
4989 Restricting the use of spells to pass this wall.
4990 </attribute>
4991 </type>
4992
4993 <!--####################################################################-->
4994 <type number="109" name="Wand &amp; Staff">
4995 <description><![CDATA[
4996 Wands contain a certain spell. The player can apply (ready) and
4997 fire the wand. After a defined number of casts, the wand is
4998 "used up". It is possible to recharge a wand with scrolls of
4999 charging, but usually that isn't worth the cost.]]>
5000 </description>
5001 <use><![CDATA[
5002 Wands are quite seldomly used. The reason prolly is that they're
5003 generally not cost-efficient. Handing out high-level wands with
5004 powerful special spells isn't a good idea either, because of
5005 the recharge ability.
5006 <br><br>
5007 For low levels, staffs of healing/cure and word of recall are
5008 quite desirable though. Ideal rewards for low level quests.]]>
5009 </use>
5010 <attribute arch="sp" editor="spell" type="spell">
5011 The &lt;spell&gt; specifies the contained spell.
5012 </attribute>
5013 <attribute arch="level" editor="casting level" type="int">
5014 The &lt;casting level&gt; of the wand determines it's power.
5015 An average level for wands in shops is about 10.
5016 </attribute>
5017 <attribute arch="food" editor="number of charges" type="int">
5018 The wand can be used &lt;number of charges&gt; times before it is
5019 used up. It can be recharged with scrolls of charging.
5020 </attribute>
5021 <attribute arch="startequip" editor="godgiven item" type="bool">
5022 A godgiven item vanishes as soon as the player
5023 drops it to the ground.
5024 </attribute>
5025 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5026 This text may contain a description of the wand.
5027 </attribute>
5028 </type>
5029
5030 <!--####################################################################-->
5031 <type number="0" name="Weak Wall">
5032 <required>
5033 <attribute arch="is_floor" value="0" />
5034 <attribute arch="alive" value="1" />
5035 <attribute arch="tear_down" value="1" />
5036 </required>
5037 <ignore>
5038 <ignore_list name="non_pickable" />
5039 </ignore>
5040 <description><![CDATA[
5041 A weak wall is a breakable spot amidsts a solid wall. Typically
5042 these weak walls look similar to their solid "relatives" except
5043 for a small crack or little chunks of wall on the ground.]]>
5044 </description>
5045 <use><![CDATA[
5046 If you want to create hidden rooms, using weak walls is alot
5047 better than completely indiscernible passages in a wall.<br>
5048 Anyways, there can be a lot more to weak walls than just finding
5049 them: Rising their defensive stats, weak walls can become a
5050 serious obstacle. An ice wall might only be torn down by a fire
5051 attack for example. A granite wall for instance might be very
5052 hard to destroy.]]>
5053 </use>
5054 <attribute arch="alive" value="1" type="fixed" />
5055 <attribute arch="no_pick" value="1" type="fixed" />
5056 <attribute arch="tear_down" value="1" type="fixed" />
5057 <attribute arch="race" editor="race" type="string">
5058 For weak walls, &lt;race&gt; should always be set to "wall",
5059 unless you create something fancy like a building which
5060 is in fact meant to be a huge animal.
5061 Note that shovels slay walls, so they do tripple damage
5062 against weak walls.
5063 </attribute>
5064 <attribute arch="level" editor="level" type="int">
5065 The &lt;level&gt; of a weak wall works similar to monster levels.
5066 Due to the fact that weak walls cannot attack, the level
5067 is much less important though.
5068 </attribute>
5069 <attribute arch="hp" editor="health points" type="int">
5070 The &lt;health points&gt; of a weak wall define how long it takes to
5071 tear it down. With every successful hit from an opponent,
5072 &lt;health points&gt; get drained.
5073 </attribute>
5074 <attribute arch="maxhp" editor="max health" type="int">
5075 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5076 weak wall can have. Since walls generally don't heal, I doubt
5077 this has much real effect.
5078 </attribute>
5079 <attribute arch="ac" editor="armour class" type="int">
5080 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5081 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5082 </attribute>
5083 &resistances_basic;
5084 </type>
5085
5086 <!--####################################################################-->
5087 <type number="15" name="Weapon">
5088 <description><![CDATA[
5089 Wielding a weapon, the object's stats will directly be inherited to the
5090 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5091 be improved with scrolls.]]>
5092 </description>
5093 <use><![CDATA[
5094 If you create artifacts (equipment) with stats- or resistance-bonus:
5095 Keep playbalance in mind! Such items mustn't be reachable without hard
5096 fighting AND questing.]]>
5097 </use>
5098 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5099 This number is a bitmask, specifying the weapon's attacktypes.
5100 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5101 have no more than one or two attacktypes. Keep in mind that all weapons
5102 can be blessed by the player's diety, thus adding an additional attacktype.
5103
5104 When a player hits a monster with a weapon that has more than one attacktype,
5105 then he will do as much damage as the "best" of his attacktypes does. So,
5106 the more attacktypes you've got, the better your chance to take advantage
5107 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5108 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5109 </attribute>
5110 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5111 The &lt;weapontype&gt; characterizes the weapon's type of physical
5112 attack. It could best be considered a "subclassification"
5113 of the physical attacktype. For now, this is only used for
5114 attack messages!
5115
5116 You should always set this correctly when creating new
5117 weapons for your maps.
5118 </attribute>
5119 <attribute arch="skill" editor="skill name" type="string">
5120 Matching &lt;skill name&gt; of the skill that is required
5121 to use this weapon.
5122 </attribute>
5123 <attribute arch="dam" editor="damage" type="int">
5124 The damage value is used as base value for how much damage the weapon
5125 does per hit. The actual damage involves more dependencies,
5126 like wielder's level and defender's level. Look at existing weapons
5127 to get a feel for the range of weapon damage values.
5128 </attribute>
5129 <attribute arch="slaying" editor="slaying race" type="string">
5130 Slaying means the weapon does tripple (3x) damage to monsters of the
5131 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5132 only monsters of that archtype are hit with tripple damage.
5133
5134 No god blessings are possible for weapons with a race set in this entry
5135 (That's because god blessings add tripple damage against their own
5136 enemy races). Tripple damage is very effective.
5137 </attribute>
5138 <attribute arch="last_sp" editor="weapon speed" type="int">
5139 The weapon speed determines how often the wielder can swing the weapon
5140 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5141 is best (that is lightning- fast). A typical average value is 8.
5142 Speed and damage should be kept in reasonable relation.
5143 </attribute>
5144 <attribute arch="wc" editor="weapon class" type="int">
5145 The weapon class value adds to the overall weapon class of the wielder's
5146 melee attacks. Weapon class improves the chance of hitting the opponent.
5147 </attribute>
5148 <attribute arch="magic" editor="magic bonus" type="int">
5149 For a weapon, magic bonus works just like weapon class, except that
5150 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5151 less useful than direct weapon class value on a weapon.
5152 </attribute>
5153 <attribute arch="item_power" editor="item power" type="int">
5154 The &lt;item power&gt; value measures how "powerful" an artifact is.
5155 Players will only be able to wear equipment with a certain total
5156 amount of &lt;item power&gt;, depending on their own level. This is the
5157 only way to prevent low level players to wear "undeserved" equipment
5158 (like gifts from other players or cheated items).
5159
5160 It is very important to adjust the &lt;item power&gt; value carefully
5161 for every artifact you create! If zero/unset, the Deliantra server will
5162 calculate a provisional value at runtime, but this is never
5163 going to be an accurate measurement of &lt;item power&gt;.
5164 </attribute>
5165 <attribute arch="damned" editor="damnation" type="bool">
5166 A damned weapon cannot be unwielded unless
5167 the curse is removed. Removing damnations is
5168 a tick harder than removing curses.
5169 </attribute>
5170 <attribute arch="cursed" editor="curse" type="bool">
5171 A cursed weapon cannot be unwielded unless
5172 the curse is removed.
5173 </attribute>
5174 <attribute arch="lifesave" editor="save life" type="bool">
5175 An item with this flag enabled will save the players life
5176 for one time: When the player is wearing this item and his
5177 health points reach zero, the item disappears, replenishing
5178 half of the player's health.
5179
5180 An item with &lt;save life&gt; should not have
5181 any decent additional bonuses!
5182 </attribute>
5183 <attribute arch="unique" editor="unique item" type="bool">
5184 Unique items exist only one time on a server. If the item
5185 is taken, lost or destroyed - it's gone for good.
5186 </attribute>
5187 <attribute arch="startequip" editor="godgiven item" type="bool">
5188 A godgiven item vanishes as soon as the player
5189 drops it to the ground.
5190 </attribute>
5191 &player_stat_resist_sections;
5192 <section name="misc">
5193 <attribute arch="luck" editor="luck bonus" type="int">
5194 With positive luck bonus, the player is more likely to
5195 succeed in all sorts of things (spellcasting, praying,...).
5196 Unless the &lt;luck bonus&gt; is very high, the effect will be
5197 barely visible in-game. Luck bonus on one piece of equipment
5198 should never exceed 3, and such bonus should not be too
5199 frequently available.
5200 </attribute>
5201 <attribute arch="hp" editor="health regen." type="int">
5202 Positive &lt;health regen.&gt; bonus speeds up the
5203 player's healing process. Negative values slow it down.
5204 </attribute>
5205 <attribute arch="sp" editor="mana regen." type="int">
5206 Positive &lt;mana regen.&gt; bonus speeds up the
5207 player's mana regeneration. Negative values slow it down.
5208 </attribute>
5209 <attribute arch="grace" editor="grace regen." type="int">
5210 Positive &lt;grace regen.&gt; bonus speeds up the
5211 player's grace regeneration. Negative values slow it down.
5212 Since grace can be regenerated rather easy with praying,
5213 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5214 </attribute>
5215 <attribute arch="food" editor="food bonus" type="int">
5216 Positive &lt;food bonus&gt; slows down the player's digestion,
5217 thus he consumes less food. Negative values speed it up.
5218
5219 Note that food is consumed not only for "being alive", but
5220 also for healing and mana-regeneration.
5221 &lt;food bonus&gt; only affects the amount of food consumed
5222 for "being alive". Hence, even with high &lt;food bonus&gt;,
5223 during a fight a player can run out of food quickly.
5224 </attribute>
5225 <attribute arch="xrays" editor="xray vision" type="bool">
5226 Xray vision allows the player to see through obstacles
5227 in a two-square-wide radius. This is extremely helpful and
5228 desirable, so don't give it away for cheap on equipment.
5229 </attribute>
5230 <attribute arch="stealth" editor="stealth" type="bool">
5231 Stealth allows the player to move silently.
5232 This comes to effect if a player turns himself
5233 invisible and tries to sneak around monsters.
5234 (At least that was the idea behind it)
5235 </attribute>
5236 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5237 If a player is wearing any piece of equipment with
5238 the ability to &lt;reflect spells&gt;, all kinds of
5239 spell-bullets and -beams will bounce off him.
5240 This works only about 90% of all times, to
5241 avoid players being completely immune to certain
5242 types of attacks.
5243
5244 This is a very powerful ability and it
5245 shouldn't be handed out cheap!
5246 </attribute>
5247 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5248 If a player is wearing any piece of equipment with
5249 the ability to &lt;reflect missiles&gt;, all kinds of
5250 projectiles (e.g. arrows, bolts, boulders) will
5251 bounce off him. This works only about 90% of all
5252 times, to avoid players being completely immune to
5253 certain types of attacks.
5254 </attribute>
5255 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5256 Click on the &lt;attuned paths&gt; button to select spellpaths.
5257 The player will get attuned to the specified spellpaths
5258 while wearing this weapon.
5259 </attribute>
5260 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5261 Click on the &lt;repelled paths&gt; button to select spellpaths.
5262 The player will get repelled to the specified spellpaths
5263 while wearing this weapon.
5264 </attribute>
5265 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5266 Click on the &lt;denied paths&gt; button to select spellpaths.
5267 The specified spellpaths will be denied to the player
5268 while wearing this weapon.
5269 </attribute>
5270 </section>
5271 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5272 This text describes the weapons's "story". Every decent artifact weapon
5273 should have such a description.
5274 </attribute>
5275 </type>
5276
5277 <type number="116" name="Event Connector">
5278 <description><![CDATA[
5279 Event connectors link specific events that happen to objects to
5280 a crossfire plug-in. They are not used at all in Deliantra.]]>
5281 </description>
5282 </type>
5283
5284 </types>