Deliantra

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  </description>
  <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
    This text may describe the item
  </attribute>
</type>

<!--####################################################################-->
<type number="122" name="Container">
  <description><![CDATA[
    A player can put (certain kinds of) items in the container.
    The overall weight of items is reduced when put inside a
    container, depending on the settings.
    <br><br>
    A special feature of containers is the "cauldron",
    capable of mixing alchemical receipes.]]>
  </description>
  <use><![CDATA[
    Note on chests - There are two types of chests:
    <UL>
    <LI> First the random treasure chests - Those are NOT containers
         (but object type Treasure), they create random treasures when
         applied. Archetype name is "chest".
    <LI> Second there are the permanent chests - Those are containers,
         they can be opened and closed again. Archetype name is "chest_2".
    </UL>]]>
  </use>
  <attribute arch="race" editor="container class" type="string">
    If set, the container will hold only certain types of objects.
    Possible choices for &lt;container class&gt; are: "gold and jewels",
    "arrows" and "keys".

    Unfortunately it is not easy to create new container
    classes, because items need a matching counterpiece-attribute
    to the &lt;container class&gt; before they can be put inside a
    container. This attribute ("race") is set only for the existing
    container classes.
  </attribute>
  <attribute arch="slaying" editor="key string" type="string">
    If &lt;key string&gt; is set, only players with a special key
    of matching &lt;key string&gt; are able to open the container.

    When the key string starts with "match ", then it is expected to
    be a match expression, which will be applied to the player, so
    you can use e.g. (match type=POTION in inv). Note that the matched
    object will be removed.
  </attribute>
  <attribute arch="container" editor="maximum weight" type="int">
    The container can hold a maximum total weight of the given value
    in gram. Note that this weight limit is calculated *after* the
    weight reduction (&lt;reduce weight&gt;) has been applied.
  </attribute>
  <attribute arch="Str" editor="reduce weight %" type="int">
    This value determines how much the weight of items is reduced in
    percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
    reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
    Most default values are in the range of ten.
  </attribute>
  <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
    If set, the container can be used as alchemy-cauldron.
    The player can put ingredients inside, close it, cast alchemy
    and if his formulae is true, he'll get what he longed for.
  </attribute>
  <attribute arch="unique" editor="unique item" type="bool">
    Unique items exist only one time on a server. If the item
    is taken, lost or destroyed - it's gone for good.
    All contents of a unique container are unique as well.
  </attribute>
  <attribute arch="startequip" editor="godgiven item" type="bool">
    A godgiven item vanishes as soon as the player
    drops it to the ground.
  </attribute>
  <attribute arch="other_arch" editor="animation arch" type="string">
    This is used for a certain kind of... "animation" when
    opening the container. Stick to the default arches here
    and you won't get into trouble.
  </attribute>
  <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
    This text may contain a description of the container.
  </attribute>
</type>

<!--####################################################################-->
<type number="103" name="Converter">
  <ignore>
    <attribute arch="value" />
    <attribute arch="nrof" />
    <attribute arch="name_pl" />
    <attribute arch="no_pick" />
    <attribute arch="unpaid" />
    <attribute arch="title" />
  </ignore>
  <description><![CDATA[
    Converters are like "exchange tables". When the player drops a
    specific type of items, they get converted into other items, at a
    predefined exchange-ratio.]]>
  </description>
  <use><![CDATA[
    Converters are better than shopping with doormats, because the
    converters never get sold out. For some items like food or jewels
    those "exchange tables" are really nice, while for the more important
    stuff like potions converters should not exist.
    <br><br>
    VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
    items on a converter, the stuff you get must be of equal or lesser
    value than before! (Except if you are using "rare" items like
    dragonscales for payment). The code will not check if your ratio is
    sane, so the player could gain infinite wealth by using your converter.]]>
  </use>
  <attribute arch="no_pick" value="1" type="fixed" />
  <attribute arch="slaying" editor="cost arch" type="string">
    &lt;cost arch&gt; is the name of the archetype the player has to
    put on the converter, as payment.
  </attribute>
  <attribute arch="food" editor="cost number" type="int">
    The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
    on the converter, in order to get &lt;receive number&gt; items
    of &lt;receive arch&gt;.
  </attribute>
  <attribute arch="other_arch" editor="receive arch" type="string">
    &lt;receive arch&gt; is the name of the archetype to convert into.
    This field is ignored if the converter has items in inventory. In this



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