Which movement types automatically (as opposed to manually) activate this object.
">
Which movement types deactivate this object (e.g. button).
">
Determines which kinds of movement this object can use (e.g. for monsters)
or grants (e.g. for amulets).
">
Objects using these movement types cannot move over this space.
Objects using these movement types are allowed to move over this space. Takes
precedence over 'blocked movements'.
The types of movement that should by slowed down by the 'slow movement penalty'.
If <slow movement> is set to a value greater zero, all
creatures matching 'slow move' will be slower than normal on this spot.
<slow movement> 1 - rough terrain
<slow movement> 2 - very rough terrain
...
<slow movement> 5 - default for deep swamp
...
<slow movement> 7 - spider web (sticky as hell)
">
The speed left to the object. On every tick, if this value is higher
than 0, the object acts/triggers/moves etc. and the value gets
decremented by 1. Otherwise, it is incremented by <speed> on
every tick.
">
]>
This is the name of the object, displayed to the player.
This is the plural name of the object. A plural name must be set for
all items that can be picked up and collected by the player.
This is the object's title. Once an object is identified the title is
attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
The image-name defines what image is displayed for this object in-game.
This value determines the number of objects in one stack (for example:
100 goldcoins => "number = 100"). You should set this at least to one, for
any pickable object - otherwise it won't be mergeable into a stack.
This value defines the object's weight in grams (1000g is 1kg). Objects with
zero weight are not pickable for players. Still, set the "non-pickable"-flag
for explicitly non-pickable objects (hey, this is opensource.. you
never know ;) ).
Determines the value of the object, in units of silver coins (one
platinum coin == 50 silver coins). Value for buying/selling will be
further modified by various factors. Hence, testing values in-game is
usually inevitable.
If <glow radius> is set to a value greater zero, the object
appears lit up on dark maps. <glow radius> can be a value
between 0 and 4, the higher, the more light does the object emit.
This bitmask-value informs the player of which material(s) the
object consists. Material does also affect how likely the object
can be destroyed by hazardous spell-effects.
If set, the object cannot be picked up (Neither by players nor monsters).
Generally makes the object invisible. Depending on the object-type,
some can be made visible by the show_invisible spell. If in doubt, test it.
Putting an invisible object under the floor always prevents it from being
shown.
If an item is set to block view, players (and monsters) cannot
see byond it unless they cross it or manage to stand ontop.
If an item is identified, the player has full knowledge about it.
An <unpaid> item cannot be used unless a player carried it over
a shop mat, paying the demanded price. Setting this flag makes sense
only for pickable items inside shops.
&movement_types_terrain;
Curses can have various effects: On equipment and food,
they generally harm the player in some way.
A damned item/floor on the ground makes it impossible for players
to use prayers on that spot. It also prevents players from saving.
Damnation on equipment works similar to a curse.
Unique items exist only one time on a server. If the item
is taken, lost or destroyed - it's gone for good.
A godgiven item vanishes as soon as the player
drops it to the ground.
This text may describe the object.
A particularly nice feature of abilities is that they can hold two
spells: One for short range- and one for long range use.
\n\n
You should know that spellcasting monsters receive abilities via
<treasurelist>. ]]>
The monster will use the specified <short range spell>
when the player is within 6-square radius (of the
monster's head).
The monster will use the specified <long range spell>
when the player is at least 6 squares away (from the
monster's head).
Setting a <long range spell> is optional. If unset, the
<short range spell> gets used all the time.
Sometimes you'll want a monster to use one ability more than others.
To achieve this, set the <importance> to a value greater than
one. Abilities with this value zero/unset are counted to be of
<importance> one.
Example: A monster with "small fireball" of <importance> 3 and
"paralyze" of <importance> 1 will averagely cast three out of four
times the "small fireball".
This flag specifies whether the ability <is magical> in nature.
If enabled, all spells produced by this ability will have magic
attacktype added to the usual attacktypes.
This should always be set for spell-like abilities. "Natural"
abilities like a dragon's firebreath are an exception.
Note that non-magical abilities are more dangerous because
magic resistance does not protect from those.
&move_on;
This string specifies the item that must be put on the altar to
activate it. It can either be the name of an archetype, or directly
the name of an object. Yet, titles are not recognized by altars.
Remember to put a note somewhere, telling the player what he is
expected to drop on the altar. (Often this is put in the altar's
name: E.g. "drop 100 platinums")
The drop amount specifies the amount of items (specified
in <match item name>) that must be dropped to activate the altar.
If <match item name> is set to "money", then the value of the
sacrificed money must be equal to <drop amount> (ie, if food=200, then
200 silver, 20 gold, or 4 platinum will all work.)
Note that the maximum possible for <drop amount> is 32767.
If a connection value is set, the altar will trigger all objects
with the same value, when activated. This will only work once.
When activated, the selected <spell> will be casted (once, on the
player). This should work for any given spell. The altar will work
infinitely in this way. Don't set both <spell> and <connection> for
one altar.
This text will be displayed to the player
in the exact moment when the altar is activated.
connection activated), except for the fact that
they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
This string specifies the item that must be put on the altar to
activate it. It can either be the name of an archetype, or directly
the name of an object. Yet, titles are not recognized by altars.
Remember to put a note somewhere, telling the player what he is
expected to drop on the altar. (Often this is put in the altar's
name: E.g. "drop 100 platinums")
The drop amount specifies the amount of items (specified
in <match item name>) that must be dropped to activate the altar.
If <match item name> is set to "money", then the value of the
sacrificed money must be equal to <drop amount> (ie, if food=200, then
200 silver, 20 gold, or 4 platinum will all work.)
Note that the maximum possible for <drop amount> is 32767.
If a connection value is set, the altar will trigger all objects
with the same value, when activated. This will only work once.
When activated, this <spell> will be casted (once, on the player).
This should work for any given spell. The altar will work infinitely
in this way. Don't set both <spell> and <connection> for one altar.
Being activated, the altar will reset after <reset time> ticks.
After reset, the altar is ready to be activated once again.
The default <reset time> is 30.
If this attribute is enabled, the altar_trigger won't push the
connected value by altar reset. Only ONCE by dropping the sacrifice.
This is typically used when the altar is connected to a creator,
e.g. for selling tickets.
If this attribute is disabled (default), the altar_trigger
will push the connected value TWICE per sacrifice: First by
dropping sacrifice, second by reset. This mode is typically
used for altars being connected to gates, resulting in the
gate being opened and closed again.
&move_on;
This text will be displayed to the player
in the exact moment when the altar is activated.
This value defines the amount of armour-class bonus for wearing
this item. <Armour class> lessens the chance of being hit. Lower
values are better. It should usually be set only for armour-like equipment.
The <weapon class> value adds to the overall weapon class of the wielder's
melee attacks. Weapon class improves the chance of hitting the opponent.
Weapon class is the "counterpiece" of <armour class>. It should usually
be set only for weapon-like items. Lower values are better.
The <item power> value measures how "powerful" an artifact is.
Players will only be able to wear equipment with a certain total
amount of <item power>, depending on their own level. This is the
only way to prevent low level players to wear "undeserved" equipment
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
for every artifact you create! If zero/unset, the CF server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
A damned piece of equipment cannot be unwielded unless the curse
is removed. Removing damnations is a tick harder than removing curses.
A cursed piece of equipment cannot be unwielded
unless the curse is removed.
An item with this flag enabled will save the players life
for one time: When the player is wearing this item and his
health points reach zero, the item disappears, replenishing
half of the player's health.
An item with <save life> should not have
any decent additional bonuses!
Unique items exist only one time on a server. If the item
is taken, lost or destroyed - it's gone for good.
A godgiven item vanishes as soon as the player
drops it to the ground.
If you put this item into the inventory of a monster, and
you want the monster to use/wear the item - you must set
<is applied>.
Enabling this flag doesn't make any sense if the item
is NOT in a monster's inventory.
This adds physical resistance to the item (= armour value). The number is
a percent-value in the range 0-100. Treat this with CARE. Look at other maps
and what they require to do for getting this-and-that artifact.
This adds magic resistance to the item. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds fire resistance to the item. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds electricity resistance to the item. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds fire resistance to the item. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds confusion resistance to the item. The number is a percent-value in
the range 0-100. Confusion resistance is not very effective
unless the value comes close to 100 (= perfect immunity).
This adds acid resistance to the item. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds draining resistance to the item. The number is a percent-value
in the range 0-100. Draining resistance is little effective
unless the value is 100 (= perfect immunity).
This adds weaponmagic resistance to the item. The number is a percent-value in
the range 0-100. Weaponmagic resistance generally should not exist on
equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
are not meant to be easily resisted.
This adds ghosthit resistance to the item. The number is a percent-value
in the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds poison resistance to the item. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds fear resistance to the item. The number is a percent-value in
the range 0-100. Resistance to fear is pretty useless.
This adds paralyze resistance to the item. The number is a percent-value in
the range 0-100. Paralyze resistance is little effective
unless the value is 100 (= perfect immunity).
This adds fear resistance to the item. The number is a percent-value in
the range 0-100. Resistance to fear is pretty useless.
This adds depletion resistance to the item. The number is a percent-value
in the range 0-100. Depletion resistance is little effective
unless the value is 100 (= perfect immunity).
This adds death-attack resistance to the item. The number is a
percent-value in the range 0-100. Death-attack resistance is little
effective unless the value is 100 (= perfect immunity).
Generally, resistance to death-attack is not supposed to be
available to players!
This adds chaos resistance to the item. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
Note that chaos is not a stand-alone attacktype. Chaos "contains" a
combination of other attacktypes.
This adds blinding resistance to the item. The number is a percent-value
in the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds holy power resistance to the item. The number is a percent-value
in the range 0-100. Holy power is the attacktype that holyword-type spells
use to hurt undead creatures. This kind of resistance is only reasonable
for undead players (wraith or devourer cult).
Generally, resistance to holy word should not be available for players.
The player's strentgh will rise/fall by the given value
while wearing this piece of equipment.
The player's dexterity will rise/fall by the given value
while wearing this piece of equipment.
The player's constitution will rise/fall by the given value
while wearing this piece of equipment.
The player's intelligence will rise/fall by the given value
while wearing this piece of equipment.
The player's power will rise/fall by the given value
while wearing this piece of equipment.
The player's wisdom will rise/fall by the given value while
wearing this piece of equipment.
The player's charisma will rise/fall by the given value
while wearing this piece of equipment.
With positive luck bonus, the player is more likely to
succeed in all sorts of things (spellcasting, praying,...).
Unless the <luck bonus> is very high, the effect will be
barely visible in-game. Luck bonus on one piece of equipment
should never exceed 3, and such bonus should not be too
frequently available.
Positive <health regen.> bonus speeds up the
player's healing process. Negative values slow it down.
Positive <mana regen.> bonus speeds up the
player's mana regeneration. Negative values slow it down.
Positive <grace regen.> bonus speeds up the
player's grace regeneration. Negative values slow it down.
Since grace can be regenerated rather easy with praying,
additional <grace regen.> bonus should be VERY RARE!!
Positive <food bonus> slows down the player's digestion,
thus he consumes less food. Negative values speed it up.
Note that food is consumed not only for "being alive", but
also for healing and mana-regeneration.
<food bonus> only affects the amount of food consumed
for "being alive". Hence, even with high <food bonus>,
during a fight a player can run out of food quickly.
Xray vision allows the player to see through obstacles
in a two-square-wide radius. This is extremely helpful and
desirable, so don't give it away for cheap on equipment.
Stealth allows the player to move silently.
This comes to effect if a player turns himself
invisible and tries to sneak around monsters.
(At least that was the idea behind it)
If a player is wearing any piece of equipment with
the ability to <reflect spells>, all kinds of
spell-bullets and -beams will bounce off him.
This works only about 90% of all times, to
avoid players being completely immune to certain
types of attacks.
This is a very powerful ability and it
shouldn't be handed out cheap!
If a player is wearing any piece of equipment with
the ability to <reflect missiles>, all kinds of
projectiles (e.g. arrows, bolts, boulders) will
bounce off him. This works only about 90% of all
times, to avoid players being completely immune to
certain types of attacks.
&move_type;
Click on the <attuned paths> button to select spellpaths.
The player will get attuned to the specified spellpaths
while wearing this item.
Click on the <repelled paths> button to select spellpaths.
The player will get repelled to the specified spellpaths
while wearing this item.
Click on the <denied paths> button to select spellpaths.
The specified spellpaths will be denied to the player
while wearing this item.
This text describes the item's "story". Every decent artifact
should have such a description.
The exit destinations define the (x, y)-coordinates where players
get teleported after they died on this battleground.
The exit destinations define the (x, y)-coordinates where players
get teleported after they died on this battleground.
If this value is set to be greater than zero, the player needs a
certain literacy level to succeed reading the book. The book can be
read if: mental_level greater <literacy level> - 5. Adding level to a
book can be a nice idea, personally I like it when a player needs
more than his fighting skills to solve a quest. However, keep the
booklevel at least below 15 because it is quite hard to gain high
mental levels.
A godgiven item vanishes as soon as the player
drops it to the ground.
Unique items exist only one time on a server. If the item
is taken, lost or destroyed - it's gone for good.
This is the text that appears "written" in the book.
This is the key string of the book. The key string is checked by an inventory checker.
(This is used eg. for the gate/port passes in scorn)
Boots with <speed bonus> will increase the player's walking speed
while worn. This kind of bonus is quite desirable for players of low-
and medium level. High level players usually have fastest possible
walking speed and thus don't need <speed bonus> anymore.
Still, this bonus is good for nice artifacts - not everything has
to be for highest level.
<magic bonus> works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armour-class bonus on the boots.
Important: <magic bonus> on boots has no effect if there is no
<armour class> set. It only works in combination with <armour class>.
<magic bonus> works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armour-class bonus on the bracers.
This poses a penalty to spell regeneration speed, for wearing the armour.
The bigger the spellpoint penalty, the worse.
Slowdown penalty reduces the player's walking speed when wearing the
armour. Bigger values are worse - zero is best.
<magic bonus> works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armour-class bonus on the armour.
&move_on;
&move_off;
The button is pressed (triggered), as soon as
<press weigh> gram are placed ontop of it.
Every time the button is pressed or released, all objects
with the same <connection> value are activated.
This text may describe the item. You can use this
message to explain the button's purpose to the player.
This entry determines which initial items the character receives.
The player's strength will rise by the given value if he chooses this
class. (Negative values make strength fall)
The player's dexterity will rise by the given value if he chooses this
class. (Negative values make dexterity fall)
The player's constitution will rise by the given value if he chooses this
class. (Negative values make constitution fall)
The player's intelligence will rise by the given value if he chooses this
class. (Negative values make intelligence fall)
The player's power will rise by the given value if he chooses this
class. (Negative values make power fall)
The player's wisdom will rise by the given value if he chooses this
class. (Negative values make wisdom fall)
The player's charisma will rise by the given value if he chooses this
class. (Negative values make charisma fall)
<magic bonus> works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armour-class bonus on the cloak.
Important: <magic bonus> on cloaks has no effect if there is no
<armour class> set. It only works in combination with <armour class>.
This text may describe the item
A special feature of containers is the "cauldron",
capable of mixing alchemical receipes. ]]>
If set, the container will hold only certain types of objects.
Possible choices for <container class> 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 <container class> before they can be put inside a
container. This attribute ("race") is set only for the existing
container classes.
If <key string> is set, only players with a special key
of matching <key string> are able to open the container.
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 (<reduce weight>) has been applied.
This value determines how much the weight of items is reduced in
percent, when put inside the container. <reduce weight %> 0 means no
reduction, <reduce weight %> 100 means items are weightless inside.
Most default values are in the range of ten.
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.
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.
A godgiven item vanishes as soon as the player
drops it to the ground.
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.
This text may contain a description of the container.
<cost arch> is the name of the archetype the player has to
put on the converter, as payment.
The player has to put <cost number> items of <cost arch>
on the converter, in order to get <receive number> items
of <receive arch>.
<receive arch> is the name of the archetype to convert into.
This field is ignored if the converter has items in inventory. In this
case one of the inventory items is duplicated. The duplicated item is
randomly chosen from all items present.
The player has to put <cost number> items of <cost arch>
on the converter, in order to get <receive number> items
of <receive arch>.
This text may contain a description of the converter.
This string defines the object that will be created.
You can choose any of the existing arches.
This field is ignored if the creator has items in inventory. In this case
one of the inventory items is duplicated. The duplicated item is randomly
chosen from all items present.
Whenever the connection value is activated,
the creator gets triggered.
If <infinit uses> is set, the creator will work
infinitely, regardless of the value in <number of uses>.
The creator can be triggered <number of uses> times, thus
creating that many objects, before it dissappears.
Default is <number of uses> 1 (-> one-time usage).
The created object will bear the name and title specified in <name of
creation>. If nothing is set, the standard name and title of the
archetype is used.
The created object will be of that level. If zero/unset,
the standard level of the archetype is used.
What is "unique" about them, compared to inv. checkers/ pedestals?
- First, detectors check their square for a match periodically, not
instantly. Second, detectors check directly for object names. Third,
detectors do not check the inventory of players/monsters. ]]>
<match name> specifies the name of the object we are looking for.
Actually it does also check for the <key string> in key-objects,
but for this case inventory checkers are often more powerful to use.
When the detector is triggered, all objects with the same
connection value get activated.
This value defines the time between two detector-checks.
If you want the detector to behave almost like pedestals/buttons,
set speed rather high, like <detection speed> 1.0.
&speed_left;
The speed left. This value is incremented by <speed> on every tick.
If it is larger than 0, the detector checks, and the speed is decremented
by 1.
Directors are visible per default. ]]>
Projectiles will leave the director flying in the selected <direction>.
A director with direction <none> simply stops projectiles.
(The latter works out a bit strange for some spells).
&move_on;
The <plaque level> is proportional to the disease's deadliness.
This mainly reflects in the <damage>. It has no effect on
most other symptoms. Neverthless, it is a very important value for
all damage-inflicting diseases.
The disease will only infect creatures of the specified <race>.
"<race> *" means every creature can be infected.
Every time the disease "moves" the severity of the symptoms are increased
by <progressiveness>/100. (severity = 1 + (accumlated progression)/100)
The <infectiosness> defines the chance of new creatures getting
infected. If you set this too high, the disease is very likely to
be too effective.
<infectiosness>/127 is the chance of someone in range catching it.
The <attenuation> value reduces the diseases' <infectiosness>
everytime it infects someone new. This limits how many generations
a disease can propagate.
<infection range> sets the range at which infection may occur.
If positive, the <infection range> is level dependant - If negative,
it is not:
E.g. "<infection range> -6" means creatures can be infected in
six square range, and <plaque level> doesn't modify that.
<persistence> defines how long the disease can persist OUTSIDE a host.
The disease can "move" <persistence> times outside a host before it
vanishes. A negative value means the disease lasts for permanent
(which is only recommended to use in maps without monsters).
The disease will last in the host for <curing duration> "disease moves"
(Assuming the host survives and doesn't use a curing spell).
After this period the disease is naturally cured, which provides the
host with immunity from this particular disease of lower or equal level.
A negative value means the disease can never be cured naturally.
Note that this value can be further modulated by spell-parameters,
if the disease is registered as spell in the code. Due to that,
most default diseases take a lot longer to cure than it seems.
The <speed> of the disease determines how fast the disease will
"move", thus how fast the symptoms strike the host.
&speed_left;
The disease will attack the host with the given <attacktype>.
Godpower attacktype is commonly used for "unresistable" diseases.
A disease with a positive <damage> value will strike the player for that
amount of damage every time the symptoms occur.
A negative <damage> value produces %-based damage: "<damage> -10" means
the player's health is reduced by 10% every time the symptoms strike.
Diseases with %-based damage can be dangerous - but not deadly -
for players of all levels.
If set, the specified arch is created and dropped every time the
symptoms strike.
This can be various things: farts, body pieces, eggs ...
Even monsters can be created that way. You could also make a
disease where some exotic stuff like money/gems is created.
If set, the disease imposes a <slowdown penalty> while being infected.
The player's speed is reduced by <slowdown penalty> % of normal value.
When the player manages to cure this disease (with a curing spell),
he is awarded with <exp. for curing> experience.
Every time the disease "moves", the player's mana is
reduced by the value of <mana depletion>.
For negative values, a %-based amount is taken.
Every time the disease "moves", the player's food is
reduced by the value of <food depletion>.
For negative values, a %-based amount is taken.
This value increases the player's healing rate.
Negative values decrease it.
This value increases the player's rate of mana regeneration.
Negative values decrease it.
The player's strength will rise by the given value
while being infected. (Negative values make strength fall)
The player's dexterity will rise by the given value
while being infected. (Negative values make dexterity fall)
The player's constitution will rise by the given value
while being infected. (Negative values make constitution fall)
The player's intelligence will rise by the given value
while being infected. (Negative values make intelligence fall)
The player's power will rise by the given value
while being infected. (Negative values make power fall)
The player's wisdom will rise by the given value
while being infected. (Negative values make wisdom fall)
The player's charisma will rise by the given value
while being infected. (Negative values make charisma fall)
This text is displayed to the player every time the
symptoms strike.
&movement_types_terrain;
The more <hitpoints> the door has, the longer it takes to be broken.
Doors of high <armour class> are less likely to get hit.
<armour class> can be considered the "counterpiece" to
<weapon class>.
This string defines the object that will be created when the door was
defeated.
This entry determines what kind of traps will appear in the door.
It will multiply the number of items in the pile, by the <multiply factor>.
If the latter is set to zero, it will destroy objects. ]]>
Only objects of matching archtype, lying ontop of the dublicator will be
dublicated, multiplied or removed. All other objects will be ignored.
The number of items in the target pile will be multiplied by the
<multiply factor>. If it is set to zero, all target objects
will be destroyed.
An activator (lever, altar, button, etc) with matching connection value
is able to trigger this duplicator. Be very careful that players cannot
abuse it to create endless amounts of money or other valuable stuff!
The exit path defines the map that the player is transferred to.
You can enter an absolute path, beginning with '/' (for example
"/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
relative path "Fire1"). Use relative paths whenever possible! Note that
upper/lower case must always be set correctly. However, please use lower
case only.
It is well possible to have an exit pointing to the same map that the exit
is on. If slaying is not set in an exit, the player will see a message like
"the exit is closed".
The exit destinations define the (x, y)-coordinates where the exit
leads to.
If both are set to zero, the player will be transferred to the "default
enter location" of the destined map. The latter can be set in the map-
properties as "Enter X/Y". Though, please DO NOT use that.
It turned out to be a source for numerous map-bugs.
The exit destinations define the (x, y)-coordinates where the exit
leads to.
If both are set to zero, the player will be transferred to the "default
enter location" of the destined map. The latter can be set in the map-
properties as "Enter X/Y". Though, please DO NOT use that.
It turned out to be a source for numerous map-bugs.
&move_on;
If set, this message will be displayed to the player when he applies the exit.
This is quite useful to throw in some "role-play feeling": "As you enter the
dark cave you hear the sound of rustling dragonscales...". Well, my english
is poor, but you get the point. =)
This flag defines the destined map as "personal unique map". If set,
there will be a seperate version of that map for every player out there.
This feature is used for the permanent apartments
(in Scorn/Nuernberg/Caterham...). It should not be used for anything else
than apartments, since Crossfire is a *multi*player game. In such a permanent
apartment don't forget to set the unique-flag for all floor tiles too
(see floors).
An exit pointing outside of a personal unique map must have the
"unique destination"-flag unset.
For dragon players, flesh plays a very special role though: If the
flesh has resistances set, a dragon player has a chance to gain resistance in
those categories. The only constraint to this process is the <flesh level>.
Don't forget that flesh items with resistances have to be balanced
according to map/monster difficulty. ]]>
The player's stomache will get filled with this amount of foodpoints.
The player's health will increase by <foodpoints>/50 hp.
The <flesh level> is not visible to the players and it affects only
dragon players. Normally this value reflects the level of the monster
from which the flesh item originates.
Dragon players always search for flesh of highest level possible,
because it bears the best chance to gain high resistances.
A godgiven item vanishes as soon as the player
drops it to the ground.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
RResistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
Resistances on flesh items make them more durable against spellcraft
of the appropriate kind. It also allows dragon players to eventually gain
resistance by eating it. Usually resistance should only be set for flesh
items in a monster's inventory.
This text may describe the item.
&movement_types_terrain;
This flag indicates this spot contains wood or high grass.
Players with activated woodsman skill can move faster here.
This flag indicates this spot contains hills or large rocks.
Players with activated mountaineer skill can move faster here.
If enabled, it is impossible for players to use (wizard-)
spells on that spot.
If enabled, it is impossible for players to use prayers
on that spot. It also prevents players from saving.
Unique floor means that any items dropped on that spot
will be saved byond map reset. For permanent apartments,
all floor tiles must be set <unique map>.
This text may describe the object.
&movement_types_terrain;
This flag indicates this spot contains wood or high grass.
Players with activated woodsman skill can move faster here.
This flag indicates this spot contains hills or large rocks.
Players with activated mountaineer skill can move faster here.
If enabled, it is impossible for players to use (wizard-)
spells on that spot.
If enabled, it is impossible for players to use prayers
on that spot. It also prevents players from saving.
Unique floor means that any items dropped on that spot
will be saved byond map reset. For permanent apartments,
all floor tiles must be set <unique map>.
This text may describe the object.
The player's stomache will get filled with this amount of foodpoints.
The player's health will increase by <foodpoints>/50 hp.
A godgiven item vanishes as soon as the player
drops it to the ground.
magic_ear)
or carrying special key-objects (-> inventory checker).
Unlike locked doors, gates can get shut again after a player has
passed, which makes them more practical in many cases. ]]>
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
<blocking passage> disabled.
The <position state> defines the position of the gate:
Zero means completely open/down, the "number of animation-steps" (usually
about 6 or 7) means completely closed/up state. I suggest you don't
mess with this value - Leave the default in place.
&movement_types_terrain;
Restricting the use of spells to pass this gate. This has
an effect only if <block view> is disabled.
Restricting the use of prayers to pass this door. This has
an effect only if <block view> is disabled.
<magic bonus> works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armour-class bonus on the helmet.
Important: <magic bonus> on girdles has no effect if there is no
<armour class> set. Girdles shouldn't have <armour class>, thus
<magic bonus> is pointless here.
If the gloves provide <armour class>, <magic bonus> will increase it.
If the gloves have <weapon class> instead, then <magic bonus>
will increase that.
Every time the handle is applied, all objects
with the same <connection> value are activated.
This text may describe the item. You can use this
message to explain the handle's purpose to the player.
&move_on;
This attribute specifys the attacktypes that this floor uses to
damage it's victims. Attacktypes are: physical, fire, cold.. etc.
If you want a real tough hazard floor, add more than just one attacktype.
The <base damage> defines how much damage is inflicted to the
victim per hit. The final damage is influenced by several other
factors like the victim's resistance and level.
<weapon class> improves the chance of hitting the victim.
Lower values are better.
Usually, hazard floors like lava are supposed to hit the
victim all the time. Therefore, <weaponclass> should be set
to something like -30.
I guess this value is supposed to work similar to monster levels.
But in fact, it does not seem to have an effect. Set any non-zero
value to be on the safe side.
&movement_types_terrain;
This flag indicates this spot contains wood or high grass.
Players with activated woodsman skill can move faster here.
This flag indicates this spot contains hills or large rocks.
Players with activated mountaineer skill can move faster here.
If enabled, it is impossible for players to use (wizard-)
spells on that spot.
If enabled, it is impossible for players to use prayers
on that spot. It also prevents players from saving.
Unique floor means that any items dropped on that spot
will be saved byond map reset. For permanent apartments,
all floor tiles must be set <unique map>.
<magic bonus> works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armour-class bonus on the helmet.
Important: <magic bonus> on helmets has no effect if there is no
<armour class> set. It only works in combination with <armour class>.
Crowns for instance typically provide no <amour class>.
The altar belongs to the god of the given name. Possible options for
<god name> are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
Gorokh, Valriel and Sorig.
If you want to have an unconsecrated altar, set
<god name> 0 and eventually <reconsecrate level> 0.
To re-consecrate an altar, the player's wisdom level must be as
high or higher than this value. In that way, some altars can not
be re-consecrated, while other altars, like those in dungeons, could be.
Altars located in temples should have at least <reconsecrate level> 100.
Some characters might need those altars, they would be very unhappy to
see them re-consecrated to another cult.
A horn contains a spell. The player can use this spell by applying and
"fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
used endlessly. ]]>
Sets the <spell> of the horn. Consider twice before handing out any
horns to players, since they can be used endlessly without any mana cost!
Horns with heal/ restoration/ protection spells, IF available, MUST be
very very VERY hard to get!
The casting level of the <spell> determines it's power.
For attack spells, level should not be set too high.
This value represents the initial amount of spellpoints in the horn.
Naturally, this is quite unimportant.
When the horn is fully charged up, it will hold this maximum amount of
spellpoints. Make sure it is enough to cast the contained spell at least
once. But don't set the value too high, as that might make the horn way
too effective.
A godgiven item vanishes as soon as the player
drops it to the ground.
This text may contain a description of the horn.
Alternatively, you can set your inv. checker to block all players
that do/don't carry the matching object.
As you can see, inv. checkers are quite powerful, holding a
great variety of possibilities. ]]>
This string specifies the object we are looking for: We have a match
if the player does/don't carry a key object or a mark with identical
<key string>. Note that key objects usually appear as "passports" in
this context. A typical example is the city gate mechanism of scorn.
This string specifies the object we are looking for: We have a match
if the player does/don't carry an object of archtype <match arch name>.
This value specifies the object we are looking for: We have a match
if the player does/don't carry an object that is of type <match type>.
Example: Set <match type> 15 (type 15 => weapon) and <blocking passage>
enabled. Now you have an inv. checker blocking all players that carry any
kind of melee weapon. To pass, a player is forced to leave behind all
his weaponry... bad news for a warrior. ;)
Enabled means having that object is a match.
Disabled means not having that object is a match.
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
<blocking passage> disabled.
&movement_types_terrain;
<remove match> means remove object if found. Setting this is usually not
recommended because inv. checkers are in general invisible. So, unlike
for altars/ locked doors, the player won't expect to lose an object when
walking over that square. And he doesn't even get a message either.
So, *if* you enable <remove match>, make sure
to inform the player what's going on!
<number of uses> controls how many times the item transformer can
be used. The value 0 means "unlimited"
Contains the verb that is used to construct a message to the player
applying the item transformer.
A godgiven item vanishes as soon as the player
drops it to the ground.
This text may contain a description of the item transformer.
This text may describe the object.
A godgiven item vanishes as soon as the player
drops it to the ground.
The <key string> in the door must be identical with the
<key string> in the special key, then the door is unlocked.
It is VERY important to set the <key string> to something that
is unique among the CF mapset.
DONT EVER USE the default string "set_individual_value".
Restricting the use of spells to pass this door.
This should be set in most cases.
(Don't forget that the spell "dimension door" is easily
available at about wisdom level 10).
Restricting the use of prayers to pass this door.
This should be set in most cases.
When a player is trying to open the door without carrying the
appropriate key, this text is displayed to the player. This is
a good opportunity to place hints about the special key needed
to unlock the door.
The Magic_ear will trigger all objects with the
same connection value, every time it is activated.
This textfield contains the keyword-matching-syntax. The text should
have the following format: "@match <keyword1>|<keyword2>|... ".
Any number of keywords from one to infinite is allowed. Make sure
they are seperated by a '|'.
Examples: "@match yes", "@match gold|treasure". The connected
value will be triggerd when the player speaks any of the given
keywords within a two-square radius. IMPORTANT: Upper/lower case
does not make a difference!
Several types of magical walls are predefined for you in the
archetypes, and can be found on the "connected" Pickmap. ]]>
The magic wall will cast this <spell>.
The wall will cast it's spells at level <spell level>. "level 1"
walls cast spells at minimal strength. "level 100" walls cast deadly
spells. Arch default is level 1 - you should always set this value
to meet the overall difficulty of your map.
Every time the <connection> value is triggered, the wall will cast
it's spell. You should set <casting speed> to zero, or this won't
have much visible effect.
The <casting speed> defines the spellcasting speed of the wall.
You can fine-tune how long the duration between two casts shall
be. If you want to create a wall that can be activated (cast per
trigger) via connected lever/button/etc, you must set "speed 0".
&speed_left;
The magic wall will cast it's spells always in the specified
<direction>. A magic wall with direction set to <none> will
always fire in a random direction.
&movement_types_terrain;
Walls with <is destroyable> enabled can be attacked and (eventually)
destroyed by the player. If disabled, all other attributes on
this tab, as well as resistances, are meaningless.
The more <hitpoints> the wall has, the longer
it takes to be destroyed.
<max hitpoints> are the maximum amount of hitpoints the wall
can have. This only makes sense if the wall can regain health.
A magic wall of high <armour class> is less likely to get hit from
an opponent. <armour class> can be considered the "counterpiece"
to <weapon class>.
Note that the player has no possibility to "see" his own marks,
except by the effect that they cause on the maps. ]]>
The <key string> can be detected by inv. checkers/detectors.
If the player already has a force with that <key string>,
there won't be inserted a second one.
When the detector is triggered, all objects with the same
connection value get activated.
The <marking speed> defines how quickly it will mark something
standing on the marker. Set this value rather high to make
sure the player really gets his mark. I think <marking speed> 1.0
should do fine.
&speed_left;
This value defines the duration of the force it inserts.
If nonzero, the duration of the player's mark is finite:
about 1 food per 10 seconds. <mark duration> zero/unset
means the mark will stay on the player forever.
When the player steps onto the marker, all existing forces in
the players inventory with a <key string> matching <delete mark>
will be removed. If you don't want to remove any marks, leave
this textfield empty.
Note that the string <delete mark> is set as the name of
this marker. So don't be confused, and remember changing the
name will take effect on the marker's functionality.
In the moment when the player gets marked, this text is displayed
to him. You should really set a message in any marker you create,
because it's the only way for the player to notice what's going on.
When a player picks an item from a shop and attempts to
walk over the shop mat, the item's selling-price is automatically
subtracted from the player's money.
For money, always use the default arches.
Don't modify them. ]]>
When the monster is killed, items from the treasurelist will
drop to the ground. This is a common way to reward players
for killing (masses of) monsters.
Note that you can always put items into the monster's
inventory. Those will drop-at-kill just like the stuff
from the <treasurelist>.
A monster's <level> is the most important attribute.
<level> affects the power of a monster in various ways.
Every monster should have a race set to categorize it.
The monster's <race> can have different effects:
Slaying weapons inflict tripple damage against enemy races
and holy word kills only enemy races of the god.
When a player kills this monster, he will get exactly this
amount of <experience>. The experience will flow into
the skill-category the player used for the kill.
If you create special monsters of tweaked strenght/abilities,
always make sure that the <experience> is set to a
reasonable value. Compare with existing arches to get a feeling
what reasonable means. Keep in mind that spellcasting monsters
are a lot harder to kill than non-spellcasters!
The <speed> determines how fast a monster will both move
and fight. High <speed> makes a monster considerably stronger.
&speed_left;
This only takes effect if <multiply> is enabled. The monster will
create a <breed monster> every once in a while. <breed monster>
can be set to any valid arch-name of a monster. Multipart monster
should not be used.
Monsters with <generator> enabled will create a <breed monster>
every once in a while. Mice are a good example for this effect.
If enabled, you must also set <breed monster> or check
<template generation> and put other monsters in the inventory.
This only takes effect if <multiply> is enabled. The monster
will create a new monster every once in a while by duplicating it's inventory.
In this case, the <breed monster> value is never used and can be forgotten.
Each time the monster need to generate an object, it will be
a randomly chosen item from the inventory. When generator is destroyed,
inventory is destroyed.
&move_type;
Several spells only affect undead monsters:
turn undead, banish undead, holy word, etc.
If a monster has something in the inventory, this
value can be set to reflect the slowdown due to
the carried weight.
This number is a bitmask, specifying the monster's attacktypes
for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
Strong monsters often have more than just physical attacktype.
When a monster with multiple attacktypes hits aan oponent, it will do
as much damage as the "best" of it's attacktypes does. So, the more
attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
somehow exceptions.
Among other parameters, <damage> affects how much melee damage
a monster inflicts. <damage> is used as base value for damage per
hit. <level>, <speed>, <weapon class> and resistances also
take effect on the melee damage of a monster.
Monsters of high <weapon class> are more likely to really hit
their opponent. <weapon class> can be considered the "counterpiece"
to <armour class>.
The <health points> of a monster define how long it takes to
kill it. With every successful hit from an opponent, <health points>
get drained - The monster dies by zero <health points>.
<max health> is the maximum amount of <health points> this
monster can have.
Monsters of low <armour class> are less likely to get hit from
their opponent. <armour class> can be considered the "counterpiece"
to <weapon class>.
Values typically range between +20 (very bad) to -20 (quite good).
Monsters regenerate this many health points each 4 ticks. Hence, the
healing rate is independent of <speed>.
A monster with this flag has the ability to <reflect missiles>,
all kinds of projectiles (e.g. arrows, bolts, boulders) will
bounce off.
Monsters with <hitback> enabled hurt the attacker in proportion
to the amount of damage the *attacker* inflicted. This damage
is additional to the regular melee damage of the monster.
As far as I know, hitback uses acid attacktype, and it only takes
effect if the monster actually has acid attacktype at it's disposal.
Acid spheres for example use this feature.
Monsters with <one hit only> dissapear after one successful hit
to a player.
If <can cast spell> is disabled, the monster cannot cast any spell.
Only wands/rods/etc can be used, given the appropriate abilities.
A monster with this flag has the ability to <reflect spells>,
all kinds of spell-bullets and -beams will bounce off.
Generally this flag should not be set because it puts
wizard-type players at an unfair disadvantage.
Like players, monsters need <spellpoints> to do magic. Monsters use
them for both wizard- and prayer-spells. However, this value defines
only the amount of *initial* spellpoints the monster starts with.
When creating a spellcasting monster, remember that <max spellpoints>
and <spellpoint regen.> are more important than just initial
<spellpoints>.
<max spellpoints> is the maximum number of spellpoints a monster
can hold. Setting this to high values has little effect unless
the monster has a decent <spellpoint regen.>, or the spell
"regenerate mana" at it's disposal.
Monsters regenerate this many spellpoints each 16 ticks. Hence, the
spellpoint regeneration rate is independent of <speed>.
To make a real tough spellcasting monster, the rate of spellpoint
regeneration is most important. If your monster is still not casting
fast enough, give it the spell-ability of "regenerate mana".
That, paired with high <max spellpoints>, is the ultimate thing.
Click on the <attuned paths> button to select spellpaths.
The creature will get attuned to the specified spellpaths.
Click on the <repelled paths> button to select spellpaths.
The creature will get repelled to the specified spellpaths.
Click on the <denied paths> button to select spellpaths.
The creature won't be able to cast spells of the specified paths.
The <detect hidden> value gives monsters the ablitity to find
hidden/invisible creatures. Higher values make for better
detection-skills. Enabling <see invisible> makes this value
obsolete.
A monster with the ability to <see invisible> cannot be fooled
with by invisible or hiding players. This flag is a must-have
for high-level monsters. When a monster is unable to detect
invisible players, it can be killed without fighting back.
A monster with the ability to <see in darkness> cannot be fooled
by spells of darkness or dark maps. This flag is a "should-have"
for high-level monsters. When a monster is unable to see in
darkness, players can cast darkness and sneak around it safely.
Monster is able to wield weapon type objects.
Monster is able to use missile-weapon type objects.
Monster is able to wear protective equipment like brestplate
armour, shields, helmets etc.
Monster is able to wear rings.
Monster is able to use wands and staves.
Monster is able to use rods.
Monster is able to read scrolls.
Monster is able to use skills from it's inventory.
For example, you can put a throwing skill object and some
boulders into the monster's object and set <can use skills>.
When <monster behaviour> is enabled, this object will behave
like a monster: It can move and attack enemies (which are
typically players).
This flag should be set for all monsters as-such.
Monsters which don't move, like guards, should also have
<monster behaviour>, but in combination with <stand still>.
It should *not* be set for things like immobile generators.
<unaggressive> monsters do not attack players unless attacked first.
<friendly> monsters help the player, attacking any
non-friendly monsters in range.
Monsters which <stand still> won't move to leave their position.
When agressive, they will attack all enemies who get close to
them. This behaviour is commonly known from castle guards.
In older versions of Crossfire it was possible to eventually
push a <stand still>-monster out of position by force.
I believe this is no longer possible. Neverthless, you should
still be cautious when lining up <stand still>-monster in order
to "defend" something: Such monsters are rather easy to kill.
It's good for low level maps, but not much more.
Being <asleep>, a monster won't move unless a player enters the
<sensing range> of the monster. Usually the sensing range is
larger than the players line of sight. Due to that, in most cases
the player won't ever notice weither a monster was asleep or not.
This entry defines which kinds of environment actions the
creature is able to perform.
Click on the <pick up> button and select which types of objects
the creature should try to pick up.
Note also that if <can use armor>, <can use weapon>, <can use ring>...
etc are set, then the creature will pick up the matching items even
if this is not set here.
<sensing range> determines how close a player needs to be before
the creature wakes up. This is done as a square, for reasons of speed.
Thus, if the <sensing range> is 11, any player that moves within the
11x11 square of the monster will wake the monster up. If the player
has stealth, the size of this square is reduced in half plus 1.
If this is set to default, the standard mode of movement will be used.
This movement is not in effect when the monster has an enemy and should
only be used for non agressive monsters.
This is a percentage value in the range 0-100.
When the monster's health points drop below this percentage
(relative to max health), it attempts to run away from the
attacker.
The object vanishes after this number of draining attacks.
<mood> is used to determine what will happen to the
monster when affected by the mood floor:
<mood> 'furious': Makes all monsters aggressive
<mood> 'angry': As above but pets are unaffected
<mood> 'calm': Makes all monsters unaggressive
<mood> 'sleep': Puts all monsters to sleep
<mood> 'charm': Turns monster into a pet of person
who triggers the square. This setting is not
enabled for continous operation, you need to
insert a <connection> value!
This should only be set in combination with <mood number> 4.
Normally, monsters are affected by the mood floor as soon as they
step on it. But charming (monster -> pet) is too powerful,
so it needs to be activated.
Typically it is connected to an altar, for buying a "hireling".
But a powerful pet could as well be the reward for solving a
quest. Or even better: It could be *part* of a quest!
If enabled, it is impossible for players to use (wizard-)
spells on that spot.
If enabled, it is impossible for players to use prayers
on that spot. It also prevents players from saving.
Multisquare monsters can be moved as well, given
enough space. Movers are usually invisible. ]]>
If forced movement is enabled, the mover "freezes" anyone it
moves (so they are forced to move along a chain).
For players there is no way to escape this forced movement,
except being pushed by a second player.
The player will be "frozen" for that many moves.
If <freeze duration> is zero, with <forced movement>
enabled, then <freeze duration> gets assigned the
"default value" 2 automatically.
The movement speed value determines how fast a chain of
these movers will push a player along (default is -0.2).
&speed_left;
The mover will push creatures in the specified <direction>.
A mover with direction set to <none> will spin clockwise,
thus pushing creatures in unpredictable directions.
If enabled, the mover gets "used up" after a certain number of moves
(specified by <number of uses>). If disabled, the mover works infinitely.
This value has only a meaning if <gets used up> is set:
<number of uses> is the number of times minus one, that it
will move a creature before disappearing. (It will move
someone <number of uses>+1 times, then vanish).
If <move players> is enabled, both players and monsters will be
moved. In the arches' default it is disabled - thus ONLY monsters
get moved. Remember that "monsters" includes NPCs!
This feature provides you with the possibility to make NPCs
literally "come to life". Example: The player is talking with an
NPC, speaking a certain keyword. This triggers a magic_ear and
activates creators, creating (per default: monster-only) movers
under the NPC's feet. The NPC starts "walking" on a predefined
route! Note that it's useful to set this NPC immune to everything,
preventing the player to push the NPC off his trace.
Which movement types activate the mover.
the <match race> defines the object we're looking for. If <match race>
matches the monster's or the player's race, we have a match.
Yes, pedestals can detect a player's race! E.g. you could create a
place where only fireborns can enter, by setting "slaying unnatural".
If it is set to "player", any player stepping on the pedestal
is a match. Very useful if you want to open a gate for players
but not for monsters.
When the pedestal is triggered, all objects with the same
connection value get activated.
&move_on;
Optionally, pits can get closed and opened, similar to gates.
Monsters and items are affected by pits just as well as players.
Even multipart monsters can fall through them, given enough space. ]]>
When a <connection> value is set, the pit can be opened/closed
by activating the connection.
The pit will transport creatures (and items) randomly into a two-square
radius of the destination coordinates.
If the destination square becomes blocked, the pit will act like
being filled up and not work anymore!
The pit will transport creatures (and items) randomly into a two-square
radius of the destination coordinates.
If the destination square becomes blocked, the pit will act like
being filled up and not work anymore!
The <position state> defines the position of the gate:
Zero means completely open/down, the "number of animation-steps" (usually
about 6 or 7) means completely closed/up state. I suggest you don't
mess with this value - Leave the default in place.
&move_on;
If the potion contains a spell, the spell is cast at this level.
For other potions it should be set at least to 1.
When a player drinks this potion, the selected spell
will be casted (once). This should work for any given spell.
E.g. heal is "sp 35", magic power is "sp 67".
There are two types of special effects for potions:
'life restoration' - restore the player's stats lost by death or draining
(this has nothing in common with the restoration spell!)
'improvement' - increase the player's maximum health/mana/grace
by a very small amount.
If a potion is cursed, benefits generally turn into penalties.
Note that potions can be "uncursed" by praying over an altar,
with relative ease. *But* the potion must be identified to notice
that it is cursed >:)
A godgiven item vanishes as soon as the player
drops it to the ground.
The player's strentgh will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.
The player's dexterity will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.
The player's constitution will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.
The player's intelligence will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.
The player's power will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.
The player's wisdom will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.
The player's charisma will rise/fall by the given value for permanent
(of course there is an upper limit). Generally there shouldn't be stat
potions granting more than one stat. Cursed potions will subtract the
stats if positive.
The player's resistance to physical will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to magic will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to fire will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to electricity will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to cold will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to acid will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to confusion will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to weaponmagic will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to paralyze will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to draining will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to depletion will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
The player's resistance to poison will rise by this value in percent
(range -100 till +100). The effect is only temporare, and it does NOT
add on the values from the player's equipment.
Cursed potions will make negative resistance.. very nasty in combat!
<initial mana> is the amount of spellpoints that the
crystal holds when the map is loaded.
The <mana capacity> defines how much mana can be stored
in the crystal. This is what makes the crystal interesting.
Wizard-players will always seek for crystals with large
capacities.
It's very easy to add new pairs of weapons & projectiles.
Just set matching <ammunition class> both for shooting
weapon and projectile. ]]>
This number is a bitmask, specifying the projectile's attacktypes.
Attacktypes are: physical, magical, fire, cold.. etc.
This works identical to melee weapons. Note that shooting
weapons cannot have attacktypes.
Only shooting weapons with matching <ammunition class> can fire
these projectiles. For arrows set "arrows", for crossbow bolts
set "crossbow bolts" (big surprise).
In certain cases, the ammunition class is displayed in the game.
Hence, when you create a new ammunition class, choose an
intuitive name like "missiles", "spirit bolts" - whatever.
You can also make special containers holding these projectiles
by setting the <container class> to match your <ammunition class>.
Slaying means the weapon does tripple (3x) damage to monsters
of the specified race. If <slaying race> matches an arch name,
only monsters of that archtype receive tripple damage.
Tripple damage is very effective.
The projectile <damage> significantly affects the damage
done. Damage can be further increased by the shooting
weapon's attributes.
This value is supposed to be the base <weaponclass>,
but it seems to have rather little effect.
High values are good here, low values bad.
The <chance to break> defines the breaking probability when this
projectile hits an obstacle, e.g. wall or monster.
The value is the %-chance to break, ranging from 0 (never breaking)
to 100 (breaking at first shot).
Magic bonus increases chance to hit and damage a little bit.
Unique items exist only one time on a server. If the item
is taken, lost or destroyed - it's gone for good.
A godgiven item vanishes as soon as the player
drops it to the ground.
When a monster carries a projectile with <don't drop>,
this item will never drop to the ground but
vanish instead. If this object is shot, it can still drop
after hitting an obstacle. You can prevent this by
setting <chance to break> 100.
This text may describe the projectile. This
could be nice for very special ones.
Sets the <spell> of the rod. Consider twice before handing out special
rods to players, since they can be used endlessly without any mana cost!
Rods with heal/ restoration/ protection spells, IF available, MUST be
very very VERY hard to get!
The casting level of the <spell> determines it's power.
For attack spells, level should be set to something reasonable.
This value represents the initial amount of spellpoints in the rod.
Naturally, this is quite unimportant.
When the rod is fully charged up, it will hold this maximum amount of
spellpoints. Make sure it is enough to cast the contained spell at least
once. But don't set the value too high, as that might make the rod
too effective.
A godgiven item vanishes as soon as the player
drops it to the ground.
This text may contain a description of the rod.
Runes hit any monster or person who steps on them for 'dam' damage in
'attacktype' attacktype. Alternatively, the rune could contain any spell,
and will cast this spell when it detonates. Yet another kind is the
"summoning rune", summoning predefined monsters of any kind, at detonation.
Many runes are already defined in the archetypes. ]]>
&move_on;
This value sets the level the rune will cast the spell it contains at,
if applicable. A level 99 rune casts a very, very mean spell of whatever.
(<rune level> 0 runes won't detonate at all!)
Level Also effects how easily a rune may be found and disarmed, and
how much experience the player gets for doing so. Beware: High level
runes can be quite a cheap source of experience! So either make them
tough, or keep the level low.
This value determines what fraction of the time the rune is visible:
It'll be randomly visible 1/<visibility> of the time. Also effects
how easily the rune may be found.
The rune will detonate <number of charges> times before disappearing.
<direct damage> specifies how much damage is done by the rune,
if it doesn't contain a spell. This should be set in reasonable
relation to the rune's level.
If there isn't any spell (and <summon monster> is unset), this
attribute defines what attacktype to use for direct damage when
the rune detonates.
The selected <spell> defines the spell in the rune, if any.
(Many runes do direct damage).
Name of the spell in the rune, if any. <spell name> is optional,
but if present, overrides the <spell> setting.
This string defines the spell in the rune, if any. <spell arch>
is optional, but if present, overrides the <spell> setting.
You can choose any of the existing arches.
If set, the rune will cast it's containing spell (if any) in
this <direction>.In most cases this appears useless because
the spell directly hits the player.
If this is set to the arch name of any monster, together with
<spell name> "summon evil monster", the rune will summon a bunch
of those on detonation. (dam and attacktype will still be ignored
in this case). Runes are even capable of summoning multi-square
monsters, given enough space. You'd better test it though.
This should only be set to a summoning rune. It will then summon
that many creatures of the kind <summon monster>.
When the rune detonates, this text is displayed to the
victim. For especially powerful runes, create an appropriate
thrilling description. ;)
The spell of the scroll will be casted at this level.
This value should always be set, at least to 1.
When a player/monster applies this scroll, the selected <spell>
will be casted (once). This should work for any given spell.
A godgiven item vanishes as soon as the player
drops it to the ground.
<magic bonus> works just like ac, except that it can be improved by
"scrolls of Enchant Armour" or reduced by acid. It is less useful
than direct armour-class bonus on the shield.
It's very easy to add new pairs of weapons & projectiles.
Just set matching <ammunition class> both for shooting
weapon and projectile. ]]>
Only projectiles with matching <ammunition class> can be fired
with this weapon. For normal bows set "arrows", for normal
crossbows set "crossbow bolts".
In certain cases, the ammunition class is displayed in the game.
Hence, when you create a new ammunition class, choose an
intuitive name like "missiles", "spirit bolts" - whatever.
After shooting a projectile, the player is frozen for a short
period of time (to prevent shooting arrows machine-gun-like).
The greater <shooting speed>, the shorter this period of time.
1 is minimum (=worst) and 100 is maximum (=best) value.
You shouldn't set <shooting speed> lower than 10. YOU MUST NOT
SET IT TO ZERO! (That would freeze the player for eternety).
The <base damage> significantly affects the damage done
by using this weapon. This damage is added to the projectile
damage and then (if <ignore strength> disabled) a bonus
according to the player's strength is added.
This value is supposed to be the base <weaponclass>,
but it seems to have rather little effect.
High values are good here, low values bad.
The <item power> value measures how "powerful" an artifact is.
Players will only be able to wear equipment with a certain total
amount of <item power>, depending on their own level. This is the
only way to prevent low level players to wear "undeserved" equipment
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
for every artifact you create! If zero/unset, the CF server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
Usually the player's strentgh takes effect on the damage
done by the shooting weapon. If <ignore strength> is set,
the player's strength is ignored.
A damned shooting weapon cannot be unwielded unless
the curse is removed. Removing damnations is
a tick harder than removing curses.
A cursed shooting weapon cannot be unwielded unless
the curse is removed.
Unique items exist only one time on a server. If the item
is taken, lost or destroyed - it's gone for good.
A godgiven item vanishes as soon as the player
drops it to the ground.
The player's strentgh will rise/fall by the given value
while wearing this shooting weapon.
The player's dexterity will rise/fall by the given value
while wearing this shooting weapon.
The player's constitution will rise/fall by the given value
while wearing this shooting weapon.
The player's intelligence will rise/fall by the given value
while wearing this shooting weapon.
The player's power will rise/fall by the given value
while wearing this shooting weapon.
The player's wisdom will rise/fall by the given value while
wearing this shooting weapon.
The player's charisma will rise/fall by the given value
while wearing this shooting weapon.
With positive luck bonus, the player is more likely to
succeed in all sorts of things (spellcasting, praying,...).
Unless the <luck bonus> is very high, the effect will be
barely visible in-game. Luck bonus on one piece of equipment
should never exceed 3, and such bonus should not be too
frequently available.
<Magic bonus> improves the quality of the shooting weapon.
I'm not sure what exactly is increased - maybe weaponclass?
However, <magic bonus> seems to have a little bit of positive
influence on your chance to hit.
This text describes the weapons's "story". Every decent artifact weapon
should have such a description.
If enabled, items will appear on this square when the map is loaded.
You need to specify a <treasurelist> to define what kinds of items
are generated. The items will be unpaid.
This entry determines what kind of treasure will appear, when
<generate goods> is enabled. Look into /crossfire/share/crossfire/treasures
for details about existing treasurelists.
The <quality level> will be used for the quality of the generated
goods. If zero/unset, <quality level> 5 is used. Usually this value
doesn't need to be set, unless you want extraordinarily good/bad
quality. If you want to make a shop with very high quality, meaybe
charge an entrance fee, or make the shop hard-to-come-by.
Note that <quality level> mainly affects chance of magic bonus
and appearance of artifact-items.
If enabled, it is impossible for players to use prayers
on that spot. It also prevents players from saving.
(Remember that <no magic> is always set for shop floors.)
&move_on;
When a connection value is set, the message will be printed whenever
the connection is triggered. This should be used in combination with
<invisible> enabled and <activate by walking/flying> disabled.
If activating your magic_mouth this way, the message will not only be
printed to one player, but all players on the current map.
&move_on;
If a counter-value is set (greater zero), the sign/magic_mouth can be applied
(printing the message) only that many times. For signs this really shouldn't
be used, while for magic_mouths it is extremely helpful.
Monsters walking over the magic_mouth do not decrease the counter.
Often, you might want to have a message displayed only one time. For example:
The player enters your map and you put a magic_mouth to tell him about the
monsters and how dangerous they look and all. Later, when all the monsters
are killed and the player leaves the map, displaying the same message a
second time would be silly. <counter> 1 does a perfect job in such cases.
Otherwise set <counter> zero/unset for infinite use (that is the default).
This text will be displayed to the player.
Secondly, in order to enable monsters to use skills, you will need to
copy default skill archtypes into the monsters' inventories.
You can even customize the skills by changing stats. It is not
recommended however, to use skills in your maps which are totally
unrelated to any predefined skill archtype.
]]>
The <skill name> is used for matchings. When a usable
object has an identical <skill name>, players
(or monsters) will need this skill to apply/use the object.
This is the ratio of experience the players total should increase by
when this skill is used. If this is zero, then experience only goes to
to the skill. Values higher than 1 are allowed. Note that experience
rewarded to the players total is in addition to that given to the
skill. Eg, if player should get 500 exp for using a skill, and
expmul is 1, the player will get 500 added to that skill as well as
500 to their total.
The <skill type> defines the base functionality of the skill.
Skill types are hardcoded in the Crossfire server. It isn't hard to
create new skill types, but it requires a bit of server-coding.
The <is native skill> flag has an effect only when this
skill object is placed in the inventory of a monster (or player).
If it is set, the monster or player knows the skill natively, which
means he does not need a skill tool to use it.
The <skill name> matches the skill object that can
be learned from this scroll.
This object-type can also be used for "passport"-like items:
When walking onto an invetory checker, a gate for example might
get opened. The "passport" will stay in the player's inventory. ]]>
This string must be identical with the <key string> in the
locked door, then it can be unlocked. It can also be used
to trigger inventory checkers.
For Special Keys, material should always be unset or set
to Adamantite. This prevents the key from getting
burned or otherwise destroyed.
Unique items exist only one time on a server. If the item
is taken, lost or destroyed - it's gone for good.
This can be used if you want to sell apartments on your
map: Simply sell a unique passport/key, and place
an inventory checker at the entrance of your apartment.
A godgiven item vanishes as soon as the player
drops it to the ground.
This will add a description to the object. The player can read
this text by clicking on the item in his inventory. Use this
message to describe what the key/passport is good for. A player
might have 50 different keys on his key-ring. Don't expect
players to recall their purpose just by their names.
Monsters can use spells which are put in their inventory (provided
that certain "enabling" settings are correct). The monster's
<treasurelist> can also be used to provide it with spells. ]]>
The <skill name> matches the skill which is needed
to cast this spell. This should be one out of "sorcery",
"pyromancy", "evocation", "summoning" or "praying".
If you want to fiddle with these, please take care not
to upset the concept and balance of the various skills.
The <spell type> defines the basic type of spell.
Some of these types are of a more generic nature than others.
You can create widely customized spells only by adjusting the
spell object in the spellbooks inventory. Refer to the description
of spell objects for detailed information how to customize spells.
If you want to have a random spellbook instead, choose a <treasurelist>
with a compilation of spells that the book may contain. ]]>
There are two ways to put spells into a spellbook:
1. Put a spell object in the books inventory. In this case,
treasurelist must be set to <none>.
2. Choose a treasurelist which contains spells.
In that way, a spell will be chosen randomly from the list.
A godgiven item vanishes as soon as the player
drops it to the ground.
This text may contain a nice description
of the spellbook's cover or something.
The spinner will change the direction of flying objects by
45 degrees per <direction number>. Negative values spin clockwise,
positive values counter clockwise.
Example: <direction number> -2 means spin 90 degrees clockwise.
&move_on;
The higher the <drowning speed>, the faster will players and items
sink into the swamp. Swamp with very high <drowning speed> can be a nasty
and unexpected death-trap. Players should get a warning before such areas.
&speed_left;
&move_on;
&movement_types_terrain;
If enabled, it is impossible for players to use (wizard-)
spells on that spot.
If enabled, it is impossible for players to use prayers
on that spot. It also prevents players from saving.
Unlike exits, teleporters can also transfer items and
monsters to different locations on the same map. ]]>
The exit path specifies the map that the player is transferred to.
<exit path> can be an absolute path, beginning with '/'
(for example "/peterm/FireTemple/fire1"). It can also be a relative
path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
for example I could use the relative path "Fire1"). Use relative
paths whenever possible! Note that upper/lower case must always be
set correctly. However, please use lower case only.
If the <exit path> is set, ONLY players can get teleported. If the
<exit path> is unset (empty), anything can get teleported: Players,
monsters and items. In this case, the destined map is automatically
the same map the teleporter is on.
The exit destinations define the (x, y)-coordinates where the exit
leads to.
If both are set to zero and <exit path> is empty, the player will
get teleported to another, randomly chosen teleporter on the same
map (Slightly confusing for the player though). Make sure there
actually *is* a second one in that case.
If both are set to zero and <exit path> is set, the player will
be transferred to the "default enter location" of the destined map.
The latter can be set in the map-properties as "Enter X/Y". Though,
please DO NOT use that. It turned out to be a source for numerous
map-bugs.
The exit destinations define the (x, y)-coordinates where the exit
leads to.
If both are set to zero and <exit path> is empty, the player will
get teleported to another, randomly chosen teleporter on the same
map (Slightly confusing for the player though). Make sure there
actually *is* a second one in that case.
If both are set to zero and <exit path> is set, the player will
be transferred to the "default enter location" of the destined map.
The latter can be set in the map-properties as "Enter X/Y". Though,
please DO NOT use that. It turned out to be a source for numerous
map-bugs.
If a connection value is set, the teleporter will be activated
whenever the connection is triggered. To use this properly,
<activation speed> must be zero.
If the <activation speed> is nonzero, the teleporter will
automatically be activated in regular time-intervals. Hence, the
player can just step on it and gets teleported sooner or later.
The duration between two activates depends on the given value.
Default in the teleporter arch is <activation speed> 0.1.
VERY IMPORTANT: If you want to have your teleporter activated via
button/handle/magic_ear/etc, you must set <activation speed> to zero!
&speed_left;
magic_ear)
or carrying special key-objects (-> inventory checker).
Unlike locked doors, gates can get shut again after a player has
passed, which makes them more practical in many cases. Unlike normal
gates, timed gates open when triggered but automatically close again
after some time.]]>
Whenever the inventory checker is triggered, all objects with identical
<connection> value get activated. This only makes sense together with
<blocking passage> disabled. If unset, the gate opens automatically
after some time.
The <position state> defines the position of the gate:
Zero means completely open/down, the "number of animation-steps" (usually
about 6 or 7) means completely closed/up state. I suggest you don't
mess with this value - Leave the default in place.
&movement_types_terrain;
Restricting the use of spells to pass this gate. This has
an effect only if <block view> is disabled.
Restricting the use of prayers to pass this door. This has
an effect only if <block view> is disabled.
Defines the duration the gate remains closed. This only takes effect
if the gate is not connected.
Traps hit any monster or person who steps on them for 'dam' damage in
'attacktype' attacktype and/or trigger a reaction.
Many traps are already defined in the archetypes. ]]>
&move_on;
Level effects how easily a trap may be found and disarmed, and
how much experience the player gets for doing so. Beware: High level
traps can be quite a cheap source of experience! So either make them
tough, or keep the level low.
This value determines what fraction of the time the trap is visible:
It'll be randomly visible 1/<visibility> of the time. Also effects
how easily the trap may be found.
The trap will detonate <number of charges> times before disappearing.
<direct damage> specifies how much damage is done by the trap.
This should be set in reasonable relation to the trap's level.
This attribute defines what attacktype to use for direct damage when
the trap detonates.
When the trap is detonated, all objects with the same
connection value get activated.
When the trap detonates, this text is displayed to the
victim. For especially powerful or complex traps, create an appropriate
and thrilling description. ;)
Once a trapdoor has been opened (by a creature or items of sufficient
weight,) it remains open, acting like an opened pit. ]]>
&move_on;
This value defines how much weight the trapdoor can hold.
Once items or creatures are gathered on the trapdoor, with
a total weight surpassing this value, then the trapdoor will
open and things start falling through.
The trapdoor will transport creatures (and items) randomly into
a two-square radius of the destination coordinates.
If the destination square becomes blocked, the trapdoor will act like
being filled up and not work anymore!
The trapdoor will transport creatures (and items) randomly into
a two-square radius of the destination coordinates.
If the destination square becomes blocked, the trapdoor will act like
being filled up and not work anymore!
This entry determines what kind of treasure will appear. Look into
/crossfire/share/crossfire/treasures for details about existing
treasurelists.
"Auto-generate" must be set in order to have the treasure be created
when the map is loaded.
If you want to create a random treasure chest, you unset this flag.
That way, the player has to apply the object (the chest), then the
treasure is generated.
"Create number" specifies how many pieces of the given treasurelist
will appear. Note that for every piece there is a chance that nothing is
generated. Also, sometimes there can be stacks of items generated, like
for gems/money.
The <quality level> will be used for the quality of the generated
treasure instead of the map difficulty (as was done with shops).
If zero/unset, the map difficulty will instead be used.
(Example for comparison: Shop floors generate treasure of
<quality level> 5 per default).
Note that the player has no possibility to "see" his own marks,
except by the effect that they cause on the maps. ]]>
The <key string> can be detected by inv. checkers/detectors.
If the player already has a force with that <key string>,
there won't be inserted a second one.
Unlike a regular marker this is the connection that triggers this marker to activate.
This value defines the duration of the force it inserts.
If nonzero, the duration of the player's mark is finite:
about 1 food per 10 seconds. <mark duration> zero/unset
means the mark will stay on the player forever.
When the player steps onto the marker, all existing forces in
the players inventory with a <key string> matching <delete mark>
will be removed. If you don't want to remove any marks, leave
this textfield empty.
Note that the string <delete mark> is set as the name of
this marker. So don't be confused, and remember changing the
name will take effect on the marker's functionality.
In the moment when the player gets marked, this text is displayed
to him. You should really set a message in any marker you create,
because it's the only way for the player to notice what's going on.
&movement_types_terrain;
If set, the object is able to "roll", so it can be pushed around.
This setting is used for boulders and barrels.
This takes effect only with <blocksview> disabled.
Restricting the use of spells to pass this wall.
This takes effect only with <blocksview> disabled.
Restricting the use of spells to pass this wall.
The <spell> specifies the contained spell.
The <casting level> of the wand determines it's power.
An average level for wands in shops is about 10.
The wand can be used <number of charges> times before it is
used up. It can be recharged with scrolls of charging.
A godgiven item vanishes as soon as the player
drops it to the ground.
This text may contain a description of the wand.
For weak walls, <race> should always be set to "wall",
unless you create something fancy like a building which
is in fact meant to be a huge animal.
Note that shovels slay walls, so they do tripple damage
against weak walls.
The <level> of a weak wall works similar to monster levels.
Due to the fact that weak walls cannot attack, the level
is much less important though.
The <health points> of a weak wall define how long it takes to
tear it down. With every successful hit from an opponent,
<health points> get drained.
<max health> is the maximum amount of <health points> this
weak wall can have. Since walls generally don't heal, I doubt
this has much real effect.
Weak walls of high <armour class> are less likely to get hit.
<armour class> can be considered the "counterpiece" to <weapon class>.
This number is a bitmask, specifying the weapon's attacktypes.
Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
have no more than one or two attacktypes. Keep in mind that all weapons
can be blessed by the player's diety, thus adding an additional attacktype.
When a player hits a monster with a weapon that has more than one attacktype,
then he will do as much damage as the "best" of his attacktypes does. So,
the more attacktypes you've got, the better your chance to take advantage
of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
player.). Attacktypes "magic" and "chaos" are somehow exceptions.
The <weapontype> characterizes the weapon's type of physical
attack. It could best be considered a "subclassification"
of the physical attacktype. For now, this is only used for
attack messages!
You should always set this correctly when creating new
weapons for your maps.
Matching <skill name> of the skill that is required
to use this weapon.
The damage value is used as base value for how much damage the weapon
does per hit. The actual damage involves more dependencies,
like wielder's level and defender's level. Look at existing weapons
to get a feel for the range of weapon damage values.
Slaying means the weapon does tripple (3x) damage to monsters of the
specified race. If <slaying race> matches an arch name (e.g. "big_dragon"),
only monsters of that archtype are hit with tripple damage.
No god blessings are possible for weapons with a race set in this entry
(That's because god blessings add tripple damage against their own
enemy races). Tripple damage is very effective.
The weapon speed determines how often the wielder can swing the weapon
during a certain period of time. The lower the faster, <weapon speed> 1
is best (that is lightning- fast). A typical average value is 8.
Speed and damage should be kept in reasonable relation.
The weapon class value adds to the overall weapon class of the wielder's
melee attacks. Weapon class improves the chance of hitting the opponent.
For a weapon, magic bonus works just like weapon class, except that
magic bonus can be improved by the gods or reduced by acid. Hence, it is
less useful than direct weapon class value on a weapon.
The <item power> value measures how "powerful" an artifact is.
Players will only be able to wear equipment with a certain total
amount of <item power>, depending on their own level. This is the
only way to prevent low level players to wear "undeserved" equipment
(like gifts from other players or cheated items).
It is very important to adjust the <item power> value carefully
for every artifact you create! If zero/unset, the CF server will
calculate a provisional value at runtime, but this is never
going to be an accurate measurement of <item power>.
A damned weapon cannot be unwielded unless
the curse is removed. Removing damnations is
a tick harder than removing curses.
A cursed weapon cannot be unwielded unless
the curse is removed.
An item with this flag enabled will save the players life
for one time: When the player is wearing this item and his
health points reach zero, the item disappears, replenishing
half of the player's health.
An item with <save life> should not have
any decent additional bonuses!
Unique items exist only one time on a server. If the item
is taken, lost or destroyed - it's gone for good.
A godgiven item vanishes as soon as the player
drops it to the ground.
This adds physical resistance to the weapon (= armour value). The number is
a percent-value in the range 0-100. Treat this with CARE. Look at other maps
and what they require to do for getting this-and-that artifact.
This adds magic resistance to the weapon. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds fire resistance to the weapon. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds electricity resistance to the weapon. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds fire resistance to the weapon. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds confusion resistance to the weapon. The number is a percent-value in
the range 0-100. Confusion resistance is not very effective
unless the value comes close to 100 (= perfect immunity).
This adds acid resistance to the weapon. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds draining resistance to the weapon. The number is a percent-value
in the range 0-100. Draining resistance is little effective
unless the value is 100 (= perfect immunity).
This adds weaponmagic resistance to the weapon. The number is a percent-value in
the range 0-100. Weaponmagic resistance generally should not exist on
equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
are not meant to be easily resisted.
This adds ghosthit resistance to the weapon. The number is a percent-value
in the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds poison resistance to the weapon. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds fear resistance to the weapon. The number is a percent-value in
the range 0-100. Resistance to fear is pretty useless.
This adds paralyze resistance to the weapon. The number is a percent-value in
the range 0-100. Paralyze resistance is little effective
unless the value is 100 (= perfect immunity).
This adds fear resistance to the weapon. The number is a percent-value in
the range 0-100. Resistance to fear is pretty useless.
This adds depletion resistance to the weapon. The number is a percent-value
in the range 0-100. Depletion resistance is little effective
unless the value is 100 (= perfect immunity).
This adds death-attack resistance to the weapon. The number is a
percent-value in the range 0-100. Death-attack resistance is little
effective unless the value is 100 (= perfect immunity).
Generally, resistance to death-attack is not supposed to be
available to players!
This adds chaos resistance to the weapon. The number is a percent-value in
the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
Note that chaos is not a stand-alone attacktype. Chaos "contains" a
combination of other attacktypes.
This adds blinding resistance to the weapon. The number is a percent-value
in the range 0-100. Treat this with CARE. Look at other maps and what they
require to do for getting this-and-that artifact.
This adds holy power resistance to the weapon. The number is a percent-value
in the range 0-100. Holy power is the attacktype that holyword-type spells
use to hurt undead creatures. This kind of resistance is only reasonable
for undead players (wraith or devourer cult).
Generally, resistance to holy word should not be available for players.
The player's strentgh will rise/fall by the given value
while wearing this weapon.
The player's dexterity will rise/fall by the given value
while wearing this weapon.
The player's constitution will rise/fall by the given value
while wearing this weapon.
The player's intelligence will rise/fall by the given value
while wearing this weapon.
The player's power will rise/fall by the given value
while wearing this weapon.
The player's wisdom will rise/fall by the given value while
wearing this weapon.
The player's charisma will rise/fall by the given value
while wearing this weapon.
With positive luck bonus, the player is more likely to
succeed in all sorts of things (spellcasting, praying,...).
Unless the <luck bonus> is very high, the effect will be
barely visible in-game. Luck bonus on one piece of equipment
should never exceed 3, and such bonus should not be too
frequently available.
Positive <health regen.> bonus speeds up the
player's healing process. Negative values slow it down.
Positive <mana regen.> bonus speeds up the
player's mana regeneration. Negative values slow it down.
Positive <grace regen.> bonus speeds up the
player's grace regeneration. Negative values slow it down.
Since grace can be regenerated rather easy with praying,
additional <grace regen.> bonus should be VERY RARE!!
Positive <food bonus> slows down the player's digestion,
thus he consumes less food. Negative values speed it up.
Note that food is consumed not only for "being alive", but
also for healing and mana-regeneration.
<food bonus> only affects the amount of food consumed
for "being alive". Hence, even with high <food bonus>,
during a fight a player can run out of food quickly.
Xray vision allows the player to see through obstacles
in a two-square-wide radius. This is extremely helpful and
desirable, so don't give it away for cheap on equipment.
Stealth allows the player to move silently.
This comes to effect if a player turns himself
invisible and tries to sneak around monsters.
(At least that was the idea behind it)
If a player is wearing any piece of equipment with
the ability to <reflect spells>, all kinds of
spell-bullets and -beams will bounce off him.
This works only about 90% of all times, to
avoid players being completely immune to certain
types of attacks.
This is a very powerful ability and it
shouldn't be handed out cheap!
If a player is wearing any piece of equipment with
the ability to <reflect missiles>, all kinds of
projectiles (e.g. arrows, bolts, boulders) will
bounce off him. This works only about 90% of all
times, to avoid players being completely immune to
certain types of attacks.
Click on the <attuned paths> button to select spellpaths.
The player will get attuned to the specified spellpaths
while wearing this weapon.
Click on the <repelled paths> button to select spellpaths.
The player will get repelled to the specified spellpaths
while wearing this weapon.
Click on the <denied paths> button to select spellpaths.
The specified spellpaths will be denied to the player
while wearing this weapon.
This text describes the weapons's "story". Every decent artifact weapon
should have such a description.
The type of event that triggers a notify to the plug-in.
The name of the plug-in that should be notified of the event, e.g. "cfpython"
for python and "perl" for the Crossfire-Perl plug-in.
The name of the extension to invoke (for python, this is the path to a script,
for perl this is the name of a extension package without the ".ext" extension.
A string that is passed unaltered to the extension above. Often used to pass
options to the extension that alter its behaviour.