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Revision 1.1 by root, Tue Feb 21 21:37:01 2006 UTC vs.
Revision 1.14 by root, Mon Mar 27 17:23:36 2006 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the defintitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Crossfire object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Crossfire game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# # 13# #
14# If you encounter bugs, typos or missing entrys in the LATEST # 14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me # 15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. # 16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor # 17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! # 18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# # 19# #
65# Created by Andreas Vogl. # 65# Created by Andreas Vogl. #
66###################################################################### 66######################################################################
67--> 67-->
68<!DOCTYPE types [ 68<!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> 69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 70
71 <!ELEMENT bitmask (entry*)> 71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED> 72 <!ATTLIST bitmask name CDATA #REQUIRED>
73 73
74 <!ELEMENT list (entry*)> 74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED> 75 <!ATTLIST list name CDATA #REQUIRED>
76 76
77 <!ELEMENT entry EMPTY> 77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED 78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED 79 value CDATA #IMPLIED
80 name CDATA #REQUIRED> 80 name CDATA #REQUIRED>
81 81
82 <!ELEMENT ignore_list (attribute* | EMPTY)> 82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED> 83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84 84
85 <!ELEMENT default_type (attribute*)> 85 <!ELEMENT default_type (attribute*)>
86 86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> 87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED 88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED> 89 number CDATA #REQUIRED>
90 90
91 <!ELEMENT description (#PCDATA)> 91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)> 92 <!ELEMENT use (#PCDATA)>
93 93
94 <!ELEMENT import_type EMPTY> 94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED> 95 <!ATTLIST import_type name CDATA #REQUIRED>
96 96
97 <!ELEMENT required (attribute+)> 97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)> 98 <!ELEMENT ignore (attribute*,ignore_list*)>
99 99
100 <!ELEMENT section (attribute+)> 100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED> 101 <!ATTLIST section name CDATA #REQUIRED>
102 102
103 <!ELEMENT attribute (#PCDATA)> 103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED 104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED 105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED 106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED 107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED 108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED 109 value CDATA #IMPLIED
110 length CDATA #IMPLIED 110 length CDATA #IMPLIED
111 true CDATA #IMPLIED 111 true CDATA #IMPLIED
112 false CDATA #IMPLIED> 112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
113]> 161]>
114 162
115<types> 163<types>
116 164
117<!--###################### bitmask definitions ######################--> 165<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 198 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 199 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 200 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 201 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 202 <entry bit="8" name="Adamantite" />
203 <entry bit="9" name="Liquid" />
204 <entry bit="10" name="Soft Metal" />
205 <entry bit="11" name="Bone" />
206 <entry bit="12" name="Ice" />
207 <entry bit="13" name="(supress name on display)" />
208
155</bitmask> 209</bitmask>
156 210
157<bitmask name="spellpath"> 211<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 212 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 213 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 244 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 245 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 246 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 247 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 248 <entry bit="6" name="All" />
249</bitmask>
250
251<bitmask name="movement_type">
252 <entry bit="0" name="Walk" />
253 <entry bit="1" name="Fly Low" />
254 <entry bit="2" name="Fly High" />
255 <entry bit="3" name="Swim" />
256 <entry bit="4" name="Boat" />
257 <entry bit="16" name="Other" />
195</bitmask> 258</bitmask>
196 259
197<!--###################### list definitions ######################--> 260<!--###################### list definitions ######################-->
198 261
199<list name="direction"> 262<list name="direction">
322 <entry value="45" name="disease" /> 385 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 386 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 387 <entry value="47" name="town portal" />
325</list> 388</list>
326 389
390<list name="event_type">
391 <entry value="0" name="none" />
392 <entry value="1" name="apply" />
393 <entry value="2" name="attack" />
394 <entry value="3" name="death" />
395 <entry value="4" name="drop" />
396 <entry value="5" name="pickup" />
397 <entry value="6" name="say" />
398 <entry value="7" name="stop" />
399 <entry value="8" name="time" />
400 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" />
402 <entry value="11" name="close" />
403 <entry value="12" name="timer" />
404 <entry value="28" name="move" />
405</list>
406
407<list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" />
410 <entry value="2" name="run away" />
411 <entry value="3" name="hit and run" />
412 <entry value="4" name="wait, then hit, then move" />
413 <entry value="5" name="rush blindly" />
414 <entry value="6" name="always run" />
415 <entry value="7" name="attack from distance if hit" />
416 <entry value="8" name="do not approach" />
417</list>
418
419<list name="attack_movement_bits_4_7">
420 <entry value="0" name="none" />
421 <entry value="16" name="pet" />
422 <entry value="32" name="small circle" />
423 <entry value="48" name="large circle" />
424 <entry value="64" name="small horizontal" />
425 <entry value="80" name="large horizontal" />
426 <entry value="96" name="random direction" />
427 <entry value="112" name="random movement" />
428 <entry value="128" name="small vertical" />
429 <entry value="144" name="large vertical" />
430</list>
431
327<!--###################### default attributes ######################--> 432<!--###################### default attributes ######################-->
328 433
329<!-- 434<!--
330 The attributes of the default_type get added to all other types by default. 435 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify 436 Every type can have an 'ignore' element however, which is used to specify
339 This is the plural name of the object. A plural name must be set for 444 This is the plural name of the object. A plural name must be set for
340 all items that can be picked up and collected by the player. 445 all items that can be picked up and collected by the player.
341 </attribute> 446 </attribute>
342 <attribute arch="title" editor="title" type="string"> 447 <attribute arch="title" editor="title" type="string">
343 This is the object's title. Once an object is identified the title is 448 This is the object's title. Once an object is identified the title is
344 attached to the name. Typical titels are "of mostrai", "of xray vision" etc. 449 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute> 450 </attribute>
346 <attribute arch="face" editor="image" type="string"> 451 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game. 452 The image-name defines what image is displayed for this object in-game.
348 </attribute> 453 </attribute>
349 <attribute arch="nrof" editor="number" type="int"> 454 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example: 455 This value determines the number of objects in one stack (for example:
351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 456 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352 any pickable object - otherwise it won't be mergeable into a stack. 457 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute> 458 </attribute>
354 <attribute arch="weight" editor="weight" type="int"> 459 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in gramm (1000g is 1kg). Objects with 460 This value defines the object's weight in grams (1000g is 1kg). Objects with
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag 461 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 462 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 463 never know ;) ).
359 </attribute> 464 </attribute>
360 <attribute arch="value" editor="value" type="int"> 465 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the 466 Determines the value of the object, in units of silver coins (one
362 default value from it's archetype (E.g. "value = 3" means three times 467 platinum coin == 50 silver coins). Value for buying/selling will be
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is 468 further modified by various factors. Hence, testing values in-game is
365 usually inevitable. 469 usually inevitable.
366 </attribute> 470 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 471 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object 472 If &lt;glow radius&gt; is set to a value greater zero, the object
369 appears lit up on dark maps. &lt;glow radius&gt; can be a value 473 appears lit up on dark maps. &lt;glow radius&gt; can be a value
370 between 0 and 4, the higher, the more light does the object emmit. 474 between 0 and 4, the higher, the more light does the object emit.
371 </attribute> 475 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material"> 476 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the 477 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object 478 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects. 479 can be destroyed by hazardous spell-effects.
435 the fallback for all types which don't match any other defined types. 539 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with 540 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 541 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 542 <attribute arch="misc" value="x" />
439 </required> 543 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 544 &movement_types_terrain;
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool"> 545 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 546 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 547 they generally harm the player in some way.
446 </attribute> 548 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 549 <attribute arch="damned" editor="damned" type="bool">
499 </attribute> 601 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell"> 602 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt; 603 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the 604 when the player is at least 6 squares away (from the
503 monster's head). 605 monster's head).
504 606
505 Setting a &lt;long range spell&gt; is optional. If unset, the 607 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time. 608 &lt;short range spell&gt; gets used all the time.
507 </attribute> 609 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int"> 610 <attribute arch="maxsp" editor="importance" type="int">
509 Sometimes you'll want a monster to use one ability more than others. 611 Sometimes you'll want a monster to use one ability more than others.
510 To achieve this, set the &lt;importance&gt; to a value greater than 612 To achieve this, set the &lt;importance&gt; to a value greater than
511 one. Abilities with this value zero/unset are counted to be of 613 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one. 614 &lt;importance&gt; one.
513 615
514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and 616 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four 617 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516 times the "small fireball". 618 times the "small fireball".
517 </attribute> 619 </attribute>
518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> 620 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519 This flag specifies wether the ability &lt;is magical&gt; in nature. 621 This flag specifies whether the ability &lt;is magical&gt; in nature.
520 If enabled, all spells produced by this ability will have magic 622 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes. 623 attacktype added to the usual attacktypes.
522 624
523 This should always be set for spell-like abilities. "Natural" 625 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception. 626 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because 627 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute> 628 magic resistance does not protect from those.</attribute>
527</type> 629</type>
533 </ignore> 635 </ignore>
534 <description><![CDATA[ 636 <description><![CDATA[
535 When a player puts a defined number of certain items on the altar, 637 When a player puts a defined number of certain items on the altar,
536 then either a spell is casted (on the player) or a connector is 638 then either a spell is casted (on the player) or a connector is
537 triggered. If the latter is the case, the altar works only once. 639 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item dissapears. ]]> 640 Either way, the sacrificed item disappears. ]]>
539 </description> 641 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 642 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 643 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 644 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to 645 This string specifies the item that must be put on the altar to
544 activate it. It can either be the name of an archetype, or directly 646 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars. 647 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is 648 Remember to put a note somewhere, telling the player what he is
547 expected to drop on the altar. (Often this is put in the altar's 649 expected to drop on the altar. (Often this is put in the altar's
548 name: E.g. "drop 100 platinums") 650 name: E.g. "drop 100 platinums")
549 </attribute> 651 </attribute>
550 <attribute arch="food" editor="drop amount" type="int"> 652 <attribute arch="food" editor="drop amount" type="int">
551 The drop amount specifies the amount of items (specified 653 The drop amount specifies the amount of items (specified
552 in &lt;match item name&gt;) that must be dropped to activate the altar. 654 in &lt;match item name&gt;) that must be dropped to activate the altar.
553 655
554 If &lt;match item name&gt; is set to "money", then the value of the 656 If &lt;match item name&gt; is set to "money", then the value of the
555 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 657 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556 200 silver, 20 gold, or 4 platinum will all work.) 658 200 silver, 20 gold, or 4 platinum will all work.)
557 659
558 Note that the maximum possible for &lt;drop amount&gt; is 32767. 660 Note that the maximum possible for &lt;drop amount&gt; is 32767.
559 </attribute> 661 </attribute>
560 <attribute arch="connected" editor="connection" type="int"> 662 <attribute arch="connected" editor="connection" type="int">
561 If a connection value is set, the altar will trigger all objects 663 If a connection value is set, the altar will trigger all objects
562 with the same value, when activated. This will only work once. 664 with the same value, when activated. This will only work once.
563 </attribute> 665 </attribute>
564 <attribute arch="sp" editor="spell" type="spell"> 666 <attribute arch="sp" editor="spell" type="spell">
565 When activated, the selected &lt;spell&gt; will be casted (once, on the 667 When activated, the selected &lt;spell&gt; will be casted (once, on the
566 player). This should work for any given spell. The altar will work 668 player). This should work for any given spell. The altar will work
567 infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for 669 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar. 670 one altar.
569 </attribute> 671 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 672 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player 673 This text will be displayed to the player
572 in the exact moment when the altar is activated. 674 in the exact moment when the altar is activated.
579 <ignore_list name="non_pickable" /> 681 <ignore_list name="non_pickable" />
580 </ignore> 682 </ignore>
581 <description><![CDATA[ 683 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars 684 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that 685 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitly. ]]> 686 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
585 </description> 687 </description>
586 <use><![CDATA[ 688 <use><![CDATA[
587 Altar_triggers are very useful if you want to charge a price for... 689 Altar_triggers are very useful if you want to charge a price for...
588 <UL> 690 <UL>
589 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 691 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
590 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 692 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
591 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 693 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592 </UL> 694 </UL>
593 The big advantage over normal altars is the infinite usability 695 The big advantage over normal altars is the infinite usability
594 of altar_triggers! If there are ten players on one server, they're 696 of altar_triggers! If there are ten players on one server, they're
595 quite grateful if things work more than once. =) ]]> 697 quite grateful if things work more than once. =) ]]>
603 expected to drop on the altar. (Often this is put in the altar's 705 expected to drop on the altar. (Often this is put in the altar's
604 name: E.g. "drop 100 platinums") 706 name: E.g. "drop 100 platinums")
605 </attribute> 707 </attribute>
606 <attribute arch="food" editor="drop amount" type="int"> 708 <attribute arch="food" editor="drop amount" type="int">
607 The drop amount specifies the amount of items (specified 709 The drop amount specifies the amount of items (specified
608 in &lt;match item name&gt;) that must be dropped to activate the altar. 710 in &lt;match item name&gt;) that must be dropped to activate the altar.
609 711
610 If &lt;match item name&gt; is set to "money", then the value of the 712 If &lt;match item name&gt; is set to "money", then the value of the
611 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 713 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612 200 silver, 20 gold, or 4 platinum will all work.) 714 200 silver, 20 gold, or 4 platinum will all work.)
613 715
614 Note that the maximum possible for &lt;drop amount&gt; is 32767. 716 Note that the maximum possible for &lt;drop amount&gt; is 32767.
615 </attribute> 717 </attribute>
616 <attribute arch="connected" editor="connection" type="int"> 718 <attribute arch="connected" editor="connection" type="int">
617 If a connection value is set, the altar will trigger all objects 719 If a connection value is set, the altar will trigger all objects
618 with the same value, when activated. This will only work once. 720 with the same value, when activated. This will only work once.
619 </attribute> 721 </attribute>
620 <attribute arch="sp" editor="spell" type="spell"> 722 <attribute arch="sp" editor="spell" type="spell">
621 When activated, this &lt;spell&gt; will be casted (once, on the player). 723 When activated, this &lt;spell&gt; will be casted (once, on the player).
622 This should work for any given spell. The altar will work infinitly 724 This should work for any given spell. The altar will work infinitely
623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar. 725 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute> 726 </attribute>
625 <attribute arch="exp" editor="reset time" type="int"> 727 <attribute arch="exp" editor="reset time" type="int">
626 Being activated, the altar will reset after &lt;reset time&gt; ticks. 728 Being activated, the altar will reset after &lt;reset time&gt; ticks.
627 After reset, the altar is ready to be activated once again. 729 After reset, the altar is ready to be activated once again.
629 </attribute> 731 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool"> 732 <attribute arch="last_sp" editor="ignore reset" type="bool">
631 If this attribute is enabled, the altar_trigger won't push the 733 If this attribute is enabled, the altar_trigger won't push the
632 connected value by altar reset. Only ONCE by dropping the sacrifice. 734 connected value by altar reset. Only ONCE by dropping the sacrifice.
633 This is typically used when the altar is connected to a creator, 735 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets. 736 e.g. for selling tickets.
635 737
636 If this attribute is disabled (default), the altar_trigger 738 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by 739 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 740 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 741 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 742 gate being opened and closed again.
641 </attribute> 743 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 744 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 745 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 746 This text will be displayed to the player
646 in the exact moment when the altar is activated. 747 in the exact moment when the altar is activated.
647 </attribute> 748 </attribute>
648</type> 749</type>
672 The &lt;item power&gt; value measures how "powerful" an artifact is. 773 The &lt;item power&gt; value measures how "powerful" an artifact is.
673 Players will only be able to wear equipment with a certain total 774 Players will only be able to wear equipment with a certain total
674 amount of &lt;item power&gt;, depending on their own level. This is the 775 amount of &lt;item power&gt;, depending on their own level. This is the
675 only way to prevent low level players to wear "undeserved" equipment 776 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items). 777 (like gifts from other players or cheated items).
677 778
678 It is very important to adjust the &lt;item power&gt; value carefully 779 It is very important to adjust the &lt;item power&gt; value carefully
679 for every artifact you create! If zero/unset, the CF server will 780 for every artifact you create! If zero/unset, the CF server will
680 calculate a provisional value at runtime, but this is never 781 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;. 782 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute> 783 </attribute>
689 unless the curse is removed. 790 unless the curse is removed.
690 </attribute> 791 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool"> 792 <attribute arch="lifesave" editor="save life" type="bool">
692 An item with this flag enabled will save the players life 793 An item with this flag enabled will save the players life
693 for one time: When the player is wearing this item and his 794 for one time: When the player is wearing this item and his
694 healthpoints reach zero, the item dissapears, replenishing 795 health points reach zero, the item disappears, replenishing
695 half of the player's health. 796 half of the player's health.
696 797
697 An item with &lt;save life&gt; should not have 798 An item with &lt;save life&gt; should not have
698 any decent additional bonuses! 799 any decent additional bonuses!
699 </attribute> 800 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool"> 801 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item 802 Unique items exist only one time on a server. If the item
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 969 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute> 970 </attribute>
870 <attribute arch="food" editor="food bonus" type="int"> 971 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion, 972 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up. 973 thus he consumes less food. Negative values speed it up.
873 974
874 Note that food is consumed not only for "being alive", but 975 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration. 976 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed 977 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;, 978 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly. 979 during a fight a player can run out of food quickly.
879 </attribute> 980 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool"> 981 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles 982 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and 983 in a two-square-wide radius. This is extremely helpful and
883 desireable, so don't give it away for cheap on equipment. 984 desirable, so don't give it away for cheap on equipment.
884 </attribute> 985 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool"> 986 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently. 987 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself 988 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters. 989 invisible and tries to sneak around monsters.
893 the ability to &lt;reflect spells&gt;, all kinds of 994 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him. 995 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to 996 This works only about 90% of all times, to
896 avoid players being completely immune to certain 997 avoid players being completely immune to certain
897 types of attacks. 998 types of attacks.
898 999
899 This is a very powerful ability and it 1000 This is a very powerful ability and it
900 shouldn't be handed out cheap! 1001 shouldn't be handed out cheap!
901 </attribute> 1002 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 1003 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with 1004 If a player is wearing any piece of equipment with
905 projectiles (e.g. arrows, bolts, boulders) will 1006 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1007 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1008 times, to avoid players being completely immune to
908 certain types of attacks. 1009 certain types of attacks.
909 </attribute> 1010 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1011 &move_type;
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath"> 1012 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1013 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1014 The player will get attuned to the specified spellpaths
917 while wearing this item. 1015 while wearing this item.
918 </attribute> 1016 </attribute>
969 get teleported after they died on this battleground. 1067 get teleported after they died on this battleground.
970 </attribute> 1068 </attribute>
971</type> 1069</type>
972 1070
973<!--####################################################################--> 1071<!--####################################################################-->
974<type number="104" name="Bracers">
975 <import_type name="Amulet" />
976 <description><![CDATA[
977 Bracers are armour-plates worn around the wrists.
978 Wearing bracer, the object's stats will directly be inherited to
979 the player. Usually enhancing his defense. ]]>
980 </description>
981 <use><![CDATA[
982 Feel free to create your own special artifacts. However, it is very
983 important that you keep your artifact in balance with existing maps. ]]>
984 </use>
985 <attribute arch="magic" editor="magic bonus" type="int">
986 &lt;magic bonus&gt; works just like ac, except that it can be improved by
987 "scrolls of Enchant Armour" or reduced by acid. It is less useful
988 than direct armour-class bonus on the bracers.
989 </attribute>
990</type>
991
992<!--####################################################################-->
993<type number="16" name="Brestplate Armour">
994 <import_type name="Amulet" />
995 <description><![CDATA[
996 Wearing an armour, the object's stats will directly be inherited to
997 the player. Usually enhancing his defense. ]]>
998 </description>
999 <use><![CDATA[
1000 Feel free to create your own special artifacts. However, it is very
1001 important that you keep your artifact in balance with existing maps. ]]>
1002 </use>
1003 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1004 This poses a penalty to spell regeneration speed, for wearing the armour.
1005 The bigger the spellpoint penalty, the worse.
1006 </attribute>
1007 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1008 Slowdown penalty reduces the player's walking speed when wearing the
1009 armour. Bigger values are worse - zero is best.
1010 </attribute>
1011 <attribute arch="magic" editor="magic bonus" type="int">
1012 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1013 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1014 than direct armour-class bonus on the armour.
1015 </attribute>
1016</type>
1017
1018<!--####################################################################-->
1019<type number="8" name="Book"> 1072<type number="8" name="Book">
1020 <description><![CDATA[ 1073 <description><![CDATA[
1021 Applying a book, the containing message is displayed to the player. ]]> 1074 Applying a book, the containing message is displayed to the player. ]]>
1022 </description> 1075 </description>
1023 <attribute arch="level" editor="literacy level" type="int"> 1076 <attribute arch="level" editor="literacy level" type="int">
1038 is taken, lost or destroyed - it's gone for good. 1091 is taken, lost or destroyed - it's gone for good.
1039 </attribute> 1092 </attribute>
1040 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1093 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041 This is the text that appears "written" in the book. 1094 This is the text that appears "written" in the book.
1042 </attribute> 1095 </attribute>
1096 <attribute arch="slaying" editor="key string" type="string">
1097 This is the key string of the book. The key string is checked by an inventory checker.
1098 (This is used eg. for the gate/port passes in scorn)
1099 </attribute>
1043</type> 1100</type>
1044 1101
1045<!--####################################################################--> 1102<!--####################################################################-->
1046<type number="99" name="Boots"> 1103<type number="99" name="Boots">
1047 <import_type name="Amulet" /> 1104 <import_type name="Amulet" />
1064 </attribute> 1121 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int"> 1122 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1123 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1124 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the boots. 1125 than direct armour-class bonus on the boots.
1069 1126
1070 Important: &lt;magic bonus&gt; on boots has no effect if there is no 1127 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1071 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1128 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1129 </attribute>
1130</type>
1131
1132<!--####################################################################-->
1133<type number="104" name="Bracers">
1134 <import_type name="Amulet" />
1135 <description><![CDATA[
1136 Bracers are armour-plates worn around the wrists.
1137 Wearing bracer, the object's stats will directly be inherited to
1138 the player. Usually enhancing his defense. ]]>
1139 </description>
1140 <use><![CDATA[
1141 Feel free to create your own special artifacts. However, it is very
1142 important that you keep your artifact in balance with existing maps. ]]>
1143 </use>
1144 <attribute arch="magic" editor="magic bonus" type="int">
1145 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1146 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1147 than direct armour-class bonus on the bracers.
1148 </attribute>
1149</type>
1150
1151<!--####################################################################-->
1152<type number="16" name="Brestplate Armour">
1153 <import_type name="Amulet" />
1154 <description><![CDATA[
1155 Wearing an armour, the object's stats will directly be inherited to
1156 the player. Usually enhancing his defense. ]]>
1157 </description>
1158 <use><![CDATA[
1159 Feel free to create your own special artifacts. However, it is very
1160 important that you keep your artifact in balance with existing maps. ]]>
1161 </use>
1162 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1163 This poses a penalty to spell regeneration speed, for wearing the armour.
1164 The bigger the spellpoint penalty, the worse.
1165 </attribute>
1166 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1167 Slowdown penalty reduces the player's walking speed when wearing the
1168 armour. Bigger values are worse - zero is best.
1169 </attribute>
1170 <attribute arch="magic" editor="magic bonus" type="int">
1171 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1172 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1173 than direct armour-class bonus on the armour.
1072 </attribute> 1174 </attribute>
1073</type> 1175</type>
1074 1176
1075<!--####################################################################--> 1177<!--####################################################################-->
1076<type number="92" name="Button"> 1178<type number="92" name="Button">
1081 When a predefined amount of weigh is placed on a button, the 1183 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a 1184 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the 1185 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1186 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1187 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1188 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1189 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1190 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string"> 1191 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1192 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1193 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1194 </attribute>
1093 <attribute arch="connected" editor="connection" type="int"> 1195 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects 1196 Every time the button is pressed or released, all objects
1096 </attribute> 1198 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1199 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this 1200 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player. 1201 message to explain the button's purpose to the player.
1100 </attribute> 1202 </attribute>
1203</type>
1204
1205<!--####################################################################-->
1206<type number="30" name="Button Trigger">
1207 <import_type name="Button" />
1208 <ignore>
1209 <ignore_list name="non_pickable" />
1210 </ignore>
1211 <description><![CDATA[
1212 Handle buttons are buttons which reset after a short period
1213 of time. Every time it is either applied or reset, the
1214 &lt;connection&gt; value is triggered. ]]>
1215 </description>
1216</type>
1217
1218<!--####################################################################-->
1219<type number="37" name="Class Changer">
1220 <ignore>
1221 <ignore_list name="non_pickable" />
1222 </ignore>
1223 <description><![CDATA[
1224 Class changer are used while creating a character. ]]>
1225 </description>
1226 <attribute arch="randomitems" editor="class items" type="treasurelist">
1227 This entry determines which initial items the character receives.
1228 </attribute>
1229<section name="stats">
1230 <attribute arch="Str" editor="strength" type="int">
1231 The player's strength will rise by the given value if he chooses this
1232 class. (Negative values make strength fall)
1233 </attribute>
1234 <attribute arch="Dex" editor="dexterity" type="int">
1235 The player's dexterity will rise by the given value if he chooses this
1236 class. (Negative values make dexterity fall)
1237 </attribute>
1238 <attribute arch="Con" editor="constitution" type="int">
1239 The player's constitution will rise by the given value if he chooses this
1240 class. (Negative values make constitution fall)
1241 </attribute>
1242 <attribute arch="Int" editor="intelligence" type="int">
1243 The player's intelligence will rise by the given value if he chooses this
1244 class. (Negative values make intelligence fall)
1245 </attribute>
1246 <attribute arch="Pow" editor="power" type="int">
1247 The player's power will rise by the given value if he chooses this
1248 class. (Negative values make power fall)
1249 </attribute>
1250 <attribute arch="Wis" editor="wisdom" type="int">
1251 The player's wisdom will rise by the given value if he chooses this
1252 class. (Negative values make wisdom fall)
1253 </attribute>
1254 <attribute arch="Cha" editor="charisma" type="int">
1255 The player's charisma will rise by the given value if he chooses this
1256 class. (Negative values make charisma fall)
1257 </attribute>
1258</section>
1101</type> 1259</type>
1102 1260
1103<!--####################################################################--> 1261<!--####################################################################-->
1104<type number="87" name="Cloak"> 1262<type number="87" name="Cloak">
1105 <import_type name="Amulet" /> 1263 <import_type name="Amulet" />
1114 </use> 1272 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int"> 1273 <attribute arch="magic" editor="magic bonus" type="int">
1116 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1274 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1117 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1275 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118 than direct armour-class bonus on the cloak. 1276 than direct armour-class bonus on the cloak.
1119 1277
1120 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no 1278 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1121 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1279 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute> 1280 </attribute>
1123</type> 1281</type>
1124 1282
1153 </UL> ]]> 1311 </UL> ]]>
1154 </use> 1312 </use>
1155 <attribute arch="race" editor="container class" type="string"> 1313 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects. 1314 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels", 1315 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys". 1316 "arrows" and "keys".
1159 1317
1160 Unfortunately it is not easy to create new container 1318 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute 1319 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a 1320 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing 1321 container. This attribute ("race") is set only for the existing
1164 container classes. 1322 container classes.
1239 on the converter, in order to get &lt;receive number&gt; items 1397 on the converter, in order to get &lt;receive number&gt; items
1240 of &lt;receive arch&gt;. 1398 of &lt;receive arch&gt;.
1241 </attribute> 1399 </attribute>
1242 <attribute arch="other_arch" editor="receive arch" type="string"> 1400 <attribute arch="other_arch" editor="receive arch" type="string">
1243 &lt;receive arch&gt; is the name of the archetype to convert into. 1401 &lt;receive arch&gt; is the name of the archetype to convert into.
1402 This field is ignored if the converter has items in inventory. In this
1403 case one of the inventory items is duplicated. The duplicated item is
1404 randomly chosen from all items present.
1244 </attribute> 1405 </attribute>
1245 <attribute arch="sp" editor="receive number" type="int"> 1406 <attribute arch="sp" editor="receive number" type="int">
1246 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt; 1407 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1247 on the converter, in order to get &lt;receive number&gt; items 1408 on the converter, in order to get &lt;receive number&gt; items
1248 of &lt;receive arch&gt;. 1409 of &lt;receive arch&gt;.
1268 </use> 1429 </use>
1269 <attribute arch="no_pick" value="1" type="fixed" /> 1430 <attribute arch="no_pick" value="1" type="fixed" />
1270 <attribute arch="other_arch" editor="create arch" type="string"> 1431 <attribute arch="other_arch" editor="create arch" type="string">
1271 This string defines the object that will be created. 1432 This string defines the object that will be created.
1272 You can choose any of the existing arches. 1433 You can choose any of the existing arches.
1434 This field is ignored if the creator has items in inventory. In this case
1435 one of the inventory items is duplicated. The duplicated item is randomly
1436 chosen from all items present.
1273 </attribute> 1437 </attribute>
1274 <attribute arch="connected" editor="connection" type="int"> 1438 <attribute arch="connected" editor="connection" type="int">
1275 Whenever the connection value is activated, 1439 Whenever the connection value is activated,
1276 the creator gets triggered. 1440 the creator gets triggered.
1277 </attribute> 1441 </attribute>
1278 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1442 <attribute arch="lifesave" editor="infinit uses" type="bool">
1279 If &lt;infinit uses&gt; is set, the creator will work 1443 If &lt;infinit uses&gt; is set, the creator will work
1280 infinitly, regardless of the value in &lt;number of uses&gt;. 1444 infinitely, regardless of the value in &lt;number of uses&gt;.
1281 </attribute> 1445 </attribute>
1282 <attribute arch="hp" editor="number of uses" type="int"> 1446 <attribute arch="hp" editor="number of uses" type="int">
1283 The creator can be triggered &lt;number of uses&gt; times, thus 1447 The creator can be triggered &lt;number of uses&gt; times, thus
1284 creating that many objects, before it dissappears. 1448 creating that many objects, before it dissappears.
1285 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1449 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1286 </attribute> 1450 </attribute>
1287 <attribute arch="slaying" editor="name of creation" type="string"> 1451 <attribute arch="slaying" editor="name of creation" type="string">
1288 The created object will bear the name specified in &lt;name creation&gt;. 1452 The created object will bear the name and title specified in &lt;name of
1289 If nothing is set, the standard name of the archetype is used. 1453 creation&gt;. If nothing is set, the standard name and title of the
1454 archetype is used.
1290 </attribute> 1455 </attribute>
1291 <attribute arch="level" editor="level of creation" type="int"> 1456 <attribute arch="level" editor="level of creation" type="int">
1292 The created object will be of that level. If zero/unset, 1457 The created object will be of that level. If zero/unset,
1293 the standard level of the archetype is used. 1458 the standard level of the archetype is used.
1294 </attribute> 1459 </attribute>
1326 </attribute> 1491 </attribute>
1327 <attribute arch="speed" editor="detection speed" type="float"> 1492 <attribute arch="speed" editor="detection speed" type="float">
1328 This value defines the time between two detector-checks. 1493 This value defines the time between two detector-checks.
1329 If you want the detector to behave almost like pedestals/buttons, 1494 If you want the detector to behave almost like pedestals/buttons,
1330 set speed rather high, like &lt;detection speed&gt; 1.0. 1495 set speed rather high, like &lt;detection speed&gt; 1.0.
1496 </attribute>
1497 &speed_left;
1498 <attribute arch="speed_left" editor="speed left" type="float">
1499 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1500 If it is larger than 0, the detector checks, and the speed is decremented
1501 by 1.
1331 </attribute> 1502 </attribute>
1332</type> 1503</type>
1333 1504
1334<!--####################################################################--> 1505<!--####################################################################-->
1335<type number="112" name="Director"> 1506<type number="112" name="Director">
1358 <attribute arch="sp" editor="direction" type="list_direction"> 1529 <attribute arch="sp" editor="direction" type="list_direction">
1359 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1530 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1360 A director with direction &lt;none&gt; simply stops projectiles. 1531 A director with direction &lt;none&gt; simply stops projectiles.
1361 (The latter works out a bit strange for some spells). 1532 (The latter works out a bit strange for some spells).
1362 </attribute> 1533 </attribute>
1363 <attribute arch="walk_on" value="1" type="fixed" /> 1534 &move_on;
1364 <attribute arch="fly_on" value="1" type="fixed" />
1365</type> 1535</type>
1366 1536
1367<!--####################################################################--> 1537<!--####################################################################-->
1368<type number="158" name="Disease"> 1538<type number="158" name="Disease">
1369 <ignore> 1539 <ignore>
1400<section name="spreading"> 1570<section name="spreading">
1401 <attribute arch="wc" editor="infectiosness" type="int"> 1571 <attribute arch="wc" editor="infectiosness" type="int">
1402 The &lt;infectiosness&gt; defines the chance of new creatures getting 1572 The &lt;infectiosness&gt; defines the chance of new creatures getting
1403 infected. If you set this too high, the disease is very likely to 1573 infected. If you set this too high, the disease is very likely to
1404 be too effective. 1574 be too effective.
1405 1575
1406 &lt;infectiosness&gt;/127 is the chance of someone in range catching it. 1576 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1407 </attribute> 1577 </attribute>
1408 <attribute arch="last_grace" editor="attenuation" type="int"> 1578 <attribute arch="last_grace" editor="attenuation" type="int">
1409 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt; 1579 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1410 everytime it infects someone new. This limits how many generations 1580 everytime it infects someone new. This limits how many generations
1413 <attribute arch="magic" editor="infection range" type="int"> 1583 <attribute arch="magic" editor="infection range" type="int">
1414 &lt;infection range&gt; sets the range at which infection may occur. 1584 &lt;infection range&gt; sets the range at which infection may occur.
1415 If positive, the &lt;infection range&gt; is level dependant - If negative, 1585 If positive, the &lt;infection range&gt; is level dependant - If negative,
1416 it is not: 1586 it is not:
1417 E.g. "&lt;infection range&gt; -6" means creatures can be infected in 1587 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1418 six square range, and &lt;plaque level&gt; doesn't modify that. 1588 six square range, and &lt;plaque level&gt; doesn't modify that.
1419 </attribute> 1589 </attribute>
1420 <attribute arch="maxhp" editor="persistence" type="int"> 1590 <attribute arch="maxhp" editor="persistence" type="int">
1421 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host. 1591 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1422 The disease can "move" &lt;persistence&gt; times outside a host before it 1592 The disease can "move" &lt;persistence&gt; times outside a host before it
1423 vanishes. A negative value means the disease lasts for permanent 1593 vanishes. A negative value means the disease lasts for permanent
1426 <attribute arch="maxgrace" editor="curing duration" type="int"> 1596 <attribute arch="maxgrace" editor="curing duration" type="int">
1427 The disease will last in the host for &lt;curing duration&gt; "disease moves" 1597 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1428 (Assuming the host survives and doesn't use a curing spell). 1598 (Assuming the host survives and doesn't use a curing spell).
1429 After this period the disease is naturally cured, which provides the 1599 After this period the disease is naturally cured, which provides the
1430 host with immunity from this particular disease of lower or equal level. 1600 host with immunity from this particular disease of lower or equal level.
1431 1601
1432 A negative value means the disease can never be cured naturally. 1602 A negative value means the disease can never be cured naturally.
1433 1603
1434 Note that this value can be further modulated by spell-parameters, 1604 Note that this value can be further modulated by spell-parameters,
1435 if the disease is registered as spell in the code. Due to that, 1605 if the disease is registered as spell in the code. Due to that,
1436 most default diseases take a lot longer to cure than it seems. 1606 most default diseases take a lot longer to cure than it seems.
1437 </attribute> 1607 </attribute>
1438 <attribute arch="speed" editor="moving speed" type="float"> 1608 <attribute arch="speed" editor="moving speed" type="float">
1439 The &lt;speed&gt; of the disease determines how fast the disease will 1609 The &lt;speed&gt; of the disease determines how fast the disease will
1440 "move", thus how fast the symptoms strike the host. 1610 "move", thus how fast the symptoms strike the host.
1441 </attribute> 1611 </attribute>
1612 &speed_left;
1442</section> 1613</section>
1443<section name="symptoms"> 1614<section name="symptoms">
1444 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1615 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1445 The disease will attack the host with the given &lt;attacktype&gt;. 1616 The disease will attack the host with the given &lt;attacktype&gt;.
1446 Godpower attacktype is commonly used for "unresistable" diseases. 1617 Godpower attacktype is commonly used for "unresistable" diseases.
1448 <attribute arch="dam" editor="damage" type="int"> 1619 <attribute arch="dam" editor="damage" type="int">
1449 A disease with a positive &lt;damage&gt; value will strike the player for that 1620 A disease with a positive &lt;damage&gt; value will strike the player for that
1450 amount of damage every time the symptoms occur. 1621 amount of damage every time the symptoms occur.
1451 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means 1622 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1452 the player's health is reduced by 10% every time the symptoms strike. 1623 the player's health is reduced by 10% every time the symptoms strike.
1453 1624
1454 Diseases with %-based damage can be dangerous - but not deadly - 1625 Diseases with %-based damage can be dangerous - but not deadly -
1455 for players of all levels. 1626 for players of all levels.
1456 </attribute> 1627 </attribute>
1457 <attribute arch="other_arch" editor="create arch" type="string"> 1628 <attribute arch="other_arch" editor="create arch" type="string">
1458 If set, the specified arch is created and dropped every time the 1629 If set, the specified arch is created and dropped every time the
1459 symptoms strike. 1630 symptoms strike.
1460 1631
1461 This can be various things: farts, body pieces, eggs ... 1632 This can be various things: farts, body pieces, eggs ...
1462 Even monsters can be created that way. You could also make a 1633 Even monsters can be created that way. You could also make a
1463 disease where some exotic stuff like money/gems is created. 1634 disease where some exotic stuff like money/gems is created.
1464 </attribute> 1635 </attribute>
1465 <attribute arch="last_sp" editor="slowdown penalty" type="int"> 1636 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1520 </attribute> 1691 </attribute>
1521</section> 1692</section>
1522 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 1693 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1523 This text is displayed to the player every time the 1694 This text is displayed to the player every time the
1524 symptoms strike. 1695 symptoms strike.
1696 </attribute>
1697</type>
1698
1699<!--####################################################################-->
1700<type number="23" name="Door">
1701 <ignore>
1702 <ignore_list name="non_pickable" />
1703 </ignore>
1704 <description><![CDATA[
1705 A door can be opened with a normal key. It also can be broken by attacking
1706 it, and it can be defeated with the lockpicking skill. If a door is
1707 defeated, horizontally and vertically adjacent doors are automatically
1708 removed. ]]>
1709 </description>
1710 <attribute arch="no_pick" value="1" type="fixed" />
1711 <attribute arch="alive" value="1" type="fixed" />
1712 &movement_types_terrain;
1713 <attribute arch="hp" editor="hitpoints" type="int">
1714 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1715 </attribute>
1716 <attribute arch="ac" editor="armour class" type="int">
1717 Doors of high &lt;armour class&gt; are less likely to get hit.
1718 &lt;armour class&gt; can be considered the "counterpiece" to
1719 &lt;weapon class&gt;.
1720 </attribute>
1721 <attribute arch="other_arch" editor="drop arch" type="string">
1722 This string defines the object that will be created when the door was
1723 defeated.
1724 </attribute>
1725 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1726 This entry determines what kind of traps will appear in the door.
1525 </attribute> 1727 </attribute>
1526</type> 1728</type>
1527 1729
1528<!--####################################################################--> 1730<!--####################################################################-->
1529<type number="83" name="Duplicator"> 1731<type number="83" name="Duplicator">
1574 (Monsters cannot use exits.) Depending on how it is set, the player applies 1776 (Monsters cannot use exits.) Depending on how it is set, the player applies
1575 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1777 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1576 the exit. ]]> 1778 the exit. ]]>
1577 </description> 1779 </description>
1578 <use><![CDATA[ 1780 <use><![CDATA[
1579 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1781 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1580 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1782 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1581 detected with the show_invisible spell. 1783 detected with the show_invisible spell.
1582 <br><br> 1784 <br><br>
1583 You can be quite creative with the outlook of secret exits (their "face"). 1785 You can be quite creative with the outlook of secret exits (their "face").
1584 Don't forget to give the player relyable hints about them though. ]]> 1786 Don't forget to give the player relyable hints about them though. ]]>
1588 You can enter an absolute path, beginning with '/' (for example 1790 You can enter an absolute path, beginning with '/' (for example
1589 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1791 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1590 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the 1792 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1591 relative path "Fire1"). Use relative paths whenever possible! Note that 1793 relative path "Fire1"). Use relative paths whenever possible! Note that
1592 upper/lower case must always be set correctly. However, please use lower 1794 upper/lower case must always be set correctly. However, please use lower
1593 case only. 1795 case only.
1594 It is well possible to have an exit pointing to the same map that the exit 1796 It is well possible to have an exit pointing to the same map that the exit
1595 is on. If slaying is not set in an exit, the player will see a message like 1797 is on. If slaying is not set in an exit, the player will see a message like
1596 "the exit is closed". 1798 "the exit is closed".
1597 </attribute> 1799 </attribute>
1598 <attribute arch="hp" editor="destination X" type="int"> 1800 <attribute arch="hp" editor="destination X" type="int">
1609 If both are set to zero, the player will be transferred to the "default 1811 If both are set to zero, the player will be transferred to the "default
1610 enter location" of the destined map. The latter can be set in the map- 1812 enter location" of the destined map. The latter can be set in the map-
1611 properties as "Enter X/Y". Though, please DO NOT use that. 1813 properties as "Enter X/Y". Though, please DO NOT use that.
1612 It turned out to be a source for numerous map-bugs. 1814 It turned out to be a source for numerous map-bugs.
1613 </attribute> 1815 </attribute>
1614 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1816 &move_on;
1615 If set, the player will apply the exit by just walking into it. This must
1616 be set for the invisible exits for example. If unset, the player has
1617 to step onto the exit and press 'a' to get transferred.
1618 </attribute>
1619 <attribute arch="fly_on" editor="apply by flying" type="bool">
1620 If set, the player will apply the exit by "flying into it". Flying means
1621 the player is levitating. E.g. wearing levitation boots.
1622 </attribute>
1623 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1817 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1624 If set, this message will be displayed to the player when he applies the exit. 1818 If set, this message will be displayed to the player when he applies the exit.
1625 This is quite useful to throw in some "role-play feeling": "As you enter the 1819 This is quite useful to throw in some "role-play feeling": "As you enter the
1626 dark cave you hear the sound of rustling dragonscales...". Well, my english 1820 dark cave you hear the sound of rustling dragonscales...". Well, my english
1627 is poor, but you get the point. =) 1821 is poor, but you get the point. =)
1644 <description><![CDATA[ 1838 <description><![CDATA[
1645 Just like with food, the player can fill his stomache and gain a 1839 Just like with food, the player can fill his stomache and gain a
1646 little health by eating flesh-objects. <br> 1840 little health by eating flesh-objects. <br>
1647 For dragon players, flesh plays a very special role though: If the 1841 For dragon players, flesh plays a very special role though: If the
1648 flesh has resistances set, a dragon player has a chance to gain resistance in 1842 flesh has resistances set, a dragon player has a chance to gain resistance in
1649 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1843 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1650 Don't forget that flesh items with resistances have to be balanced 1844 Don't forget that flesh items with resistances have to be balanced
1651 according to map/monster difficulty. ]]> 1845 according to map/monster difficulty. ]]>
1652 </description> 1846 </description>
1653 <use><![CDATA[ 1847 <use><![CDATA[
1654 For dragon players, flesh items can be highly valuable. Note that many 1848 For dragon players, flesh items can be highly valuable. Note that many
1805 Floor is a very basic thing whithout too much 1999 Floor is a very basic thing whithout too much
1806 functionality. It's a floor - you stand on it. ]]> 2000 functionality. It's a floor - you stand on it. ]]>
1807 </description> 2001 </description>
1808 <attribute arch="is_floor" value="1" type="fixed" /> 2002 <attribute arch="is_floor" value="1" type="fixed" />
1809 <attribute arch="no_pick" value="1" type="fixed" /> 2003 <attribute arch="no_pick" value="1" type="fixed" />
1810 <attribute arch="no_pass" editor="blocking passage" type="bool">
1811 If set, the object cannot be passed by players nor monsters.
1812 </attribute>
1813<section name="terrain"> 2004<section name="terrain">
1814 <attribute arch="slow_move" editor="slow movement" type="int"> 2005 &movement_types_terrain;
1815 If &lt;slow movement&gt; is set to a value greater zero, all
1816 creatures moving over this spot will be slower than normal.
1817
1818 &lt;slow movement&gt; 1 - rough terrain
1819 &lt;slow movement&gt; 2 - very rough terrain
1820 ...
1821 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1822 </attribute>
1823 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2006 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1824 This flag indicates this spot contains wood or high grass. 2007 This flag indicates this spot contains wood or high grass.
1825 Players with activated woodsman skill can move faster here. 2008 Players with activated woodsman skill can move faster here.
1826 </attribute> 2009 </attribute>
1827 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2010 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1860 with monsters on them. Nowadays this feature is disabled - 2043 with monsters on them. Nowadays this feature is disabled -
1861 Hence encounter floor is not different from normal floor. ]]> 2044 Hence encounter floor is not different from normal floor. ]]>
1862 </description> 2045 </description>
1863 <attribute arch="is_floor" value="1" type="fixed" /> 2046 <attribute arch="is_floor" value="1" type="fixed" />
1864 <attribute arch="no_pick" value="1" type="fixed" /> 2047 <attribute arch="no_pick" value="1" type="fixed" />
1865 <attribute arch="no_pass" editor="blocking passage" type="bool">
1866 If set, the object cannot be passed by players nor monsters.
1867 </attribute>
1868<section name="terrain"> 2048<section name="terrain">
1869 <attribute arch="slow_move" editor="slow movement" type="int"> 2049 &movement_types_terrain;
1870 If &lt;slow movement&gt; is set to a value greater zero, all
1871 creatures moving over this spot will be slower than normal.
1872
1873 &lt;slow movement&gt; 1 - rough terrain
1874 &lt;slow movement&gt; 2 - very rough terrain
1875 ...
1876 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1877 </attribute>
1878 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2050 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1879 This flag indicates this spot contains wood or high grass. 2051 This flag indicates this spot contains wood or high grass.
1880 Players with activated woodsman skill can move faster here. 2052 Players with activated woodsman skill can move faster here.
1881 </attribute> 2053 </attribute>
1882 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2054 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1945 The &lt;position state&gt; defines the position of the gate: 2117 The &lt;position state&gt; defines the position of the gate:
1946 Zero means completely open/down, the "number of animation-steps" (usually 2118 Zero means completely open/down, the "number of animation-steps" (usually
1947 about 6 or 7) means completely closed/up state. I suggest you don't 2119 about 6 or 7) means completely closed/up state. I suggest you don't
1948 mess with this value - Leave the default in place. 2120 mess with this value - Leave the default in place.
1949 </attribute> 2121 </attribute>
1950 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2122 &movement_types_terrain;
1951 For open gates, &lt;blocking passage&gt; should be unset.
1952 For closed gates it must be set.
1953 </attribute>
1954 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2123 <attribute arch="no_magic" editor="restrict spells" type="bool">
1955 Restricting the use of spells to pass this gate. This has 2124 Restricting the use of spells to pass this gate. This has
1956 an effect only if &lt;block view&gt; is disabled. 2125 an effect only if &lt;block view&gt; is disabled.
1957 </attribute> 2126 </attribute>
1958 <attribute arch="damned" editor="restrict prayers" type="bool"> 2127 <attribute arch="damned" editor="restrict prayers" type="bool">
1975 </use> 2144 </use>
1976 <attribute arch="magic" editor="magic bonus" type="int"> 2145 <attribute arch="magic" editor="magic bonus" type="int">
1977 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2146 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1978 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2147 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1979 than direct armour-class bonus on the helmet. 2148 than direct armour-class bonus on the helmet.
1980 2149
1981 Important: &lt;magic bonus&gt; on girdles has no effect if there is no 2150 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1982 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus 2151 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1983 &lt;magic bonus&gt; is pointless here. 2152 &lt;magic bonus&gt; is pointless here.
1984 </attribute> 2153 </attribute>
1985</type> 2154</type>
2066 You can use that to safely chase off too-weak players, or just 2235 You can use that to safely chase off too-weak players, or just
2067 to have something different. ]]> 2236 to have something different. ]]>
2068 </use> 2237 </use>
2069 <attribute arch="is_floor" value="1" type="fixed" /> 2238 <attribute arch="is_floor" value="1" type="fixed" />
2070 <attribute arch="lifesave" value="1" type="fixed" /> 2239 <attribute arch="lifesave" value="1" type="fixed" />
2071 <attribute arch="walk_on" value="1" type="fixed" /> 2240 &move_on;
2072 <attribute arch="no_pick" value="1" type="fixed" /> 2241 <attribute arch="no_pick" value="1" type="fixed" />
2073 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2242 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2074 This attribute specifys the attacktypes that this floor uses to 2243 This attribute specifys the attacktypes that this floor uses to
2075 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2244 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2076 If you want a real tough hazard floor, add more than just one attacktype. 2245 If you want a real tough hazard floor, add more than just one attacktype.
2091 I guess this value is supposed to work similar to monster levels. 2260 I guess this value is supposed to work similar to monster levels.
2092 But in fact, it does not seem to have an effect. Set any non-zero 2261 But in fact, it does not seem to have an effect. Set any non-zero
2093 value to be on the safe side. 2262 value to be on the safe side.
2094 </attribute> 2263 </attribute>
2095<section name="terrain"> 2264<section name="terrain">
2096 <attribute arch="slow_move" editor="slow movement" type="int"> 2265 &movement_types_terrain;
2097 If &lt;slow movement&gt; is set to a value greater zero, all
2098 creatures moving over this spot will be slower than normal.
2099
2100 &lt;slow movement&gt; 1 - rough terrain
2101 &lt;slow movement&gt; 2 - very rough terrain
2102 ...
2103 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2104 </attribute>
2105 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2266 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2106 This flag indicates this spot contains wood or high grass. 2267 This flag indicates this spot contains wood or high grass.
2107 Players with activated woodsman skill can move faster here. 2268 Players with activated woodsman skill can move faster here.
2108 </attribute> 2269 </attribute>
2109 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2270 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2141 </use> 2302 </use>
2142 <attribute arch="magic" editor="magic bonus" type="int"> 2303 <attribute arch="magic" editor="magic bonus" type="int">
2143 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2304 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2144 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2305 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2145 than direct armour-class bonus on the helmet. 2306 than direct armour-class bonus on the helmet.
2146 2307
2147 Important: &lt;magic bonus&gt; on helmets has no effect if there is no 2308 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2148 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 2309 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2149 Crowns for instance typically provide no &lt;amour class&gt;. 2310 Crowns for instance typically provide no &lt;amour class&gt;.
2150 </attribute> 2311 </attribute>
2151</type> 2312</type>
2162 </description> 2323 </description>
2163 <attribute arch="no_pick" value="1" type="fixed" /> 2324 <attribute arch="no_pick" value="1" type="fixed" />
2164 <attribute arch="other_arch" editor="god name" type="string"> 2325 <attribute arch="other_arch" editor="god name" type="string">
2165 The altar belongs to the god of the given name. Possible options for 2326 The altar belongs to the god of the given name. Possible options for
2166 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2327 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2167 Gorokh, Valriel and Sorig. 2328 Gorokh, Valriel and Sorig.
2168 2329
2169 If you want to have an unconsecrated altar, set 2330 If you want to have an unconsecrated altar, set
2170 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0. 2331 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2171 </attribute> 2332 </attribute>
2172 <attribute arch="level" editor="reconsecrate level" type="int"> 2333 <attribute arch="level" editor="reconsecrate level" type="int">
2173 To re-consecrate an altar, the player's wisdom level must be as 2334 To re-consecrate an altar, the player's wisdom level must be as
2174 high or higher than this value. In that way, some altars can not 2335 high or higher than this value. In that way, some altars can not
2175 be re-consecrated, while other altars, like those in dungeons, could be. 2336 be re-consecrated, while other altars, like those in dungeons, could be.
2176 2337
2177 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2338 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2178 Some characters might need those altars, they would be very unhappy to 2339 Some characters might need those altars, they would be very unhappy to
2179 see them re-consecrated to another cult. 2340 see them re-consecrated to another cult.
2180 </attribute> 2341 </attribute>
2181</type> 2342</type>
2275 either if that object is present or missing (-&gt; "last_sp") when a 2436 either if that object is present or missing (-&gt; "last_sp") when a
2276 player walks over the inv. checker. A valid option is to remove the 2437 player walks over the inv. checker. A valid option is to remove the
2277 matching object (usually not recommended, see "last_heal"). 2438 matching object (usually not recommended, see "last_heal").
2278 <br><br> 2439 <br><br>
2279 Alternatively, you can set your inv. checker to block all players 2440 Alternatively, you can set your inv. checker to block all players
2280 that do/don't carry the matching object (-&gt; "no_pass"). 2441 that do/don't carry the matching object.
2281 <br><br> 2442 <br><br>
2282 As you can see, inv. checkers are quite powerful, holding a 2443 As you can see, inv. checkers are quite powerful, holding a
2283 great variety of possibilities. ]]> 2444 great variety of possibilities. ]]>
2284 </description> 2445 </description>
2285 <use><![CDATA[ 2446 <use><![CDATA[
2301 This string specifies the object we are looking for: We have a match 2462 This string specifies the object we are looking for: We have a match
2302 if the player does/don't carry an object of archtype &lt;match arch name&gt;. 2463 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2303 </attribute> 2464 </attribute>
2304 <attribute arch="hp" editor="match type" type="int"> 2465 <attribute arch="hp" editor="match type" type="int">
2305 This value specifies the object we are looking for: We have a match 2466 This value specifies the object we are looking for: We have a match
2306 if the player does/don't carry an object that is of type &lt;match type&gt;. 2467 if the player does/don't carry an object that is of type &lt;match type&gt;.
2307 2468
2308 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt; 2469 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2309 enabled. Now you have an inv. checker blocking all players that carry any 2470 enabled. Now you have an inv. checker blocking all players that carry any
2310 kind of melee weapon. To pass, a player is forced to leave behind all 2471 kind of melee weapon. To pass, a player is forced to leave behind all
2311 his weaponry... bad news for a warrior. ;) 2472 his weaponry... bad news for a warrior. ;)
2312 </attribute> 2473 </attribute>
2317 <attribute arch="connected" editor="connection" type="int"> 2478 <attribute arch="connected" editor="connection" type="int">
2318 Whenever the inventory checker is triggered, all objects with identical 2479 Whenever the inventory checker is triggered, all objects with identical
2319 &lt;connection&gt; value get activated. This only makes sense together with 2480 &lt;connection&gt; value get activated. This only makes sense together with
2320 &lt;blocking passage&gt; disabled. 2481 &lt;blocking passage&gt; disabled.
2321 </attribute> 2482 </attribute>
2322 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2483 &movement_types_terrain;
2323 If set, only players meeting the match criteria can pass
2324 through that space. If unset (default), the inventory
2325 checker acts like a trigger/button.
2326 </attribute>
2327 <attribute arch="last_heal" editor="remove match" type="bool"> 2484 <attribute arch="last_heal" editor="remove match" type="bool">
2328 &lt;remove match&gt; means remove object if found. Setting this is usually not 2485 &lt;remove match&gt; means remove object if found. Setting this is usually not
2329 recommended because inv. checkers are in general invisible. So, unlike 2486 recommended because inv. checkers are in general invisible. So, unlike
2330 for altars/ locked doors, the player won't expect to lose an object when 2487 for altars/ locked doors, the player won't expect to lose an object when
2331 walking over that square. And he doesn't even get a message either. 2488 walking over that square. And he doesn't even get a message either.
2332 2489
2333 So, *if* you enable &lt;remove match&gt;, make sure 2490 So, *if* you enable &lt;remove match&gt;, make sure
2334 to inform the player what's going on! 2491 to inform the player what's going on!
2492 </attribute>
2493</type>
2494
2495<!--####################################################################-->
2496<type number="163" name="Item Transformer">
2497 <description><![CDATA[
2498 An item transformer is simply applied, after having marked a 'victim'
2499 item. If the victim is suitable, it will be transformed into something
2500 else.]]>
2501 </description>
2502 <use><![CDATA[
2503 To make an item transformable, you just have to fill the 'slaying' field.
2504 The syntax is:
2505 <br>
2506 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2507 <br>
2508 with [] denoting optional part, and * any number of preceding [].
2509 'new_item' must be the name of an existing archetype.
2510 <br><br>
2511 Example, for object apple: slaying knife:2 half_apple
2512 <br><br>
2513 This means that, when applying a knife (should be an Item Transformer),
2514 one 'apple' will be transformed into 2 'half_apple'.]]>
2515 </use>
2516 <attribute arch="food" editor="number of uses" type="int">
2517 &lt;number of uses&gt; controls how many times the item transformer can
2518 be used. The value 0 means "unlimited"
2519 </attribute>
2520 <attribute arch="slaying" editor="verb" type="string">
2521 Contains the verb that is used to construct a message to the player
2522 applying the item transformer.
2523 </attribute>
2524 <attribute arch="startequip" editor="godgiven item" type="bool">
2525 A godgiven item vanishes as soon as the player
2526 drops it to the ground.
2527 </attribute>
2528 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2529 This text may contain a description of the item transformer.
2335 </attribute> 2530 </attribute>
2336</type> 2531</type>
2337 2532
2338<!--####################################################################--> 2533<!--####################################################################-->
2339<type number="60" name="Jewel"> 2534<type number="60" name="Jewel">
2343 prices differ only marginally. ]]> 2538 prices differ only marginally. ]]>
2344 </description> 2539 </description>
2345 <attribute arch="race" value="gold and jewels" type="fixed" /> 2540 <attribute arch="race" value="gold and jewels" type="fixed" />
2346 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 2541 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2347 This text may describe the object. 2542 This text may describe the object.
2543 </attribute>
2544</type>
2545
2546<!--####################################################################-->
2547<type number="24" name="Key">
2548 <description><![CDATA[
2549 When carrying a key, a normal door can be opened. The key will
2550 disappear. ]]>
2551 </description>
2552 <attribute arch="startequip" editor="godgiven item" type="bool">
2553 A godgiven item vanishes as soon as the player
2554 drops it to the ground.
2348 </attribute> 2555 </attribute>
2349</type> 2556</type>
2350 2557
2351<!--####################################################################--> 2558<!--####################################################################-->
2352<type number="20" name="Locked Door"> 2559<type number="20" name="Locked Door">
2358 the appropriate special key. ]]> 2565 the appropriate special key. ]]>
2359 </description> 2566 </description>
2360 <use><![CDATA[ 2567 <use><![CDATA[
2361 If you want to create a locked door that cannot be opened (no key), 2568 If you want to create a locked door that cannot be opened (no key),
2362 set a &lt;key string&gt; like "no_key_available". This will clearify things 2569 set a &lt;key string&gt; like "no_key_available". This will clearify things
2363 and only a fool would create a key matching that string. 2570 and only a fool would create a key matching that string.
2364 2571
2365 Door-objects can not only be used for "doors". In many maps these 2572 Door-objects can not only be used for "doors". In many maps these
2366 are used with all kinds of faces/names, especially often as 2573 are used with all kinds of faces/names, especially often as
2367 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2574 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2368 There you have magic forces (door objects) put under certain artifact 2575 There you have magic forces (door objects) put under certain artifact
2369 items. To get your hands on the artifacts, you need to bring up the 2576 items. To get your hands on the artifacts, you need to bring up the
2370 appropriate quest items (key objects). ]]> 2577 appropriate quest items (key objects). ]]>
2371 </use> 2578 </use>
2372 <attribute arch="no_pass" value="1" type="fixed" /> 2579 <attribute arch="move_type" value="0" type="fixed" />
2373 <attribute arch="no_pick" value="1" type="fixed" /> 2580 <attribute arch="no_pick" value="1" type="fixed" />
2374 <attribute arch="slaying" editor="key string" type="string"> 2581 <attribute arch="slaying" editor="key string" type="string">
2375 The &lt;key string&gt; in the door must be identical with the 2582 The &lt;key string&gt; in the door must be identical with the
2376 &lt;key string&gt; in the special key, then the door is unlocked. 2583 &lt;key string&gt; in the special key, then the door is unlocked.
2377 It is VERY important to set the &lt;key string&gt; to something that 2584 It is VERY important to set the &lt;key string&gt; to something that
2378 is unique among the CF mapset. 2585 is unique among the CF mapset.
2379 2586
2380 DONT EVER USE the default string "set_individual_value". 2587 DONT EVER USE the default string "set_individual_value".
2381 </attribute> 2588 </attribute>
2382 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2589 <attribute arch="no_magic" editor="restrict spells" type="bool">
2383 Restricting the use of spells to pass this door. 2590 Restricting the use of spells to pass this door.
2384 This should be set in most cases. 2591 This should be set in most cases.
2426 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2633 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2427 This textfield contains the keyword-matching-syntax. The text should 2634 This textfield contains the keyword-matching-syntax. The text should
2428 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ". 2635 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2429 Any number of keywords from one to infinite is allowed. Make sure 2636 Any number of keywords from one to infinite is allowed. Make sure
2430 they are seperated by a '|'. 2637 they are seperated by a '|'.
2431 2638
2432 Examples: "@match yes", "@match gold|treasure". The connected 2639 Examples: "@match yes", "@match gold|treasure". The connected
2433 value will be triggerd when the player speaks any of the given 2640 value will be triggerd when the player speaks any of the given
2434 keywords within a two-square radius. IMPORTANT: Upper/lower case 2641 keywords within a two-square radius. IMPORTANT: Upper/lower case
2435 does not make a difference! 2642 does not make a difference!
2436 </attribute> 2643 </attribute>
2489 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2696 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2490 You can fine-tune how long the duration between two casts shall 2697 You can fine-tune how long the duration between two casts shall
2491 be. If you want to create a wall that can be activated (cast per 2698 be. If you want to create a wall that can be activated (cast per
2492 trigger) via connected lever/button/etc, you must set "speed 0". 2699 trigger) via connected lever/button/etc, you must set "speed 0".
2493 </attribute> 2700 </attribute>
2701 &speed_left;
2494 <attribute arch="sp" editor="direction" type="list_direction"> 2702 <attribute arch="sp" editor="direction" type="list_direction">
2495 The magic wall will cast it's spells always in the specified 2703 The magic wall will cast it's spells always in the specified
2496 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2704 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2497 always fire in a random direction. 2705 always fire in a random direction.
2498 </attribute> 2706 </attribute>
2499 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2707 &movement_types_terrain;
2500 If set, the object cannot be passed by players nor monsters.
2501 </attribute>
2502<section name="destroyable"> 2708<section name="destroyable">
2503 <attribute arch="alive" editor="is destroyable" type="bool"> 2709 <attribute arch="alive" editor="is destroyable" type="bool">
2504 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2710 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2505 destroyed by the player. If disabled, all other attributes on 2711 destroyed by the player. If disabled, all other attributes on
2506 this tab, as well as resistances, are meaningless. 2712 this tab, as well as resistances, are meaningless.
2604 The &lt;marking speed&gt; defines how quickly it will mark something 2810 The &lt;marking speed&gt; defines how quickly it will mark something
2605 standing on the marker. Set this value rather high to make 2811 standing on the marker. Set this value rather high to make
2606 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2812 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2607 should do fine. 2813 should do fine.
2608 </attribute> 2814 </attribute>
2815 &speed_left;
2609 <attribute arch="food" editor="mark duration" type="int"> 2816 <attribute arch="food" editor="mark duration" type="int">
2610 This value defines the duration of the force it inserts. 2817 This value defines the duration of the force it inserts.
2611 If nonzero, the duration of the player's mark is finite: 2818 If nonzero, the duration of the player's mark is finite:
2612 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2819 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2613 means the mark will stay on the player forever. 2820 means the mark will stay on the player forever.
2614 </attribute> 2821 </attribute>
2615 <attribute arch="name" editor="delete mark" type="string"> 2822 <attribute arch="name" editor="delete mark" type="string">
2616 When the player steps onto the marker, all existing forces in 2823 When the player steps onto the marker, all existing forces in
2617 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt; 2824 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2618 will be removed. If you don't want to remove any marks, leave 2825 will be removed. If you don't want to remove any marks, leave
2619 this textfield empty. 2826 this textfield empty.
2620 2827
2621 Note that the string &lt;delete mark&gt; is set as the name of 2828 Note that the string &lt;delete mark&gt; is set as the name of
2622 this marker. So don't be confused, and remember changing the 2829 this marker. So don't be confused, and remember changing the
2623 name will take effect on the marker's functionality. 2830 name will take effect on the marker's functionality.
2624 </attribute> 2831 </attribute>
2625 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> 2832 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2626 In the moment when the player gets marked, this text is displayed 2833 In the moment when the player gets marked, this text is displayed
2627 to him. You should really set a message in any marker you create, 2834 to him. You should really set a message in any marker you create,
2628 because it's the only way for the player to notice what's going on. 2835 because it's the only way for the player to notice what's going on.
2629 </attribute> 2836 </attribute>
2630</type> 2837</type>
2631<!--####################################################################--> 2838
2632<type number="52" name="Trigger Marker">
2633 <ignore>
2634 <ignore_list name="system_object" />
2635 </ignore>
2636 <description><![CDATA[
2637 A trigger marker is an object that inserts an invisible force (a mark) into a
2638 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2639 &lt;key string&gt; which can be discovered by detectors or inventory
2640 checkers. It is also possible to use markers for removing marks again.
2641 <br><br>
2642 Note that the player has no possibility to "see" his own marks,
2643 except by the effect that they cause on the maps. ]]>
2644 </description>
2645 <use><![CDATA[
2646 Markers hold real cool possibilities for map-making. I encourage
2647 you to use them frequently. However there is one negative point
2648 about markers: Players don't "see" what's going on with them. It is
2649 your task, as map-creator, to make sure the player is always well
2650 informed and never confused.
2651 <br><br>
2652 Please avoid infinite markers when they aren't needed. They're
2653 using a little space in the player file after all, so if there
2654 is no real purpose, set an expire time. ]]>
2655 </use>
2656 <attribute arch="no_pick" value="1" type="fixed" />
2657 <attribute arch="slaying" editor="key string" type="string">
2658 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2659 If the player already has a force with that &lt;key string&gt;,
2660 there won't be inserted a second one.
2661 </attribute>
2662 <attribute arch="connected" editor="connection" type="int">
2663 Unlike a regular marker this is the connection that triggers this marker to activate.
2664 </attribute>
2665 <attribute arch="food" editor="mark duration" type="int">
2666 This value defines the duration of the force it inserts.
2667 If nonzero, the duration of the player's mark is finite:
2668 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2669 means the mark will stay on the player forever.
2670 </attribute>
2671 <attribute arch="name" editor="delete mark" type="string">
2672 When the player steps onto the marker, all existing forces in
2673 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2674 will be removed. If you don't want to remove any marks, leave
2675 this textfield empty.
2676
2677 Note that the string &lt;delete mark&gt; is set as the name of
2678 this marker. So don't be confused, and remember changing the
2679 name will take effect on the marker's functionality.
2680 </attribute>
2681 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2682 In the moment when the player gets marked, this text is displayed
2683 to him. You should really set a message in any marker you create,
2684 because it's the only way for the player to notice what's going on.
2685 </attribute>
2686</type>
2687<!--####################################################################--> 2839<!--####################################################################-->
2688<type number="36" name="Money"> 2840<type number="36" name="Money">
2689 <ignore> 2841 <ignore>
2690 <attribute arch="unpaid" /> 2842 <attribute arch="unpaid" />
2691 </ignore> 2843 </ignore>
2733 It's no fun to play for two hours just to find out the last 2885 It's no fun to play for two hours just to find out the last
2734 monster is unbeatable. Similar, it's not exciting to fight orcs 2886 monster is unbeatable. Similar, it's not exciting to fight orcs
2735 after passing a room of dragons.<br> 2887 after passing a room of dragons.<br>
2736 This rule applies only for linear maps (one room after the other), 2888 This rule applies only for linear maps (one room after the other),
2737 with treasure at the end. You can sprinkle the treasure around, 2889 with treasure at the end. You can sprinkle the treasure around,
2738 or make non-linear maps - That is often more entertaining. 2890 or make non-linear maps - That is often more entertaining.
2739 <LI> Places with high level monsters must not be easy to reach. 2891 <LI> Places with high level monsters must not be easy to reach.
2740 Balrogs, Dragonmen and the likes should be at the end of a quest, 2892 Balrogs, Dragonmen and the likes should be at the end of a quest,
2741 not at the beginning. 2893 not at the beginning.
2742 <LI> Don't stick monsters together that tend to kill each other. 2894 <LI> Don't stick monsters together that tend to kill each other.
2743 Fire- and cold dragons in one room for example is a bad idea. 2895 Fire- and cold dragons in one room for example is a bad idea.
2744 By weakening and killing each other they are easy prey for players, 2896 By weakening and killing each other they are easy prey for players,
2745 not worth the experience they hold. 2897 not worth the experience they hold.
2746 <LI> Create your own monsters, especially for "boss"-type monsters. 2898 <LI> Create your own monsters, especially for "boss"-type monsters.
2763 <attribute arch="alive" value="1" type="fixed" /> 2915 <attribute arch="alive" value="1" type="fixed" />
2764 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2916 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2765 When the monster is killed, items from the treasurelist will 2917 When the monster is killed, items from the treasurelist will
2766 drop to the ground. This is a common way to reward players 2918 drop to the ground. This is a common way to reward players
2767 for killing (masses of) monsters. 2919 for killing (masses of) monsters.
2768 2920
2769 Note that you can always put items into the monster's 2921 Note that you can always put items into the monster's
2770 inventory. Those will drop-at-kill just like the stuff 2922 inventory. Those will drop-at-kill just like the stuff
2771 from the &lt;treasurelist&gt;. 2923 from the &lt;treasurelist&gt;.
2772 </attribute> 2924 </attribute>
2773 <attribute arch="level" editor="level" type="int"> 2925 <attribute arch="level" editor="level" type="int">
2774 A monster's &lt;level&gt; is the most important attribute. 2926 A monster's &lt;level&gt; is the most important attribute.
2775 &lt;level&gt; affects the power of a monster in various ways. 2927 &lt;level&gt; affects the power of a monster in various ways.
2776 </attribute> 2928 </attribute>
2777 <attribute arch="race" editor="race" type="string"> 2929 <attribute arch="race" editor="race" type="string">
2778 Every monster should have a race set to cathegorize it. 2930 Every monster should have a race set to categorize it.
2779 The monster's &lt;race&gt; can have different effects: 2931 The monster's &lt;race&gt; can have different effects:
2780 Slaying weapons inflict tripple damage against enemy races 2932 Slaying weapons inflict tripple damage against enemy races
2781 and holy word kills only enemy races of the god. 2933 and holy word kills only enemy races of the god.
2782 </attribute> 2934 </attribute>
2783 <attribute arch="exp" editor="experience" type="int"> 2935 <attribute arch="exp" editor="experience" type="int">
2784 When a player kills this monster, he will get exactly this 2936 When a player kills this monster, he will get exactly this
2785 amount of &lt;experience&gt;. The experience will flow into 2937 amount of &lt;experience&gt;. The experience will flow into
2786 the skill-cathegory the player used for the kill. 2938 the skill-category the player used for the kill.
2787 2939
2788 If you create special monsters of tweaked strenght/abilities, 2940 If you create special monsters of tweaked strenght/abilities,
2789 always make sure that the &lt;experience&gt; is set to a 2941 always make sure that the &lt;experience&gt; is set to a
2790 reasonable value. Compare with existing arches to get a feeling 2942 reasonable value. Compare with existing arches to get a feeling
2791 what reasonable means. Keep in mind that spellcasting monsters 2943 what reasonable means. Keep in mind that spellcasting monsters
2792 are a lot harder to kill than non-spellcasters! 2944 are a lot harder to kill than non-spellcasters!
2793 </attribute> 2945 </attribute>
2794 <attribute arch="speed" editor="speed" type="float"> 2946 <attribute arch="speed" editor="speed" type="float">
2795 The &lt;speed&gt; determines how fast a monster will both move 2947 The &lt;speed&gt; determines how fast a monster will both move
2796 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2948 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2797 </attribute> 2949 </attribute>
2950 &speed_left;
2798 <attribute arch="other_arch" editor="breed monster" type="string"> 2951 <attribute arch="other_arch" editor="breed monster" type="string">
2799 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2952 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2800 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2953 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2801 can be set to any valid arch-name of a monster. Multipart monster 2954 can be set to any valid arch-name of a monster. Multipart monster
2802 should not be used. 2955 should not be used.
2811 This only takes effect if &lt;multiply&gt; is enabled. The monster 2964 This only takes effect if &lt;multiply&gt; is enabled. The monster
2812 will create a new monster every once in a while by duplicating it's inventory. 2965 will create a new monster every once in a while by duplicating it's inventory.
2813 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2966 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2814 Each time the monster need to generate an object, it will be 2967 Each time the monster need to generate an object, it will be
2815 a randomly chosen item from the inventory. When generator is destroyed, 2968 a randomly chosen item from the inventory. When generator is destroyed,
2816 inventory is destroyed. 2969 inventory is destroyed.
2817 </attribute> 2970 </attribute>
2818 <attribute arch="flying" editor="flying" type="bool"> 2971 &move_type;
2819 Flying monsters won't get slowed down in rough terrain
2820 and they won't be affected by movers.
2821 </attribute>
2822 <attribute arch="undead" editor="undead" type="bool"> 2972 <attribute arch="undead" editor="undead" type="bool">
2823 Several spells only affect undead monsters: 2973 Several spells only affect undead monsters:
2824 turn undead, banish undead, holy word, etc. 2974 turn undead, banish undead, holy word, etc.
2825 </attribute> 2975 </attribute>
2826 <attribute arch="carrying" editor="carries weight" type="int"> 2976 <attribute arch="carrying" editor="carries weight" type="int">
2827 If a monster has something in the inventory, this 2977 If a monster has something in the inventory, this
2828 value can be set to reflect the slowdown due to 2978 value can be set to reflect the slowdown due to
2829 the carried weight. 2979 the carried weight.
2830 </attribute> 2980 </attribute>
2831 2981
2832<section name="melee"> 2982<section name="melee">
2833 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2983 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2834 This number is a bitmask, specifying the monster's attacktypes 2984 This number is a bitmask, specifying the monster's attacktypes
2835 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. 2985 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2836 Strong monsters often have more than just physical attacktype. 2986 Strong monsters often have more than just physical attacktype.
2837 2987
2838 When a monster with multiple attacktypes hits aan oponent, it will do 2988 When a monster with multiple attacktypes hits aan oponent, it will do
2839 as much damage as the "best" of it's attacktypes does. So, the more 2989 as much damage as the "best" of it's attacktypes does. So, the more
2840 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are 2990 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2841 somehow exceptions. 2991 somehow exceptions.
2842 </attribute> 2992 </attribute>
2865 their opponent. &lt;armour class&gt; can be considered the "counterpiece" 3015 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2866 to &lt;weapon class&gt;. 3016 to &lt;weapon class&gt;.
2867 Values typically range between +20 (very bad) to -20 (quite good). 3017 Values typically range between +20 (very bad) to -20 (quite good).
2868 </attribute> 3018 </attribute>
2869 <attribute arch="Con" editor="healing rate" type="int"> 3019 <attribute arch="Con" editor="healing rate" type="int">
2870 Monsters regenerate this many hit points each move. Each time the 3020 Monsters regenerate this many health points each 4 ticks. Hence, the
2871 monster has a move, it gets &lt;healing rate&gt; health points back. 3021 healing rate is independent of &lt;speed&gt;.
2872 Hence, &lt;movement speed&gt; has great effect on the monster's healing
2873 rate as well.
2874 </attribute> 3022 </attribute>
2875 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 3023 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2876 A monster with this flag has the ability to &lt;reflect missiles&gt;, 3024 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2877 all kinds of projectiles (e.g. arrows, bolts, boulders) will 3025 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2878 bounce off. 3026 bounce off.
2888 <attribute arch="one_hit" editor="one hit only" type="bool"> 3036 <attribute arch="one_hit" editor="one hit only" type="bool">
2889 Monsters with &lt;one hit only&gt; dissapear after one successful hit 3037 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2890 to a player. 3038 to a player.
2891 </attribute> 3039 </attribute>
2892</section> 3040</section>
2893 3041
2894<section name="spellcraft"> 3042<section name="spellcraft">
2895 <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> 3043 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2896 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell. 3044 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2897 Only wands/rods/etc can be used, given the appropriate abilities. 3045 Only wands/rods/etc can be used, given the appropriate abilities.
2898 </attribute> 3046 </attribute>
2899 <attribute arch="reflect_spell" editor="reflect spells" type="bool"> 3047 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2900 A monster with this flag has the ability to &lt;reflect spells&gt;, 3048 A monster with this flag has the ability to &lt;reflect spells&gt;,
2901 all kinds of spell-bullets and -beams will bounce off. 3049 all kinds of spell-bullets and -beams will bounce off.
2902 3050
2903 Generally this flag should not be set because it puts 3051 Generally this flag should not be set because it puts
2904 wizard-type players at an unfair disadvantage. 3052 wizard-type players at an unfair disadvantage.
2905 </attribute> 3053 </attribute>
2906 <attribute arch="sp" editor="spellpoints" type="int"> 3054 <attribute arch="sp" editor="spellpoints" type="int">
2907 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use 3055 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
2916 can hold. Setting this to high values has little effect unless 3064 can hold. Setting this to high values has little effect unless
2917 the monster has a decent &lt;spellpoint regen.&gt;, or the spell 3065 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
2918 "regenerate mana" at it's disposal. 3066 "regenerate mana" at it's disposal.
2919 </attribute> 3067 </attribute>
2920 <attribute arch="Pow" editor="spellpoint regen." type="int"> 3068 <attribute arch="Pow" editor="spellpoint regen." type="int">
2921 Monsters regenerate this many spellpoints each move. Each time the 3069 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
2922 monster has a move, it gets &lt;spellpoint regen.&gt; spellpoints back. 3070 spellpoint regeneration rate is independent of &lt;speed&gt;.
2923 Hence, &lt;movement speed&gt; has great effect on the monster's 3071
2924 spellpoint regeneration as well.
2925
2926 To make a real tough spellcasting monster, the rate of spellpoint 3072 To make a real tough spellcasting monster, the rate of spellpoint
2927 regeneration is most important. If your monster is still not casting 3073 regeneration is most important. If your monster is still not casting
2928 fast enough, give it the spell-ability of "regenerate mana". 3074 fast enough, give it the spell-ability of "regenerate mana".
2929 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing. 3075 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
2930 </attribute> 3076 </attribute>
2939 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> 3085 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
2940 Click on the &lt;denied paths&gt; button to select spellpaths. 3086 Click on the &lt;denied paths&gt; button to select spellpaths.
2941 The creature won't be able to cast spells of the specified paths. 3087 The creature won't be able to cast spells of the specified paths.
2942 </attribute> 3088 </attribute>
2943</section> 3089</section>
2944 3090
2945<section name="ability"> 3091<section name="ability">
2946 <attribute arch="Int" editor="detect hidden" type="int"> 3092 <attribute arch="Int" editor="detect hidden" type="int">
2947 The &lt;detect hidden&gt; value gives monsters the ablitity to find 3093 The &lt;detect hidden&gt; value gives monsters the ablitity to find
2948 hidden/invisible creatures. Higher values make for better 3094 hidden/invisible creatures. Higher values make for better
2949 detection-skills. Enabling &lt;see invisible&gt; makes this value 3095 detection-skills. Enabling &lt;see invisible&gt; makes this value
2984 Monster is able to read scrolls. 3130 Monster is able to read scrolls.
2985 </attribute> 3131 </attribute>
2986 <attribute arch="can_use_skill" editor="can use skills" type="bool"> 3132 <attribute arch="can_use_skill" editor="can use skills" type="bool">
2987 Monster is able to use skills from it's inventory. 3133 Monster is able to use skills from it's inventory.
2988 For example, you can put a throwing skill object and some 3134 For example, you can put a throwing skill object and some
2989 boulders into the monster's object and set &lt;can use skills&gt;. 3135 boulders into the monster's object and set &lt;can use skills&gt;.
2990 </attribute> 3136 </attribute>
2991</section> 3137</section>
2992 3138
2993<section name="behave"> 3139<section name="behave">
2994 <attribute arch="monster" editor="monster behaviour" type="bool"> 3140 <attribute arch="monster" editor="monster behaviour" type="bool">
2995 When &lt;monster behaviour&gt; is enabled, this object will behave 3141 When &lt;monster behaviour&gt; is enabled, this object will behave
2996 like a monster: It can move and attack enemies (which are 3142 like a monster: It can move and attack enemies (which are
2997 typically players). 3143 typically players).
2998 This flag should be set for all monsters as-such. 3144 This flag should be set for all monsters as-such.
2999 Monsters which don't move, like guards, should also have 3145 Monsters which don't move, like guards, should also have
3000 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;. 3146 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3001 It should *not* be set for things like immobile generators. 3147 It should *not* be set for things like immobile generators.
3002 </attribute> 3148 </attribute>
3003 <attribute arch="unaggressive" editor="unaggressive" type="bool"> 3149 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3004 &lt;unaggressive&gt; monsters do not attack players unless attacked first. 3150 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3005 </attribute> 3151 </attribute>
3006 <attribute arch="friendly" editor="friendly" type="bool"> 3152 <attribute arch="friendly" editor="friendly" type="bool">
3009 </attribute> 3155 </attribute>
3010 <attribute arch="stand_still" editor="stand still" type="bool"> 3156 <attribute arch="stand_still" editor="stand still" type="bool">
3011 Monsters which &lt;stand still&gt; won't move to leave their position. 3157 Monsters which &lt;stand still&gt; won't move to leave their position.
3012 When agressive, they will attack all enemies who get close to 3158 When agressive, they will attack all enemies who get close to
3013 them. This behaviour is commonly known from castle guards. 3159 them. This behaviour is commonly known from castle guards.
3014 3160
3015 In older versions of Crossfire it was possible to eventually 3161 In older versions of Crossfire it was possible to eventually
3016 push a &lt;stand still&gt;-monster out of position by force. 3162 push a &lt;stand still&gt;-monster out of position by force.
3017 I believe this is no longer possible. Neverthless, you should 3163 I believe this is no longer possible. Neverthless, you should
3018 still be cautious when lining up &lt;stand still&gt;-monster in order 3164 still be cautious when lining up &lt;stand still&gt;-monster in order
3019 to "defend" something: Such monsters are rather easy to kill. 3165 to "defend" something: Such monsters are rather easy to kill.
3030 creature is able to perform. 3176 creature is able to perform.
3031 </attribute> 3177 </attribute>
3032 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> 3178 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3033 Click on the &lt;pick up&gt; button and select which types of objects 3179 Click on the &lt;pick up&gt; button and select which types of objects
3034 the creature should try to pick up. 3180 the creature should try to pick up.
3035 3181
3036 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;... 3182 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3037 etc are set, then the creature will pick up the matching items even 3183 etc are set, then the creature will pick up the matching items even
3038 if this is not set here. 3184 if this is not set here.
3039 </attribute> 3185 </attribute>
3040 <attribute arch="Wis" editor="sensing range" type="int"> 3186 <attribute arch="Wis" editor="sensing range" type="int">
3042 the creature wakes up. This is done as a square, for reasons of speed. 3188 the creature wakes up. This is done as a square, for reasons of speed.
3043 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3189 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3044 11x11 square of the monster will wake the monster up. If the player 3190 11x11 square of the monster will wake the monster up. If the player
3045 has stealth, the size of this square is reduced in half plus 1. 3191 has stealth, the size of this square is reduced in half plus 1.
3046 </attribute> 3192 </attribute>
3047 <attribute arch="attack_movement" editor="attack movement" type="int"> 3193 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3194 If this is set to default, the standard mode of movement will be used.
3195 </attribute>
3196 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3197 This movement is not in effect when the monster has an enemy and should
3198 only be used for non agressive monsters.
3048 </attribute> 3199 </attribute>
3049 <attribute arch="run_away" editor="run at % health" type="int"> 3200 <attribute arch="run_away" editor="run at % health" type="int">
3050 This is a percentage value in the range 0-100. 3201 This is a percentage value in the range 0-100.
3051 When the monster's health points drop below this percentage 3202 When the monster's health points drop below this percentage
3052 (relative to max health), it attempts to run away from the 3203 (relative to max health), it attempts to run away from the
3053 attacker. 3204 attacker.
3054 </attribute> 3205 </attribute>
3055</section> 3206</section>
3056 3207
3057<section name="resistance"> 3208<section name="resistance">
3058 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> 3209 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3059 </attribute> 3210 </attribute>
3060 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> 3211 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3061 </attribute> 3212 </attribute>
3098 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> 3249 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3099 </attribute> 3250 </attribute>
3100</section> 3251</section>
3101 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3252 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3102 </attribute> 3253 </attribute>
3254</type>
3255
3256<!--####################################################################-->
3257<type number="28" name="Monster (Grimreaper)">
3258 <import_type name="Monster &amp; NPC" />
3259 <ignore>
3260 <attribute arch="material" />
3261 <attribute arch="name_pl" />
3262 <attribute arch="nrof" />
3263 <attribute arch="value" />
3264 <attribute arch="unpaid" />
3265 </ignore>
3266 <description><![CDATA[
3267 A grimreaper is a monster that vanishes after it did some number of
3268 draining attacks. ]]> <!-- XXX: is this ok? -->
3269 </description>
3270<section name="grimreaper">
3271 <attribute arch="value" editor="attacks" type="int">
3272 The object vanishes after this number of draining attacks.
3273 </attribute>
3274</section>
3103</type> 3275</type>
3104 3276
3105<!--####################################################################--> 3277<!--####################################################################-->
3106<type number="65" name="Mood Floor"> 3278<type number="65" name="Mood Floor">
3107 <ignore> 3279 <ignore>
3129 </use> 3301 </use>
3130 <attribute arch="no_pick" value="1" type="fixed" /> 3302 <attribute arch="no_pick" value="1" type="fixed" />
3131 <attribute arch="last_sp" editor="mood" type="list_mood"> 3303 <attribute arch="last_sp" editor="mood" type="list_mood">
3132 &lt;mood&gt; is used to determine what will happen to the 3304 &lt;mood&gt; is used to determine what will happen to the
3133 monster when affected by the mood floor: 3305 monster when affected by the mood floor:
3134 3306
3135 &lt;mood&gt; 'furious': Makes all monsters aggressive 3307 &lt;mood&gt; 'furious': Makes all monsters aggressive
3136 3308
3137 &lt;mood&gt; 'angry': As above but pets are unaffected 3309 &lt;mood&gt; 'angry': As above but pets are unaffected
3138 3310
3139 &lt;mood&gt; 'calm': Makes all monsters unaggressive 3311 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3140 3312
3141 &lt;mood&gt; 'sleep': Puts all monsters to sleep 3313 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3142 3314
3143 &lt;mood&gt; 'charm': Turns monster into a pet of person 3315 &lt;mood&gt; 'charm': Turns monster into a pet of person
3144 who triggers the square. This setting is not 3316 who triggers the square. This setting is not
3145 enabled for continous operation, you need to 3317 enabled for continous operation, you need to
3146 insert a &lt;connection&gt; value! 3318 insert a &lt;connection&gt; value!
3147 </attribute> 3319 </attribute>
3148 <attribute arch="connected" editor="connection" type="int"> 3320 <attribute arch="connected" editor="connection" type="int">
3149 This should only be set in combination with &lt;mood number&gt; 4. 3321 This should only be set in combination with &lt;mood number&gt; 4.
3150 Normally, monsters are affected by the mood floor as soon as they 3322 Normally, monsters are affected by the mood floor as soon as they
3151 step on it. But charming (monster -&gt; pet) is too powerful, 3323 step on it. But charming (monster -&gt; pet) is too powerful,
3152 so it needs to be activated. 3324 so it needs to be activated.
3153 3325
3154 Typically it is connected to an altar, for buying a "hireling". 3326 Typically it is connected to an altar, for buying a "hireling".
3155 But a powerful pet could as well be the reward for solving a 3327 But a powerful pet could as well be the reward for solving a
3156 quest. Or even better: It could be *part* of a quest! 3328 quest. Or even better: It could be *part* of a quest!
3157 </attribute> 3329 </attribute>
3158 <attribute arch="no_magic" editor="no spells" type="bool"> 3330 <attribute arch="no_magic" editor="no spells" type="bool">
3212 </attribute> 3384 </attribute>
3213 <attribute arch="speed" editor="movement speed" type="float"> 3385 <attribute arch="speed" editor="movement speed" type="float">
3214 The movement speed value determines how fast a chain of 3386 The movement speed value determines how fast a chain of
3215 these movers will push a player along (default is -0.2). 3387 these movers will push a player along (default is -0.2).
3216 </attribute> 3388 </attribute>
3389 &speed_left;
3217 <attribute arch="sp" editor="direction" type="list_direction"> 3390 <attribute arch="sp" editor="direction" type="list_direction">
3218 The mover will push creatures in the specified &lt;direction&gt;. 3391 The mover will push creatures in the specified &lt;direction&gt;.
3219 A mover with direction set to &lt;none&gt; will spin clockwise, 3392 A mover with direction set to &lt;none&gt; will spin clockwise,
3220 thus pushing creatures in unpredictable directions. 3393 thus pushing creatures in unpredictable directions.
3221 </attribute> 3394 </attribute>
3222 <attribute arch="lifesave" editor="gets used up" type="bool"> 3395 <attribute arch="lifesave" editor="gets used up" type="bool">
3223 If enabled, the mover gets "used up" after a certain number of moves 3396 If enabled, the mover gets "used up" after a certain number of moves
3224 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly. 3397 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3225 </attribute> 3398 </attribute>
3226 <attribute arch="hp" editor="number of uses" type="int"> 3399 <attribute arch="hp" editor="number of uses" type="int">
3227 This value has only a meaning if &lt;gets used up&gt; is set: 3400 This value has only a meaning if &lt;gets used up&gt; is set:
3228 &lt;number of uses&gt; is the number of times minus one, that it 3401 &lt;number of uses&gt; is the number of times minus one, that it
3229 will move a creature before disappearing. (It will move 3402 will move a creature before disappearing. (It will move
3230 someone &lt;number of uses&gt;+1 times, then vanish). 3403 someone &lt;number of uses&gt;+1 times, then vanish).
3231 </attribute> 3404 </attribute>
3232<section name="targets"> 3405<section name="targets">
3233 <attribute arch="level" editor="move players" type="bool"> 3406 <attribute arch="level" editor="move players" type="bool">
3234 If &lt;move players&gt; is enabled, both players and monsters will be 3407 If &lt;move players&gt; is enabled, both players and monsters will be
3235 moved. In the arches' default it is disabled - thus ONLY monsters 3408 moved. In the arches' default it is disabled - thus ONLY monsters
3236 get moved. Remember that "monsters" includes NPCs! 3409 get moved. Remember that "monsters" includes NPCs!
3237 3410
3238 This feature provides you with the possibility to make NPCs 3411 This feature provides you with the possibility to make NPCs
3239 literally "come to life". Example: The player is talking with an 3412 literally "come to life". Example: The player is talking with an
3240 NPC, speaking a certain keyword. This triggers a magic_ear and 3413 NPC, speaking a certain keyword. This triggers a magic_ear and
3241 activates creators, creating (per default: monster-only) movers 3414 activates creators, creating (per default: monster-only) movers
3242 under the NPC's feet. The NPC starts "walking" on a predefined 3415 under the NPC's feet. The NPC starts "walking" on a predefined
3243 route! Note that it's useful to set this NPC immune to everything, 3416 route! Note that it's useful to set this NPC immune to everything,
3244 preventing the player to push the NPC off his trace. 3417 preventing the player to push the NPC off his trace.
3245 </attribute> 3418 </attribute>
3246 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3419 <attribute arch="move_on" editor="movement type" type="movement_type">
3247 This should always be set. 3420 Which movement types activate the mover.
3248 </attribute>
3249 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3250 Move flying creatures enabled means all flying (living)
3251 objects will get moved too. If disabled, only walking
3252 (non-flying) creatures will get moved.
3253 </attribute> 3421 </attribute>
3254</section> 3422</section>
3255</type> 3423</type>
3256 3424
3257<!--####################################################################--> 3425<!--####################################################################-->
3275 <attribute arch="no_pick" value="1" type="fixed" /> 3443 <attribute arch="no_pick" value="1" type="fixed" />
3276 <attribute arch="slaying" editor="match race" type="string"> 3444 <attribute arch="slaying" editor="match race" type="string">
3277 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3445 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3278 matches the monster's or the player's race, we have a match. 3446 matches the monster's or the player's race, we have a match.
3279 Yes, pedestals can detect a player's race! E.g. you could create a 3447 Yes, pedestals can detect a player's race! E.g. you could create a
3280 place where only fireborns can enter, by setting "slaying unnatural". 3448 place where only fireborns can enter, by setting "slaying unnatural".
3281 3449
3282 If it is set to "player", any player stepping on the pedestal 3450 If it is set to "player", any player stepping on the pedestal
3283 is a match. Very useful if you want to open a gate for players 3451 is a match. Very useful if you want to open a gate for players
3284 but not for monsters. 3452 but not for monsters.
3285 </attribute> 3453 </attribute>
3286 <attribute arch="connected" editor="connection" type="int"> 3454 <attribute arch="connected" editor="connection" type="int">
3287 When the pedestal is triggered, all objects with the same 3455 When the pedestal is triggered, all objects with the same
3288 connection value get activated. 3456 connection value get activated.
3289 </attribute> 3457 </attribute>
3290 <attribute arch="walk_on" value="1" type="fixed" /> 3458 &move_on;
3291 <attribute arch="walk_off" value="1" type="fixed" />
3292</type> 3459</type>
3293 3460
3294<!--####################################################################--> 3461<!--####################################################################-->
3295<type number="94" name="Pit"> 3462<type number="94" name="Pit">
3296 <ignore> 3463 <ignore>
3332 The &lt;position state&gt; defines the position of the gate: 3499 The &lt;position state&gt; defines the position of the gate:
3333 Zero means completely open/down, the "number of animation-steps" (usually 3500 Zero means completely open/down, the "number of animation-steps" (usually
3334 about 6 or 7) means completely closed/up state. I suggest you don't 3501 about 6 or 7) means completely closed/up state. I suggest you don't
3335 mess with this value - Leave the default in place. 3502 mess with this value - Leave the default in place.
3336 </attribute> 3503 </attribute>
3337 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3504 &move_on;
3338 If set, all walking creatures will fall into the pit.
3339 This does NOT need to be set for closed pits!
3340 </attribute>
3341 <attribute arch="fly_on" editor="swallow flying" type="bool">
3342 If set, all flying creatures will fall into the pit as well.
3343 This is not the behaviour expected from a pit, and it should
3344 only be used for map-mechanisms (e.g. for transporting flying
3345 monsters).
3346 An interesting side-effect: If this flag is enabled, spell
3347 effects like fire/snow also make their way through the pit.
3348 </attribute>
3349</type> 3505</type>
3350 3506
3351<!--####################################################################--> 3507<!--####################################################################-->
3352<type number="7" name="Poison Food"> 3508<type number="7" name="Poison Food">
3353 <description><![CDATA[ 3509 <description><![CDATA[
3376 </attribute> 3532 </attribute>
3377 <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> 3533 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3378 There are two types of special effects for potions: 3534 There are two types of special effects for potions:
3379 'life restoration' - restore the player's stats lost by death or draining 3535 'life restoration' - restore the player's stats lost by death or draining
3380 (this has nothing in common with the restoration spell!) 3536 (this has nothing in common with the restoration spell!)
3381 'improvement' - increase the player's maximum health/mana/grace 3537 'improvement' - increase the player's maximum health/mana/grace
3382 by a very small amount. 3538 by a very small amount.
3383 </attribute> 3539 </attribute>
3384 <attribute arch="cursed" editor="cursed" type="bool"> 3540 <attribute arch="cursed" editor="cursed" type="bool">
3385 If a potion is cursed, benefits generally turn into penalties. 3541 If a potion is cursed, benefits generally turn into penalties.
3386 Note that potions can be "uncursed" by praying over an altar, 3542 Note that potions can be "uncursed" by praying over an altar,
3542 weapon and projectile. ]]> 3698 weapon and projectile. ]]>
3543 </description> 3699 </description>
3544 <use><![CDATA[ 3700 <use><![CDATA[
3545 If you want to create new kinds of projectiles, you could 3701 If you want to create new kinds of projectiles, you could
3546 add an alchemical receipe to create these. 3702 add an alchemical receipe to create these.
3547 3703
3548 Don't create new pairs of weapons &amp; projectiles unless 3704 Don't create new pairs of weapons &amp; projectiles unless
3549 they really fullfill a useful purpose. In fact, even bows 3705 they really fullfill a useful purpose. In fact, even bows
3550 and crossbows are rarely ever used. ]]> 3706 and crossbows are rarely ever used. ]]>
3551 </use> 3707 </use>
3552 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3708 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3557 </attribute> 3713 </attribute>
3558 <attribute arch="race" editor="ammunition class" type="string"> 3714 <attribute arch="race" editor="ammunition class" type="string">
3559 Only shooting weapons with matching &lt;ammunition class&gt; can fire 3715 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3560 these projectiles. For arrows set "arrows", for crossbow bolts 3716 these projectiles. For arrows set "arrows", for crossbow bolts
3561 set "crossbow bolts" (big surprise). 3717 set "crossbow bolts" (big surprise).
3562 3718
3563 In certain cases, the ammunition class is displayed in the game. 3719 In certain cases, the ammunition class is displayed in the game.
3564 Hence, when you create a new ammunition class, choose an 3720 Hence, when you create a new ammunition class, choose an
3565 intuitive name like "missiles", "spirit bolts" - whatever. 3721 intuitive name like "missiles", "spirit bolts" - whatever.
3566 3722
3567 You can also make special containers holding these projectiles 3723 You can also make special containers holding these projectiles
3568 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;. 3724 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3569 </attribute> 3725 </attribute>
3570 <attribute arch="slaying" editor="slaying race" type="string"> 3726 <attribute arch="slaying" editor="slaying race" type="string">
3571 Slaying means the weapon does tripple (3x) damage to monsters 3727 Slaying means the weapon does tripple (3x) damage to monsters
3687 <attribute arch="value" /> 3843 <attribute arch="value" />
3688 <attribute arch="material" /> 3844 <attribute arch="material" />
3689 <attribute arch="unpaid" /> 3845 <attribute arch="unpaid" />
3690 </ignore> 3846 </ignore>
3691 <description><![CDATA[ 3847 <description><![CDATA[
3692 A rune is a magical enscription on the dungeon floor. 3848 A rune is a magical enscription on the dungeon floor.
3693 <br><br> 3849 <br><br>
3694 Runes hit any monster or person who steps on them for 'dam' damage in 3850 Runes hit any monster or person who steps on them for 'dam' damage in
3695 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3851 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3696 and will cast this spell when it detonates. Yet another kind is the 3852 and will cast this spell when it detonates. Yet another kind is the
3697 "summoning rune", summoning predefined monsters of any kind, at detonation. 3853 "summoning rune", summoning predefined monsters of any kind, at detonation.
3701 <use><![CDATA[ 3857 <use><![CDATA[
3702 Avoid monsters stepping on your runes. For example, summoning runes 3858 Avoid monsters stepping on your runes. For example, summoning runes
3703 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3859 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3704 </use> 3860 </use>
3705 <attribute arch="no_pick" value="1" type="fixed" /> 3861 <attribute arch="no_pick" value="1" type="fixed" />
3706 <attribute arch="walk_on" value="1" type="fixed" /> 3862 &move_on;
3707 <attribute arch="level" editor="rune level" type="int"> 3863 <attribute arch="level" editor="rune level" type="int">
3708 This value sets the level the rune will cast the spell it contains at, 3864 This value sets the level the rune will cast the spell it contains at,
3709 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3865 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3710 (&lt;rune level&gt; 0 runes won't detonate at all!) 3866 (&lt;rune level&gt; 0 runes won't detonate at all!)
3711 3867
3712 Level Also effects how easily a rune may be found and disarmed, and 3868 Level Also effects how easily a rune may be found and disarmed, and
3713 how much experience the player gets for doing so. Beware: High level 3869 how much experience the player gets for doing so. Beware: High level
3714 runes can be quite a cheap source of experience! So either make them 3870 runes can be quite a cheap source of experience! So either make them
3715 tough, or keep the level low. 3871 tough, or keep the level low.
3716 </attribute> 3872 </attribute>
3723 The rune will detonate &lt;number of charges&gt; times before disappearing. 3879 The rune will detonate &lt;number of charges&gt; times before disappearing.
3724 </attribute> 3880 </attribute>
3725 <attribute arch="dam" editor="direct damage" type="int"> 3881 <attribute arch="dam" editor="direct damage" type="int">
3726 &lt;direct damage&gt; specifies how much damage is done by the rune, 3882 &lt;direct damage&gt; specifies how much damage is done by the rune,
3727 if it doesn't contain a spell. This should be set in reasonable 3883 if it doesn't contain a spell. This should be set in reasonable
3728 relation to the rune's level. 3884 relation to the rune's level.
3729 </attribute> 3885 </attribute>
3730 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3886 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3731 If there isn't any spell (and &lt;summon monster&gt; is unset), this 3887 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3732 attribute defines what attacktype to use for direct damage when 3888 attribute defines what attacktype to use for direct damage when
3733 the rune detonates. 3889 the rune detonates.
3798 <attribute arch="no_magic" value="1" type="fixed" /> 3954 <attribute arch="no_magic" value="1" type="fixed" />
3799 <attribute arch="damned" value="1" type="fixed" /> 3955 <attribute arch="damned" value="1" type="fixed" />
3800</type> 3956</type>
3801 3957
3802<!--####################################################################--> 3958<!--####################################################################-->
3959<type number="111" name="Scroll">
3960 <ignore>
3961 <attribute arch="title" />
3962 </ignore>
3963 <description><![CDATA[
3964 Scrolls contain spells (similar to spell-potions). Unlike potions,
3965 scrolls require a certain literacy skill to read successfully.
3966 Accordingly, for a successful reading, a small amount of
3967 experience is gained. Scrolls allow only one time usage, but
3968 usually they are sold in bulks. ]]>
3969 </description>
3970 <use><![CDATA[
3971 For low level quests, scrolls of healing/curing-spells
3972 can be a nice reward. At higher levels, scrolls become less
3973 and less useful. ]]>
3974 </use>
3975 <attribute arch="level" editor="casting level" type="int">
3976 The spell of the scroll will be casted at this level.
3977 This value should always be set, at least to 1.
3978 </attribute>
3979 <attribute arch="sp" editor="spell" type="spell">
3980 When a player/monster applies this scroll, the selected &lt;spell&gt;
3981 will be casted (once). This should work for any given spell.
3982 </attribute>
3983 <attribute arch="startequip" editor="godgiven item" type="bool">
3984 A godgiven item vanishes as soon as the player
3985 drops it to the ground.
3986 </attribute>
3987</type>
3988
3989<!--####################################################################-->
3990<type number="33" name="Shield">
3991 <import_type name="Amulet" />
3992 <description><![CDATA[
3993 Wearing a shield, the object's stats will directly be inherited to
3994 the player. Shields usually provide good defense, only surpassed
3995 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3996 </description>
3997 <use><![CDATA[
3998 Feel free to create your own special artifacts. However, it is very
3999 important that you keep your artifact in balance with existing maps. ]]>
4000 </use>
4001 <attribute arch="magic" editor="magic bonus" type="int">
4002 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4003 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4004 than direct armour-class bonus on the shield.
4005 </attribute>
4006</type>
4007
4008<!--####################################################################-->
3803<type number="14" name="Shooting Weapon"> 4009<type number="14" name="Shooting Weapon">
3804 <description><![CDATA[ 4010 <description><![CDATA[
3805 Schooting weapons like bows/crossbows are used to shoot projectiles 4011 Schooting weapons like bows/crossbows are used to shoot projectiles
3806 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4012 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3807 wielded both at the same time. Like with any other equipment, 4013 wielded both at the same time. Like with any other equipment,
3821 </use> 4027 </use>
3822 <attribute arch="race" editor="ammunition class" type="string"> 4028 <attribute arch="race" editor="ammunition class" type="string">
3823 Only projectiles with matching &lt;ammunition class&gt; can be fired 4029 Only projectiles with matching &lt;ammunition class&gt; can be fired
3824 with this weapon. For normal bows set "arrows", for normal 4030 with this weapon. For normal bows set "arrows", for normal
3825 crossbows set "crossbow bolts". 4031 crossbows set "crossbow bolts".
3826 4032
3827 In certain cases, the ammunition class is displayed in the game. 4033 In certain cases, the ammunition class is displayed in the game.
3828 Hence, when you create a new ammunition class, choose an 4034 Hence, when you create a new ammunition class, choose an
3829 intuitive name like "missiles", "spirit bolts" - whatever. 4035 intuitive name like "missiles", "spirit bolts" - whatever.
3830 </attribute> 4036 </attribute>
3831 <attribute arch="sp" editor="shooting speed" type="int"> 4037 <attribute arch="sp" editor="shooting speed" type="int">
3832 After shooting a projectile, the player is frozen for a short 4038 After shooting a projectile, the player is frozen for a short
3833 period of time (to prevent shooting arrows machine-gun-like). 4039 period of time (to prevent shooting arrows machine-gun-like).
3834 The greater &lt;shooting speed&gt;, the shorter this period of time. 4040 The greater &lt;shooting speed&gt;, the shorter this period of time.
3835 1 is minimum (=worst) and 100 is maximum (=best) value. 4041 1 is minimum (=worst) and 100 is maximum (=best) value.
3836 4042
3837 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT 4043 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3838 SET IT TO ZERO! (That would freeze the player for eternety). 4044 SET IT TO ZERO! (That would freeze the player for eternety).
3839 </attribute> 4045 </attribute>
3840 <attribute arch="dam" editor="base damage" type="int"> 4046 <attribute arch="dam" editor="base damage" type="int">
3841 The &lt;base damage&gt; significantly affects the damage done 4047 The &lt;base damage&gt; significantly affects the damage done
3852 The &lt;item power&gt; value measures how "powerful" an artifact is. 4058 The &lt;item power&gt; value measures how "powerful" an artifact is.
3853 Players will only be able to wear equipment with a certain total 4059 Players will only be able to wear equipment with a certain total
3854 amount of &lt;item power&gt;, depending on their own level. This is the 4060 amount of &lt;item power&gt;, depending on their own level. This is the
3855 only way to prevent low level players to wear "undeserved" equipment 4061 only way to prevent low level players to wear "undeserved" equipment
3856 (like gifts from other players or cheated items). 4062 (like gifts from other players or cheated items).
3857 4063
3858 It is very important to adjust the &lt;item power&gt; value carefully 4064 It is very important to adjust the &lt;item power&gt; value carefully
3859 for every artifact you create! If zero/unset, the CF server will 4065 for every artifact you create! If zero/unset, the CF server will
3860 calculate a provisional value at runtime, but this is never 4066 calculate a provisional value at runtime, but this is never
3861 going to be an accurate measurement of &lt;item power&gt;. 4067 going to be an accurate measurement of &lt;item power&gt;.
3862 </attribute> 4068 </attribute>
3933 should have such a description. 4139 should have such a description.
3934 </attribute> 4140 </attribute>
3935</type> 4141</type>
3936 4142
3937<!--####################################################################--> 4143<!--####################################################################-->
3938<type number="111" name="Scroll">
3939 <ignore>
3940 <attribute arch="title" />
3941 </ignore>
3942 <description><![CDATA[
3943 Scrolls contain spells (similar to spell-potions). Unlike potions,
3944 scrolls require a certain literacy skill to read successfully.
3945 Accordingly, for a successful reading, a small amount of
3946 experience is gained. Scrolls allow only one time usage, but
3947 usually they are sold in bulks. ]]>
3948 </description>
3949 <use><![CDATA[
3950 For low level quests, scrolls of healing/curing-spells
3951 can be a nice reward. At higher levels, scrolls become less
3952 and less useful. ]]>
3953 </use>
3954 <attribute arch="level" editor="casting level" type="int">
3955 The spell of the scroll will be casted at this level.
3956 This value should always be set, at least to 1.
3957 </attribute>
3958 <attribute arch="sp" editor="spell" type="spell">
3959 When a player/monster applies this scroll, the selected &lt;spell&gt;
3960 will be casted (once). This should work for any given spell.
3961 </attribute>
3962 <attribute arch="startequip" editor="godgiven item" type="bool">
3963 A godgiven item vanishes as soon as the player
3964 drops it to the ground.
3965 </attribute>
3966</type>
3967
3968<!--####################################################################-->
3969<type number="33" name="Shield">
3970 <import_type name="Amulet" />
3971 <description><![CDATA[
3972 Wearing a shield, the object's stats will directly be inherited to
3973 the player. Shields usually provide good defense, only surpassed
3974 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3975 </description>
3976 <use><![CDATA[
3977 Feel free to create your own special artifacts. However, it is very
3978 important that you keep your artifact in balance with existing maps. ]]>
3979 </use>
3980 <attribute arch="magic" editor="magic bonus" type="int">
3981 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3982 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3983 than direct armour-class bonus on the shield.
3984 </attribute>
3985</type>
3986
3987<!--####################################################################-->
3988<type number="68" name="Shop Floor"> 4144<type number="68" name="Shop Floor">
3989 <ignore> 4145 <ignore>
3990 <ignore_list name="non_pickable" /> 4146 <ignore_list name="non_pickable" />
3991 </ignore> 4147 </ignore>
3992 <description><![CDATA[ 4148 <description><![CDATA[
4053 <use><![CDATA[ 4209 <use><![CDATA[
4054 As stated above, always place TWO shop mats into your shop. 4210 As stated above, always place TWO shop mats into your shop.
4055 Not more and not less than that. ]]> 4211 Not more and not less than that. ]]>
4056 </use> 4212 </use>
4057 <attribute arch="no_pick" value="1" type="fixed" /> 4213 <attribute arch="no_pick" value="1" type="fixed" />
4058 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4214 &move_on;
4059 If set, the player can enter/leave the
4060 shop by just walking into the shop mat.
4061 </attribute>
4062 <attribute arch="fly_on" editor="apply by flying" type="bool">
4063 If set, the player can enter/leave the
4064 shop by "flying" into the shop mat.
4065 </attribute>
4066</type> 4215</type>
4067 4216
4068<!--####################################################################--> 4217<!--####################################################################-->
4069<type number="98" name="Sign &amp; MagicMouth"> 4218<type number="98" name="Sign &amp; MagicMouth">
4070 <ignore> 4219 <ignore>
4087 the connection is triggered. This should be used in combination with 4236 the connection is triggered. This should be used in combination with
4088 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4237 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4089 If activating your magic_mouth this way, the message will not only be 4238 If activating your magic_mouth this way, the message will not only be
4090 printed to one player, but all players on the current map. 4239 printed to one player, but all players on the current map.
4091 </attribute> 4240 </attribute>
4092 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4241 &move_on;
4093 If set, the player gets the message when walking ontop of the object.
4094 "invisible 1" should be set in this case. This is the typical configuration
4095 for a "magic_mouth": The player walks through a dungeon and suddenly he
4096 gets a message. Use this to create some roleplay atmosphere, and to inform
4097 the player about possible dangers or secrets.
4098 </attribute>
4099 <attribute arch="fly_on" editor="activate by flying" type="bool">
4100 If set, the player gets the message when flying (=levitating) ontop
4101 of the object. Usually this should be set together with walk_on.
4102 </attribute>
4103 <attribute arch="food" editor="counter" type="int"> 4242 <attribute arch="food" editor="counter" type="int">
4104 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4243 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4105 (printing the message) only that many times. For signs this really shouldn't 4244 (printing the message) only that many times. For signs this really shouldn't
4106 be used, while for magic_mouths it is extremely helpful. 4245 be used, while for magic_mouths it is extremely helpful.
4107 Monsters walking over the magic_mouth do not decrease the counter. 4246 Monsters walking over the magic_mouth do not decrease the counter.
4108 4247
4109 Often, you might want to have a message displayed only one time. For example: 4248 Often, you might want to have a message displayed only one time. For example:
4110 The player enters your map and you put a magic_mouth to tell him about the 4249 The player enters your map and you put a magic_mouth to tell him about the
4111 monsters and how dangerous they look and all. Later, when all the monsters 4250 monsters and how dangerous they look and all. Later, when all the monsters
4112 are killed and the player leaves the map, displaying the same message a 4251 are killed and the player leaves the map, displaying the same message a
4113 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4252 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4230 burned or otherwise destroyed. 4369 burned or otherwise destroyed.
4231 </attribute> 4370 </attribute>
4232 <attribute arch="unique" editor="unique item" type="bool"> 4371 <attribute arch="unique" editor="unique item" type="bool">
4233 Unique items exist only one time on a server. If the item 4372 Unique items exist only one time on a server. If the item
4234 is taken, lost or destroyed - it's gone for good. 4373 is taken, lost or destroyed - it's gone for good.
4235 4374
4236 This can be used if you want to sell apartments on your 4375 This can be used if you want to sell apartments on your
4237 map: Simply sell a unique passport/key, and place 4376 map: Simply sell a unique passport/key, and place
4238 an inventory checker at the entrance of your apartment. 4377 an inventory checker at the entrance of your apartment.
4239 </attribute> 4378 </attribute>
4240 <attribute arch="startequip" editor="godgiven item" type="bool"> 4379 <attribute arch="startequip" editor="godgiven item" type="bool">
4357 <use><![CDATA[ 4496 <use><![CDATA[
4358 Spinners are very rarely used. I believe they are quite 4497 Spinners are very rarely used. I believe they are quite
4359 confusing and pointless. The only use I can think of is building 4498 confusing and pointless. The only use I can think of is building
4360 some puzzle about where to shoot into spinners to shoot somewhere you 4499 some puzzle about where to shoot into spinners to shoot somewhere you
4361 otherwise couldn't. 4500 otherwise couldn't.
4362 4501
4363 When placing spinners on a map with magic walls, make sure the spell- 4502 When placing spinners on a map with magic walls, make sure the spell-
4364 projectiles from magic walls don't get to fly in loops. ]]> 4503 projectiles from magic walls don't get to fly in loops. ]]>
4365 </use> 4504 </use>
4366 <attribute arch="sp" editor="direction number" type="int"> 4505 <attribute arch="sp" editor="direction number" type="int">
4367 The spinner will change the direction of flying objects by 4506 The spinner will change the direction of flying objects by
4368 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4507 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4369 positive values counter clockwise. 4508 positive values counter clockwise.
4370 4509
4371 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4510 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4372 </attribute> 4511 </attribute>
4373 <attribute arch="walk_on" value="1" type="fixed" /> 4512 &move_on;
4374 <attribute arch="fly_on" value="1" type="fixed" />
4375</type> 4513</type>
4376 4514
4377<!--####################################################################--> 4515<!--####################################################################-->
4378<type number="138" name="Swamp"> 4516<type number="138" name="Swamp">
4379 <ignore> 4517 <ignore>
4385 he will start to sink in and eventually drown and die. 4523 he will start to sink in and eventually drown and die.
4386 Items dropped on the swamp sink in and dissapear. 4524 Items dropped on the swamp sink in and dissapear.
4387 Players with knowledge of the woodsman skill are a lot less likely 4525 Players with knowledge of the woodsman skill are a lot less likely
4388 to die in the swamp. ]]> 4526 to die in the swamp. ]]>
4389 </description> 4527 </description>
4390 <attribute arch="walk_on" value="1" type="fixed" />
4391 <attribute arch="is_floor" value="1" type="fixed" /> 4528 <attribute arch="is_floor" value="1" type="fixed" />
4392 <attribute arch="is_wooded" value="1" type="fixed" /> 4529 <attribute arch="is_wooded" value="1" type="fixed" />
4393 <attribute arch="speed" editor="drowning speed" type="float"> 4530 <attribute arch="speed" editor="drowning speed" type="float">
4394 The higher the &lt;drowning speed&gt;, the faster will players and items 4531 The higher the &lt;drowning speed&gt;, the faster will players and items
4395 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4532 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4396 and unexpected death-trap. Players should get a warning before such areas. 4533 and unexpected death-trap. Players should get a warning before such areas.
4397 </attribute> 4534 </attribute>
4398 <attribute arch="slow_move" editor="slow movement" type="int"> 4535 &speed_left;
4399 If &lt;slow movement&gt; is set to a value greater zero, all 4536 &move_on;
4400 creatures moving over this spot will be slower than normal. 4537 &movement_types_terrain;
4401
4402 &lt;slow movement&gt; 1 - rough terrain
4403 &lt;slow movement&gt; 2 - very rough terrain
4404 ...
4405 &lt;slow movement&gt; 5 - default for deep swamp
4406 </attribute>
4407 <attribute arch="no_magic" editor="no spells" type="bool"> 4538 <attribute arch="no_magic" editor="no spells" type="bool">
4408 If enabled, it is impossible for players to use (wizard-) 4539 If enabled, it is impossible for players to use (wizard-)
4409 spells on that spot. 4540 spells on that spot.
4410 </attribute> 4541 </attribute>
4411 <attribute arch="damned" editor="no prayers" type="bool"> 4542 <attribute arch="damned" editor="no prayers" type="bool">
4445 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4576 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4446 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" 4577 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4447 for example I could use the relative path "Fire1"). Use relative 4578 for example I could use the relative path "Fire1"). Use relative
4448 paths whenever possible! Note that upper/lower case must always be 4579 paths whenever possible! Note that upper/lower case must always be
4449 set correctly. However, please use lower case only. 4580 set correctly. However, please use lower case only.
4450 4581
4451 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the 4582 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4452 &lt;exit path&gt; is unset (empty), anything can get teleported: Players, 4583 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4453 monsters and items. In this case, the destined map is automatically 4584 monsters and items. In this case, the destined map is automatically
4454 the same map the teleporter is on. 4585 the same map the teleporter is on.
4455 </attribute> 4586 </attribute>
4456 <attribute arch="hp" editor="destination X" type="int"> 4587 <attribute arch="hp" editor="destination X" type="int">
4457 The exit destinations define the (x, y)-coordinates where the exit 4588 The exit destinations define the (x, y)-coordinates where the exit
4458 leads to. 4589 leads to.
4459 4590
4460 If both are set to zero and &lt;exit path&gt; is empty, the player will 4591 If both are set to zero and &lt;exit path&gt; is empty, the player will
4461 get teleported to another, randomly chosen teleporter on the same 4592 get teleported to another, randomly chosen teleporter on the same
4462 map (Slightly confusing for the player though). Make sure there 4593 map (Slightly confusing for the player though). Make sure there
4463 actually *is* a second one in that case. 4594 actually *is* a second one in that case.
4464 4595
4465 If both are set to zero and &lt;exit path&gt; is set, the player will 4596 If both are set to zero and &lt;exit path&gt; is set, the player will
4466 be transferred to the "default enter location" of the destined map. 4597 be transferred to the "default enter location" of the destined map.
4467 The latter can be set in the map-properties as "Enter X/Y". Though, 4598 The latter can be set in the map-properties as "Enter X/Y". Though,
4468 please DO NOT use that. It turned out to be a source for numerous 4599 please DO NOT use that. It turned out to be a source for numerous
4469 map-bugs. 4600 map-bugs.
4470 </attribute> 4601 </attribute>
4471 <attribute arch="sp" editor="destination Y" type="int"> 4602 <attribute arch="sp" editor="destination Y" type="int">
4472 The exit destinations define the (x, y)-coordinates where the exit 4603 The exit destinations define the (x, y)-coordinates where the exit
4473 leads to. 4604 leads to.
4474 4605
4475 If both are set to zero and &lt;exit path&gt; is empty, the player will 4606 If both are set to zero and &lt;exit path&gt; is empty, the player will
4476 get teleported to another, randomly chosen teleporter on the same 4607 get teleported to another, randomly chosen teleporter on the same
4477 map (Slightly confusing for the player though). Make sure there 4608 map (Slightly confusing for the player though). Make sure there
4478 actually *is* a second one in that case. 4609 actually *is* a second one in that case.
4479 4610
4480 If both are set to zero and &lt;exit path&gt; is set, the player will 4611 If both are set to zero and &lt;exit path&gt; is set, the player will
4481 be transferred to the "default enter location" of the destined map. 4612 be transferred to the "default enter location" of the destined map.
4482 The latter can be set in the map-properties as "Enter X/Y". Though, 4613 The latter can be set in the map-properties as "Enter X/Y". Though,
4483 please DO NOT use that. It turned out to be a source for numerous 4614 please DO NOT use that. It turned out to be a source for numerous
4484 map-bugs. 4615 map-bugs.
4491 <attribute arch="speed" editor="activation speed" type="float"> 4622 <attribute arch="speed" editor="activation speed" type="float">
4492 If the &lt;activation speed&gt; is nonzero, the teleporter will 4623 If the &lt;activation speed&gt; is nonzero, the teleporter will
4493 automatically be activated in regular time-intervals. Hence, the 4624 automatically be activated in regular time-intervals. Hence, the
4494 player can just step on it and gets teleported sooner or later. 4625 player can just step on it and gets teleported sooner or later.
4495 The duration between two activates depends on the given value. 4626 The duration between two activates depends on the given value.
4496 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4627 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4497 4628
4498 VERY IMPORTANT: If you want to have your teleporter activated via 4629 VERY IMPORTANT: If you want to have your teleporter activated via
4499 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4630 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4631 </attribute>
4632 &speed_left;
4633</type>
4634
4635<!--####################################################################-->
4636<type number="26" name="Timed Gate">
4637 <ignore>
4638 <ignore_list name="non_pickable" />
4639 </ignore>
4640 <description><![CDATA[
4641 Gates play an important role in Crossfire. Gates can be opened
4642 by activating a button/trigger, by speaking passwords (-> magic_ear)
4643 or carrying special key-objects (-> inventory checker).
4644 Unlike locked doors, gates can get shut again after a player has
4645 passed, which makes them more practical in many cases. Unlike normal
4646 gates, timed gates open when triggered but automatically close again
4647 after some time.]]>
4648 </description>
4649 <use><![CDATA[
4650 Use gates to divide your maps into separated areas. After solving
4651 area A, the player gains access to area B, and so on. Make your
4652 maps more complex than "one-way". ]]>
4653 </use>
4654 <attribute arch="no_pick" value="1" type="fixed" />
4655 <attribute arch="connected" editor="connection" type="int">
4656 Whenever the inventory checker is triggered, all objects with identical
4657 &lt;connection&gt; value get activated. This only makes sense together with
4658 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4659 after some time.
4660 </attribute>
4661 <attribute arch="wc" editor="position state" type="int">
4662 The &lt;position state&gt; defines the position of the gate:
4663 Zero means completely open/down, the "number of animation-steps" (usually
4664 about 6 or 7) means completely closed/up state. I suggest you don't
4665 mess with this value - Leave the default in place.
4666 </attribute>
4667 &movement_types_terrain;
4668 <attribute arch="no_magic" editor="restrict spells" type="bool">
4669 Restricting the use of spells to pass this gate. This has
4670 an effect only if &lt;block view&gt; is disabled.
4671 </attribute>
4672 <attribute arch="damned" editor="restrict prayers" type="bool">
4673 Restricting the use of prayers to pass this door. This has
4674 an effect only if &lt;block view&gt; is disabled.
4675 </attribute>
4676 <attribute arch="hp" editor="open duration" type="int">
4677 Defines the duration the gate remains closed. This only takes effect
4678 if the gate is not connected.
4500 </attribute> 4679 </attribute>
4501</type> 4680</type>
4502 4681
4503<!--####################################################################--> 4682<!--####################################################################-->
4504<type number="155" name="Trap"> 4683<type number="155" name="Trap">
4511 <attribute arch="material" /> 4690 <attribute arch="material" />
4512 <attribute arch="unpaid" /> 4691 <attribute arch="unpaid" />
4513 </ignore> 4692 </ignore>
4514 <description><![CDATA[ 4693 <description><![CDATA[
4515 A trap is a object that can either do damage or trigger another connected object 4694 A trap is a object that can either do damage or trigger another connected object
4516 when detonated. Traps are like runes except they are not magical in nature, 4695 when detonated. Traps are like runes except they are not magical in nature,
4517 and generally have either a physical attack or trigger a reaction. 4696 and generally have either a physical attack or trigger a reaction.
4518 <br><br> 4697 <br><br>
4519 Traps hit any monster or person who steps on them for 'dam' damage in 4698 Traps hit any monster or person who steps on them for 'dam' damage in
4520 'attacktype' attacktype and/or trigger a reaction. 4699 'attacktype' attacktype and/or trigger a reaction.
4521 <br><br> 4700 <br><br>
4524 <use><![CDATA[ 4703 <use><![CDATA[
4525 Avoid monsters stepping on your traps. For example, a party of orcs setting 4704 Avoid monsters stepping on your traps. For example, a party of orcs setting
4526off your lightning wall and pit trap is usually a bad idea. ]]> 4705off your lightning wall and pit trap is usually a bad idea. ]]>
4527 </use> 4706 </use>
4528 <attribute arch="no_pick" value="1" type="fixed" /> 4707 <attribute arch="no_pick" value="1" type="fixed" />
4529 <attribute arch="walk_on" value="1" type="fixed" /> 4708 &move_on;
4530 <attribute arch="level" editor="trap level" type="int"> 4709 <attribute arch="level" editor="trap level" type="int">
4531 Level effects how easily a trap may be found and disarmed, and 4710 Level effects how easily a trap may be found and disarmed, and
4532 how much experience the player gets for doing so. Beware: High level 4711 how much experience the player gets for doing so. Beware: High level
4533 traps can be quite a cheap source of experience! So either make them 4712 traps can be quite a cheap source of experience! So either make them
4534 tough, or keep the level low. 4713 tough, or keep the level low.
4535 </attribute> 4714 </attribute>
4540 </attribute> 4719 </attribute>
4541 <attribute arch="hp" editor="number of charges" type="int"> 4720 <attribute arch="hp" editor="number of charges" type="int">
4542 The trap will detonate &lt;number of charges&gt; times before disappearing. 4721 The trap will detonate &lt;number of charges&gt; times before disappearing.
4543 </attribute> 4722 </attribute>
4544 <attribute arch="dam" editor="direct damage" type="int"> 4723 <attribute arch="dam" editor="direct damage" type="int">
4545 &lt;direct damage&gt; specifies how much damage is done by the trap. 4724 &lt;direct damage&gt; specifies how much damage is done by the trap.
4546 This should be set in reasonable relation to the trap's level. 4725 This should be set in reasonable relation to the trap's level.
4547 </attribute> 4726 </attribute>
4548 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4727 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4549 This attribute defines what attacktype to use for direct damage when 4728 This attribute defines what attacktype to use for direct damage when
4550 the trap detonates. 4729 the trap detonates.
4551 </attribute> 4730 </attribute>
4577 Trapdoors should be used in the same fashion as pits: 4756 Trapdoors should be used in the same fashion as pits:
4578 They should always drop the victims to some kind of lower level. They 4757 They should always drop the victims to some kind of lower level. They
4579 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4758 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4580 </use> 4759 </use>
4581 <attribute arch="no_pick" value="1" type="fixed" /> 4760 <attribute arch="no_pick" value="1" type="fixed" />
4582 <attribute arch="walk_on" value="1" type="fixed" /> 4761 &move_on;
4583 <attribute arch="weight" editor="hold weight" type="int"> 4762 <attribute arch="weight" editor="hold weight" type="int">
4584 This value defines how much weight the trapdoor can hold. 4763 This value defines how much weight the trapdoor can hold.
4585 Once items or creatures are gathered on the trapdoor, with 4764 Once items or creatures are gathered on the trapdoor, with
4586 a total weight surpassing this value, then the trapdoor will 4765 a total weight surpassing this value, then the trapdoor will
4587 open and things start falling through. 4766 open and things start falling through.
4646 The &lt;quality level&gt; will be used for the quality of the generated 4825 The &lt;quality level&gt; will be used for the quality of the generated
4647 treasure instead of the map difficulty (as was done with shops). 4826 treasure instead of the map difficulty (as was done with shops).
4648 If zero/unset, the map difficulty will instead be used. 4827 If zero/unset, the map difficulty will instead be used.
4649 (Example for comparison: Shop floors generate treasure of 4828 (Example for comparison: Shop floors generate treasure of
4650 &lt;quality level&gt; 5 per default). 4829 &lt;quality level&gt; 5 per default).
4830 </attribute>
4831</type>
4832
4833<!--####################################################################-->
4834<type number="52" name="Trigger Marker">
4835 <ignore>
4836 <ignore_list name="system_object" />
4837 </ignore>
4838 <description><![CDATA[
4839 A trigger marker is an object that inserts an invisible force (a mark) into a
4840 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4841 &lt;key string&gt; which can be discovered by detectors or inventory
4842 checkers. It is also possible to use markers for removing marks again.
4843 <br><br>
4844 Note that the player has no possibility to "see" his own marks,
4845 except by the effect that they cause on the maps. ]]>
4846 </description>
4847 <use><![CDATA[
4848 Markers hold real cool possibilities for map-making. I encourage
4849 you to use them frequently. However there is one negative point
4850 about markers: Players don't "see" what's going on with them. It is
4851 your task, as map-creator, to make sure the player is always well
4852 informed and never confused.
4853 <br><br>
4854 Please avoid infinite markers when they aren't needed. They're
4855 using a little space in the player file after all, so if there
4856 is no real purpose, set an expire time. ]]>
4857 </use>
4858 <attribute arch="no_pick" value="1" type="fixed" />
4859 <attribute arch="slaying" editor="key string" type="string">
4860 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4861 If the player already has a force with that &lt;key string&gt;,
4862 there won't be inserted a second one.
4863 </attribute>
4864 <attribute arch="connected" editor="connection" type="int">
4865 Unlike a regular marker this is the connection that triggers this marker to activate.
4866 </attribute>
4867 <attribute arch="food" editor="mark duration" type="int">
4868 This value defines the duration of the force it inserts.
4869 If nonzero, the duration of the player's mark is finite:
4870 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4871 means the mark will stay on the player forever.
4872 </attribute>
4873 <attribute arch="name" editor="delete mark" type="string">
4874 When the player steps onto the marker, all existing forces in
4875 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4876 will be removed. If you don't want to remove any marks, leave
4877 this textfield empty.
4878
4879 Note that the string &lt;delete mark&gt; is set as the name of
4880 this marker. So don't be confused, and remember changing the
4881 name will take effect on the marker's functionality.
4882 </attribute>
4883 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4884 In the moment when the player gets marked, this text is displayed
4885 to him. You should really set a message in any marker you create,
4886 because it's the only way for the player to notice what's going on.
4651 </attribute> 4887 </attribute>
4652</type> 4888</type>
4653 4889
4654<!--####################################################################--> 4890<!--####################################################################-->
4655<type number="0" name="Wall"> 4891<type number="0" name="Wall">
4666 <attribute arch="unpaid" /> 4902 <attribute arch="unpaid" />
4667 </ignore> 4903 </ignore>
4668 <description><![CDATA[ 4904 <description><![CDATA[
4669 Walls usually block passage and sight. ]]> 4905 Walls usually block passage and sight. ]]>
4670 </description> 4906 </description>
4671 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4907 &movement_types_terrain;
4672 If set, the object cannot be passed by players nor monsters.
4673 </attribute>
4674 <attribute arch="can_roll" editor="moveable" type="bool"> 4908 <attribute arch="can_roll" editor="moveable" type="bool">
4675 If set, the object is able to "roll", so it can be pushed around. 4909 If set, the object is able to "roll", so it can be pushed around.
4676 This setting is used for boulders and barrels. 4910 This setting is used for boulders and barrels.
4677 </attribute> 4911 </attribute>
4678 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4912 <attribute arch="no_magic" editor="restrict spells" type="bool">
4680 Restricting the use of spells to pass this wall. 4914 Restricting the use of spells to pass this wall.
4681 </attribute> 4915 </attribute>
4682 <attribute arch="damned" editor="restrict prayers" type="bool"> 4916 <attribute arch="damned" editor="restrict prayers" type="bool">
4683 This takes effect only with &lt;blocksview&gt; disabled. 4917 This takes effect only with &lt;blocksview&gt; disabled.
4684 Restricting the use of spells to pass this wall. 4918 Restricting the use of spells to pass this wall.
4919 </attribute>
4920</type>
4921
4922<!--####################################################################-->
4923<type number="109" name="Wand &amp; Staff">
4924 <description><![CDATA[
4925 Wands contain a certain spell. The player can apply (ready) and
4926 fire the wand. After a defined number of casts, the wand is
4927 "used up". It is possible to recharge a wand with scrolls of
4928 charging, but usually that isn't worth the cost. ]]>
4929 </description>
4930 <use><![CDATA[
4931 Wands are quite seldomly used. The reason prolly is that they're
4932 generally not cost-efficient. Handing out high-level wands with
4933 powerful special spells isn't a good idea either, because of
4934 the recharge ability.
4935 <br><br>
4936 For low levels, staffs of healing/cure and word of recall are
4937 quite desirable though. Ideal rewards for low level quests. ]]>
4938 </use>
4939 <attribute arch="sp" editor="spell" type="spell">
4940 The &lt;spell&gt; specifies the contained spell.
4941 </attribute>
4942 <attribute arch="level" editor="casting level" type="int">
4943 The &lt;casting level&gt; of the wand determines it's power.
4944 An average level for wands in shops is about 10.
4945 </attribute>
4946 <attribute arch="food" editor="number of charges" type="int">
4947 The wand can be used &lt;number of charges&gt; times before it is
4948 used up. It can be recharged with scrolls of charging.
4949 </attribute>
4950 <attribute arch="startequip" editor="godgiven item" type="bool">
4951 A godgiven item vanishes as soon as the player
4952 drops it to the ground.
4953 </attribute>
4954 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4955 This text may contain a description of the wand.
4685 </attribute> 4956 </attribute>
4686</type> 4957</type>
4687 4958
4688<!--####################################################################--> 4959<!--####################################################################-->
4689<type number="0" name="Weak Wall"> 4960<type number="0" name="Weak Wall">
4799 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5070 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4800 This number is a bitmask, specifying the weapon's attacktypes. 5071 This number is a bitmask, specifying the weapon's attacktypes.
4801 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5072 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4802 have no more than one or two attacktypes. Keep in mind that all weapons 5073 have no more than one or two attacktypes. Keep in mind that all weapons
4803 can be blessed by the player's diety, thus adding an additional attacktype. 5074 can be blessed by the player's diety, thus adding an additional attacktype.
4804 5075
4805 When a player hits a monster with a weapon that has more than one attacktype, 5076 When a player hits a monster with a weapon that has more than one attacktype,
4806 then he will do as much damage as the "best" of his attacktypes does. So, 5077 then he will do as much damage as the "best" of his attacktypes does. So,
4807 the more attacktypes you've got, the better your chance to take advantage 5078 the more attacktypes you've got, the better your chance to take advantage
4808 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. 5079 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4809 player.). Attacktypes "magic" and "chaos" are somehow exceptions. 5080 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4811 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> 5082 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4812 The &lt;weapontype&gt; characterizes the weapon's type of physical 5083 The &lt;weapontype&gt; characterizes the weapon's type of physical
4813 attack. It could best be considered a "subclassification" 5084 attack. It could best be considered a "subclassification"
4814 of the physical attacktype. For now, this is only used for 5085 of the physical attacktype. For now, this is only used for
4815 attack messages! 5086 attack messages!
4816 5087
4817 You should always set this correctly when creating new 5088 You should always set this correctly when creating new
4818 weapons for your maps. 5089 weapons for your maps.
4819 </attribute> 5090 </attribute>
4820 <attribute arch="skill" editor="skill name" type="string"> 5091 <attribute arch="skill" editor="skill name" type="string">
4821 Matching &lt;skill name&gt; of the skill that is required 5092 Matching &lt;skill name&gt; of the skill that is required
4829 </attribute> 5100 </attribute>
4830 <attribute arch="slaying" editor="slaying race" type="string"> 5101 <attribute arch="slaying" editor="slaying race" type="string">
4831 Slaying means the weapon does tripple (3x) damage to monsters of the 5102 Slaying means the weapon does tripple (3x) damage to monsters of the
4832 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"), 5103 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4833 only monsters of that archtype are hit with tripple damage. 5104 only monsters of that archtype are hit with tripple damage.
4834 5105
4835 No god blessings are possible for weapons with a race set in this entry 5106 No god blessings are possible for weapons with a race set in this entry
4836 (That's because god blessings add tripple damage against their own 5107 (That's because god blessings add tripple damage against their own
4837 enemy races). Tripple damage is very effective. 5108 enemy races). Tripple damage is very effective.
4838 </attribute> 5109 </attribute>
4839 <attribute arch="last_sp" editor="weapon speed" type="int"> 5110 <attribute arch="last_sp" editor="weapon speed" type="int">
4855 The &lt;item power&gt; value measures how "powerful" an artifact is. 5126 The &lt;item power&gt; value measures how "powerful" an artifact is.
4856 Players will only be able to wear equipment with a certain total 5127 Players will only be able to wear equipment with a certain total
4857 amount of &lt;item power&gt;, depending on their own level. This is the 5128 amount of &lt;item power&gt;, depending on their own level. This is the
4858 only way to prevent low level players to wear "undeserved" equipment 5129 only way to prevent low level players to wear "undeserved" equipment
4859 (like gifts from other players or cheated items). 5130 (like gifts from other players or cheated items).
4860 5131
4861 It is very important to adjust the &lt;item power&gt; value carefully 5132 It is very important to adjust the &lt;item power&gt; value carefully
4862 for every artifact you create! If zero/unset, the CF server will 5133 for every artifact you create! If zero/unset, the CF server will
4863 calculate a provisional value at runtime, but this is never 5134 calculate a provisional value at runtime, but this is never
4864 going to be an accurate measurement of &lt;item power&gt;. 5135 going to be an accurate measurement of &lt;item power&gt;.
4865 </attribute> 5136 </attribute>
4873 the curse is removed. 5144 the curse is removed.
4874 </attribute> 5145 </attribute>
4875 <attribute arch="lifesave" editor="save life" type="bool"> 5146 <attribute arch="lifesave" editor="save life" type="bool">
4876 An item with this flag enabled will save the players life 5147 An item with this flag enabled will save the players life
4877 for one time: When the player is wearing this item and his 5148 for one time: When the player is wearing this item and his
4878 healthpoints reach zero, the item dissapears, replenishing 5149 health points reach zero, the item disappears, replenishing
4879 half of the player's health. 5150 half of the player's health.
4880 5151
4881 An item with &lt;save life&gt; should not have 5152 An item with &lt;save life&gt; should not have
4882 any decent additional bonuses! 5153 any decent additional bonuses!
4883 </attribute> 5154 </attribute>
4884 <attribute arch="unique" editor="unique item" type="bool"> 5155 <attribute arch="unique" editor="unique item" type="bool">
4885 Unique items exist only one time on a server. If the item 5156 Unique items exist only one time on a server. If the item
5045 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 5316 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5046 </attribute> 5317 </attribute>
5047 <attribute arch="food" editor="food bonus" type="int"> 5318 <attribute arch="food" editor="food bonus" type="int">
5048 Positive &lt;food bonus&gt; slows down the player's digestion, 5319 Positive &lt;food bonus&gt; slows down the player's digestion,
5049 thus he consumes less food. Negative values speed it up. 5320 thus he consumes less food. Negative values speed it up.
5050 5321
5051 Note that food is consumed not only for "being alive", but 5322 Note that food is consumed not only for "being alive", but
5052 also for healing and mana-regeneration. 5323 also for healing and mana-regeneration.
5053 &lt;food bonus&gt; only affects the amount of food consumed 5324 &lt;food bonus&gt; only affects the amount of food consumed
5054 for "being alive". Hence, even with high &lt;food bonus&gt;, 5325 for "being alive". Hence, even with high &lt;food bonus&gt;,
5055 during a fight a player can run out of food quickly. 5326 during a fight a player can run out of food quickly.
5056 </attribute> 5327 </attribute>
5057 <attribute arch="xrays" editor="xray vision" type="bool"> 5328 <attribute arch="xrays" editor="xray vision" type="bool">
5058 Xray vision allows the player to see through obstacles 5329 Xray vision allows the player to see through obstacles
5059 in a two-square-wide radius. This is extremely helpful and 5330 in a two-square-wide radius. This is extremely helpful and
5060 desireable, so don't give it away for cheap on equipment. 5331 desirable, so don't give it away for cheap on equipment.
5061 </attribute> 5332 </attribute>
5062 <attribute arch="stealth" editor="stealth" type="bool"> 5333 <attribute arch="stealth" editor="stealth" type="bool">
5063 Stealth allows the player to move silently. 5334 Stealth allows the player to move silently.
5064 This comes to effect if a player turns himself 5335 This comes to effect if a player turns himself
5065 invisible and tries to sneak around monsters. 5336 invisible and tries to sneak around monsters.
5070 the ability to &lt;reflect spells&gt;, all kinds of 5341 the ability to &lt;reflect spells&gt;, all kinds of
5071 spell-bullets and -beams will bounce off him. 5342 spell-bullets and -beams will bounce off him.
5072 This works only about 90% of all times, to 5343 This works only about 90% of all times, to
5073 avoid players being completely immune to certain 5344 avoid players being completely immune to certain
5074 types of attacks. 5345 types of attacks.
5075 5346
5076 This is a very powerful ability and it 5347 This is a very powerful ability and it
5077 shouldn't be handed out cheap! 5348 shouldn't be handed out cheap!
5078 </attribute> 5349 </attribute>
5079 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 5350 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5080 If a player is wearing any piece of equipment with 5351 If a player is wearing any piece of equipment with
5104 This text describes the weapons's "story". Every decent artifact weapon 5375 This text describes the weapons's "story". Every decent artifact weapon
5105 should have such a description. 5376 should have such a description.
5106 </attribute> 5377 </attribute>
5107</type> 5378</type>
5108 5379
5109<!--####################################################################--> 5380<type number="116" name="Event Connector">
5110<type number="109" name="Wand &amp; Staff">
5111 <description><![CDATA[
5112 Wands contain a certain spell. The player can apply (ready) and
5113 fire the wand. After a defined number of casts, the wand is
5114 "used up". It is possible to recharge a wand with scrolls of
5115 charging, but usually that isn't worth the cost. ]]>
5116 </description> 5381 <description><![CDATA[
5117 <use><![CDATA[ 5382 Event connectors link specific events that happen to objects to
5118 Wands are quite seldomly used. The reason prolly is that they're 5383 a crossfire plug-in. ]]>
5119 generally not cost-efficient. Handing out high-level wands with 5384 </description>
5120 powerfull special spells isn't a good idea either, because of 5385 <attribute arch="subtype" editor="event type" type="list_event_type">
5121 the recharge ability. 5386 The type of event that triggers a notify to the plug-in.
5122 <br><br> 5387 </attribute>
5123 For low levels, staffs of healing/cure and word of recall are
5124 quite desireable though. Ideal rewards for low level quests. ]]>
5125 </use>
5126 <attribute arch="sp" editor="spell" type="spell"> 5388 <attribute arch="title" editor="plug-in" type="string">
5127 The &lt;spell&gt; specifies the contained spell. 5389 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5390 for python and "perl" for the Crossfire-Perl plug-in.
5128 </attribute> 5391 </attribute>
5392 <attribute arch="slaying" editor="extension" type="string">
5393 The name of the extension to invoke (for python, this is the path to a script,
5394 for perl this is the name of a extension package without the ".ext" extension.
5395 </attribute>
5129 <attribute arch="level" editor="casting level" type="int"> 5396 <attribute arch="name" editor="options" type="string">
5130 The &lt;casting level&gt; of the wand determines it's power. 5397 A string that is passed unaltered to the extension above. Often used to pass
5131 An average level for wands in shops is about 10. 5398 options to the extension that alter its behaviour.
5132 </attribute>
5133 <attribute arch="food" editor="number of charges" type="int">
5134 The wand can be used &lt;number of charges&gt; times before it is
5135 used up. It can be recharged with scrolls of charging.
5136 </attribute>
5137 <attribute arch="startequip" editor="godgiven item" type="bool">
5138 A godgiven item vanishes as soon as the player
5139 drops it to the ground.
5140 </attribute>
5141 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5142 This text may contain a description of the wand.
5143 </attribute> 5399 </attribute>
5144</type> 5400</type>
5145 5401
5146</types> 5402</types>

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