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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.1 by root, Tue Feb 21 21:37:01 2006 UTC vs.
Revision 1.19 by elmex, Tue Aug 15 18:17:10 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 ">
161 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
113]> 169]>
114 170
115<types> 171<types>
116 172
117<!--###################### bitmask definitions ######################--> 173<!--###################### bitmask definitions ######################-->
150 <entry bit="4" name="Wood" /> 206 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" /> 207 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" /> 208 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" /> 209 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" /> 210 <entry bit="8" name="Adamantite" />
211 <entry bit="9" name="Liquid" />
212 <entry bit="10" name="Soft Metal" />
213 <entry bit="11" name="Bone" />
214 <entry bit="12" name="Ice" />
215 <entry bit="13" name="(supress name on display)" />
216
155</bitmask> 217</bitmask>
156 218
157<bitmask name="spellpath"> 219<bitmask name="spellpath">
158 <entry bit="0" name="Protection" /> 220 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" /> 221 <entry bit="1" name="Fire" />
190 <entry bit="2" name="Food" /> 252 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" /> 253 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" /> 254 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" /> 255 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" /> 256 <entry bit="6" name="All" />
257</bitmask>
258
259<bitmask name="movement_type">
260 <entry bit="0" name="Walk" />
261 <entry bit="1" name="Fly Low" />
262 <entry bit="2" name="Fly High" />
263 <entry bit="3" name="Swim" />
264 <entry bit="4" name="Boat" />
265 <entry bit="16" name="Other" />
195</bitmask> 266</bitmask>
196 267
197<!--###################### list definitions ######################--> 268<!--###################### list definitions ######################-->
198 269
199<list name="direction"> 270<list name="direction">
322 <entry value="45" name="disease" /> 393 <entry value="45" name="disease" />
323 <entry value="46" name="aura" /> 394 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" /> 395 <entry value="47" name="town portal" />
325</list> 396</list>
326 397
398<list name="event_type">
399 <entry value="0" name="none" />
400 <entry value="1" name="apply" />
401 <entry value="2" name="attack" />
402 <entry value="3" name="death" />
403 <entry value="4" name="drop" />
404 <entry value="5" name="pickup" />
405 <entry value="6" name="say" />
406 <entry value="7" name="stop" />
407 <entry value="8" name="time" />
408 <entry value="9" name="throw" />
409 <entry value="10" name="trigger" />
410 <entry value="11" name="close" />
411 <entry value="12" name="timer" />
412 <entry value="28" name="move" />
413 <entry value="41" name="drop_on" />
414</list>
415
416<list name="attack_movement_bits_0_3">
417 <entry value="0" name="default" />
418 <entry value="1" name="attack from distance" />
419 <entry value="2" name="run away" />
420 <entry value="3" name="hit and run" />
421 <entry value="4" name="wait, then hit, then move" />
422 <entry value="5" name="rush blindly" />
423 <entry value="6" name="always run" />
424 <entry value="7" name="attack from distance if hit" />
425 <entry value="8" name="do not approach" />
426</list>
427
428<list name="attack_movement_bits_4_7">
429 <entry value="0" name="none" />
430 <entry value="16" name="pet" />
431 <entry value="32" name="small circle" />
432 <entry value="48" name="large circle" />
433 <entry value="64" name="small horizontal" />
434 <entry value="80" name="large horizontal" />
435 <entry value="96" name="random direction" />
436 <entry value="112" name="random movement" />
437 <entry value="128" name="small vertical" />
438 <entry value="144" name="large vertical" />
439</list>
440
327<!--###################### default attributes ######################--> 441<!--###################### default attributes ######################-->
328 442
329<!-- 443<!--
330 The attributes of the default_type get added to all other types by default. 444 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 445 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 453 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. 454 all items that can be picked up and collected by the player.
341 </attribute> 455 </attribute>
342 <attribute arch="title" editor="title" type="string"> 456 <attribute arch="title" editor="title" type="string">
343 This is the object's title. Once an object is identified the title is 457 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. 458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute> 459 </attribute>
346 <attribute arch="face" editor="image" type="string"> 460 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game. 461 The image-name defines what image is displayed for this object in-game.
348 </attribute> 462 </attribute>
349 <attribute arch="nrof" editor="number" type="int"> 463 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example: 464 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 465 100 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. 466 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute> 467 </attribute>
354 <attribute arch="weight" editor="weight" type="int"> 468 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in gramm (1000g is 1kg). Objects with 469 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 470 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 471 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 472 never know ;) ).
359 </attribute> 473 </attribute>
360 <attribute arch="value" editor="value" type="int"> 474 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the 475 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 476 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 477 further modified by various factors. Hence, testing values in-game is
365 usually inevitable. 478 usually inevitable.
366 </attribute> 479 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 480 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object 481 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 482 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. 483 between 0 and 4, the higher, the more light does the object emit.
371 </attribute> 484 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material"> 485 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the 486 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object 487 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects. 488 can be destroyed by hazardous spell-effects.
435 the fallback for all types which don't match any other defined types. 548 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 549 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. --> 550 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" /> 551 <attribute arch="misc" value="x" />
439 </required> 552 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool"> 553 &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"> 554 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food, 555 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way. 556 they generally harm the player in some way.
446 </attribute> 557 </attribute>
447 <attribute arch="damned" editor="damned" type="bool"> 558 <attribute arch="damned" editor="damned" type="bool">
499 </attribute> 610 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell"> 611 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt; 612 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the 613 when the player is at least 6 squares away (from the
503 monster's head). 614 monster's head).
504 615
505 Setting a &lt;long range spell&gt; is optional. If unset, the 616 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time. 617 &lt;short range spell&gt; gets used all the time.
507 </attribute> 618 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int"> 619 <attribute arch="maxsp" editor="importance" type="int">
509 Sometimes you'll want a monster to use one ability more than others. 620 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 621 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 622 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one. 623 &lt;importance&gt; one.
513 624
514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and 625 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 626 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516 times the "small fireball". 627 times the "small fireball".
517 </attribute> 628 </attribute>
518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> 629 <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. 630 This flag specifies whether the ability &lt;is magical&gt; in nature.
520 If enabled, all spells produced by this ability will have magic 631 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes. 632 attacktype added to the usual attacktypes.
522 633
523 This should always be set for spell-like abilities. "Natural" 634 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception. 635 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because 636 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute> 637 magic resistance does not protect from those.</attribute>
527</type> 638</type>
533 </ignore> 644 </ignore>
534 <description><![CDATA[ 645 <description><![CDATA[
535 When a player puts a defined number of certain items on the altar, 646 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 647 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. 648 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item dissapears. ]]> 649 Either way, the sacrificed item disappears. ]]>
539 </description> 650 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 651 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 652 &move_on;
542 <attribute arch="slaying" editor="match item name" type="string"> 653 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to 654 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 655 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. 656 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 657 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 658 expected to drop on the altar. (Often this is put in the altar's
548 name: E.g. "drop 100 platinums") 659 name: E.g. "drop 100 platinums")
549 </attribute> 660 </attribute>
550 <attribute arch="food" editor="drop amount" type="int"> 661 <attribute arch="food" editor="drop amount" type="int">
551 The drop amount specifies the amount of items (specified 662 The drop amount specifies the amount of items (specified
552 in &lt;match item name&gt;) that must be dropped to activate the altar. 663 in &lt;match item name&gt;) that must be dropped to activate the altar.
553 664
554 If &lt;match item name&gt; is set to "money", then the value of the 665 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 666 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.) 667 200 silver, 20 gold, or 4 platinum will all work.)
557 668
558 Note that the maximum possible for &lt;drop amount&gt; is 32767. 669 Note that the maximum possible for &lt;drop amount&gt; is 32767.
559 </attribute> 670 </attribute>
560 <attribute arch="connected" editor="connection" type="int"> 671 <attribute arch="connected" editor="connection" type="int">
561 If a connection value is set, the altar will trigger all objects 672 If a connection value is set, the altar will trigger all objects
562 with the same value, when activated. This will only work once. 673 with the same value, when activated. This will only work once.
563 </attribute> 674 </attribute>
564 <attribute arch="sp" editor="spell" type="spell"> 675 <attribute arch="sp" editor="spell" type="spell">
565 When activated, the selected &lt;spell&gt; will be casted (once, on the 676 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 677 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 678 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar. 679 one altar.
569 </attribute> 680 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 681 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player 682 This text will be displayed to the player
572 in the exact moment when the altar is activated. 683 in the exact moment when the altar is activated.
579 <ignore_list name="non_pickable" /> 690 <ignore_list name="non_pickable" />
580 </ignore> 691 </ignore>
581 <description><![CDATA[ 692 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars 693 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that 694 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitly. ]]> 695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
585 </description> 696 </description>
586 <use><![CDATA[ 697 <use><![CDATA[
587 Altar_triggers are very useful if you want to charge a price for... 698 Altar_triggers are very useful if you want to charge a price for...
588 <UL> 699 <UL>
589 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 700 <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. 701 <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. 702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592 </UL> 703 </UL>
593 The big advantage over normal altars is the infinite usability 704 The big advantage over normal altars is the infinite usability
594 of altar_triggers! If there are ten players on one server, they're 705 of altar_triggers! If there are ten players on one server, they're
595 quite grateful if things work more than once. =) ]]> 706 quite grateful if things work more than once. =) ]]>
603 expected to drop on the altar. (Often this is put in the altar's 714 expected to drop on the altar. (Often this is put in the altar's
604 name: E.g. "drop 100 platinums") 715 name: E.g. "drop 100 platinums")
605 </attribute> 716 </attribute>
606 <attribute arch="food" editor="drop amount" type="int"> 717 <attribute arch="food" editor="drop amount" type="int">
607 The drop amount specifies the amount of items (specified 718 The drop amount specifies the amount of items (specified
608 in &lt;match item name&gt;) that must be dropped to activate the altar. 719 in &lt;match item name&gt;) that must be dropped to activate the altar.
609 720
610 If &lt;match item name&gt; is set to "money", then the value of the 721 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 722 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.) 723 200 silver, 20 gold, or 4 platinum will all work.)
613 724
614 Note that the maximum possible for &lt;drop amount&gt; is 32767. 725 Note that the maximum possible for &lt;drop amount&gt; is 32767.
615 </attribute> 726 </attribute>
616 <attribute arch="connected" editor="connection" type="int"> 727 <attribute arch="connected" editor="connection" type="int">
617 If a connection value is set, the altar will trigger all objects 728 If a connection value is set, the altar will trigger all objects
618 with the same value, when activated. This will only work once. 729 with the same value, when activated. This will only work once.
619 </attribute> 730 </attribute>
620 <attribute arch="sp" editor="spell" type="spell"> 731 <attribute arch="sp" editor="spell" type="spell">
621 When activated, this &lt;spell&gt; will be casted (once, on the player). 732 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 733 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. 734 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute> 735 </attribute>
625 <attribute arch="exp" editor="reset time" type="int"> 736 <attribute arch="exp" editor="reset time" type="int">
626 Being activated, the altar will reset after &lt;reset time&gt; ticks. 737 Being activated, the altar will reset after &lt;reset time&gt; ticks.
627 After reset, the altar is ready to be activated once again. 738 After reset, the altar is ready to be activated once again.
629 </attribute> 740 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool"> 741 <attribute arch="last_sp" editor="ignore reset" type="bool">
631 If this attribute is enabled, the altar_trigger won't push the 742 If this attribute is enabled, the altar_trigger won't push the
632 connected value by altar reset. Only ONCE by dropping the sacrifice. 743 connected value by altar reset. Only ONCE by dropping the sacrifice.
633 This is typically used when the altar is connected to a creator, 744 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets. 745 e.g. for selling tickets.
635 746
636 If this attribute is disabled (default), the altar_trigger 747 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by 748 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 749 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 750 used for altars being connected to gates, resulting in the
640 gate being opened and closed again. 751 gate being opened and closed again.
641 </attribute> 752 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed"> 753 &move_on;
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 754 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player 755 This text will be displayed to the player
646 in the exact moment when the altar is activated. 756 in the exact moment when the altar is activated.
647 </attribute> 757 </attribute>
648</type> 758</type>
672 The &lt;item power&gt; value measures how "powerful" an artifact is. 782 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 783 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 784 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 785 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items). 786 (like gifts from other players or cheated items).
677 787
678 It is very important to adjust the &lt;item power&gt; value carefully 788 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 789 for every artifact you create! If zero/unset, the CF server will
680 calculate a provisional value at runtime, but this is never 790 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;. 791 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute> 792 </attribute>
689 unless the curse is removed. 799 unless the curse is removed.
690 </attribute> 800 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool"> 801 <attribute arch="lifesave" editor="save life" type="bool">
692 An item with this flag enabled will save the players life 802 An item with this flag enabled will save the players life
693 for one time: When the player is wearing this item and his 803 for one time: When the player is wearing this item and his
694 healthpoints reach zero, the item dissapears, replenishing 804 health points reach zero, the item disappears, replenishing
695 half of the player's health. 805 half of the player's health.
696 806
697 An item with &lt;save life&gt; should not have 807 An item with &lt;save life&gt; should not have
698 any decent additional bonuses! 808 any decent additional bonuses!
699 </attribute> 809 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool"> 810 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item 811 Unique items exist only one time on a server. If the item
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 978 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute> 979 </attribute>
870 <attribute arch="food" editor="food bonus" type="int"> 980 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion, 981 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up. 982 thus he consumes less food. Negative values speed it up.
873 983
874 Note that food is consumed not only for "being alive", but 984 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration. 985 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed 986 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;, 987 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly. 988 during a fight a player can run out of food quickly.
879 </attribute> 989 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool"> 990 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles 991 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and 992 in a two-square-wide radius. This is extremely helpful and
883 desireable, so don't give it away for cheap on equipment. 993 desirable, so don't give it away for cheap on equipment.
884 </attribute> 994 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool"> 995 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently. 996 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself 997 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters. 998 invisible and tries to sneak around monsters.
893 the ability to &lt;reflect spells&gt;, all kinds of 1003 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him. 1004 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to 1005 This works only about 90% of all times, to
896 avoid players being completely immune to certain 1006 avoid players being completely immune to certain
897 types of attacks. 1007 types of attacks.
898 1008
899 This is a very powerful ability and it 1009 This is a very powerful ability and it
900 shouldn't be handed out cheap! 1010 shouldn't be handed out cheap!
901 </attribute> 1011 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 1012 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with 1013 If a player is wearing any piece of equipment with
905 projectiles (e.g. arrows, bolts, boulders) will 1015 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all 1016 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to 1017 times, to avoid players being completely immune to
908 certain types of attacks. 1018 certain types of attacks.
909 </attribute> 1019 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool"> 1020 &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"> 1021 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths. 1022 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths 1023 The player will get attuned to the specified spellpaths
917 while wearing this item. 1024 while wearing this item.
918 </attribute> 1025 </attribute>
969 get teleported after they died on this battleground. 1076 get teleported after they died on this battleground.
970 </attribute> 1077 </attribute>
971</type> 1078</type>
972 1079
973<!--####################################################################--> 1080<!--####################################################################-->
974<type number="104" name="Bracers"> 1081<type number="165" name="Safe ground (CF+)">
975 <import_type name="Amulet" /> 1082 <ignore>
976 <description><![CDATA[ 1083 <ignore_list name="non_pickable" />
977 Bracers are armour-plates worn around the wrists. 1084 </ignore>
978 Wearing bracer, the object's stats will directly be inherited to
979 the player. Usually enhancing his defense. ]]>
980 </description> 1085 <description><![CDATA[
981 <use><![CDATA[ 1086 Safe ground is a special object that prevents any effects that might
982 Feel free to create your own special artifacts. However, it is very 1087 be harmful for the map, other players or items on the map.
983 important that you keep your artifact in balance with existing maps. ]]> 1088 It blocks all magic and prayers, usage of alchemy, prevents potions
984 </use> 1089 from being used and blocks bombs from exploding.
985 <attribute arch="magic" editor="magic bonus" type="int"> 1090 (This is a Crossfire+ feature, and might not work elsewhere)
986 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1091 ]]>
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[ 1092 </description>
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[ 1093 <use><![CDATA[
1000 Feel free to create your own special artifacts. However, it is very 1094 Safe ground is meant mostly for shops, it prevents any means of burning
1001 important that you keep your artifact in balance with existing maps. ]]> 1095 or destroying the items on this ground. Put this object below all floor tiles
1096 in your map and your shop will be safe. ]]>
1002 </use> 1097 </use>
1003 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1098 <attribute arch="no_pick" value="1" type="fixed" />
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> 1099</type>
1017 1100
1018<!--####################################################################--> 1101<!--####################################################################-->
1019<type number="8" name="Book"> 1102<type number="8" name="Book">
1020 <description><![CDATA[ 1103 <description><![CDATA[
1038 is taken, lost or destroyed - it's gone for good. 1121 is taken, lost or destroyed - it's gone for good.
1039 </attribute> 1122 </attribute>
1040 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1123 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041 This is the text that appears "written" in the book. 1124 This is the text that appears "written" in the book.
1042 </attribute> 1125 </attribute>
1126 <attribute arch="slaying" editor="key string" type="string">
1127 This is the key string of the book. The key string is checked by an inventory checker.
1128 (This is used eg. for the gate/port passes in scorn)
1129 </attribute>
1043</type> 1130</type>
1044 1131
1045<!--####################################################################--> 1132<!--####################################################################-->
1046<type number="99" name="Boots"> 1133<type number="99" name="Boots">
1047 <import_type name="Amulet" /> 1134 <import_type name="Amulet" />
1064 </attribute> 1151 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int"> 1152 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1153 &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 1154 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the boots. 1155 than direct armour-class bonus on the boots.
1069 1156
1070 Important: &lt;magic bonus&gt; on boots has no effect if there is no 1157 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;. 1158 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1159 </attribute>
1160</type>
1161
1162<!--####################################################################-->
1163<type number="104" name="Bracers">
1164 <import_type name="Amulet" />
1165 <description><![CDATA[
1166 Bracers are armour-plates worn around the wrists.
1167 Wearing bracer, the object's stats will directly be inherited to
1168 the player. Usually enhancing his defense. ]]>
1169 </description>
1170 <use><![CDATA[
1171 Feel free to create your own special artifacts. However, it is very
1172 important that you keep your artifact in balance with existing maps. ]]>
1173 </use>
1174 <attribute arch="magic" editor="magic bonus" type="int">
1175 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1176 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1177 than direct armour-class bonus on the bracers.
1178 </attribute>
1179</type>
1180
1181<!--####################################################################-->
1182<type number="16" name="Brestplate Armour">
1183 <import_type name="Amulet" />
1184 <description><![CDATA[
1185 Wearing an armour, the object's stats will directly be inherited to
1186 the player. Usually enhancing his defense. ]]>
1187 </description>
1188 <use><![CDATA[
1189 Feel free to create your own special artifacts. However, it is very
1190 important that you keep your artifact in balance with existing maps. ]]>
1191 </use>
1192 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1193 This poses a penalty to spell regeneration speed, for wearing the armour.
1194 The bigger the spellpoint penalty, the worse.
1195 </attribute>
1196 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1197 Slowdown penalty reduces the player's walking speed when wearing the
1198 armour. Bigger values are worse - zero is best.
1199 </attribute>
1200 <attribute arch="magic" editor="magic bonus" type="int">
1201 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1202 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1203 than direct armour-class bonus on the armour.
1072 </attribute> 1204 </attribute>
1073</type> 1205</type>
1074 1206
1075<!--####################################################################--> 1207<!--####################################################################-->
1076<type number="92" name="Button"> 1208<type number="92" name="Button">
1081 When a predefined amount of weigh is placed on a button, the 1213 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 1214 &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 1215 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1216 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1217 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1218 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1219 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1220 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string"> 1221 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1222 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1223 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1224 </attribute>
1093 <attribute arch="connected" editor="connection" type="int"> 1225 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects 1226 Every time the button is pressed or released, all objects
1096 </attribute> 1228 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1229 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this 1230 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player. 1231 message to explain the button's purpose to the player.
1100 </attribute> 1232 </attribute>
1233</type>
1234
1235<!--####################################################################-->
1236<type number="30" name="Button Trigger">
1237 <import_type name="Button" />
1238 <ignore>
1239 <ignore_list name="non_pickable" />
1240 </ignore>
1241 <description><![CDATA[
1242 Handle buttons are buttons which reset after a short period
1243 of time. Every time it is either applied or reset, the
1244 &lt;connection&gt; value is triggered. ]]>
1245 </description>
1246</type>
1247
1248<!--####################################################################-->
1249<type number="37" name="Class Changer">
1250 <ignore>
1251 <ignore_list name="non_pickable" />
1252 </ignore>
1253 <description><![CDATA[
1254 Class changer are used while creating a character. ]]>
1255 </description>
1256 <attribute arch="randomitems" editor="class items" type="treasurelist">
1257 This entry determines which initial items the character receives.
1258 </attribute>
1259<section name="stats">
1260 <attribute arch="Str" editor="strength" type="int">
1261 The player's strength will rise by the given value if he chooses this
1262 class. (Negative values make strength fall)
1263 </attribute>
1264 <attribute arch="Dex" editor="dexterity" type="int">
1265 The player's dexterity will rise by the given value if he chooses this
1266 class. (Negative values make dexterity fall)
1267 </attribute>
1268 <attribute arch="Con" editor="constitution" type="int">
1269 The player's constitution will rise by the given value if he chooses this
1270 class. (Negative values make constitution fall)
1271 </attribute>
1272 <attribute arch="Int" editor="intelligence" type="int">
1273 The player's intelligence will rise by the given value if he chooses this
1274 class. (Negative values make intelligence fall)
1275 </attribute>
1276 <attribute arch="Pow" editor="power" type="int">
1277 The player's power will rise by the given value if he chooses this
1278 class. (Negative values make power fall)
1279 </attribute>
1280 <attribute arch="Wis" editor="wisdom" type="int">
1281 The player's wisdom will rise by the given value if he chooses this
1282 class. (Negative values make wisdom fall)
1283 </attribute>
1284 <attribute arch="Cha" editor="charisma" type="int">
1285 The player's charisma will rise by the given value if he chooses this
1286 class. (Negative values make charisma fall)
1287 </attribute>
1288</section>
1101</type> 1289</type>
1102 1290
1103<!--####################################################################--> 1291<!--####################################################################-->
1104<type number="87" name="Cloak"> 1292<type number="87" name="Cloak">
1105 <import_type name="Amulet" /> 1293 <import_type name="Amulet" />
1114 </use> 1302 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int"> 1303 <attribute arch="magic" editor="magic bonus" type="int">
1116 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1304 &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 1305 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118 than direct armour-class bonus on the cloak. 1306 than direct armour-class bonus on the cloak.
1119 1307
1120 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no 1308 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;. 1309 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute> 1310 </attribute>
1123</type> 1311</type>
1124 1312
1153 </UL> ]]> 1341 </UL> ]]>
1154 </use> 1342 </use>
1155 <attribute arch="race" editor="container class" type="string"> 1343 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects. 1344 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels", 1345 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys". 1346 "arrows" and "keys".
1159 1347
1160 Unfortunately it is not easy to create new container 1348 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute 1349 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a 1350 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing 1351 container. This attribute ("race") is set only for the existing
1164 container classes. 1352 container classes.
1239 on the converter, in order to get &lt;receive number&gt; items 1427 on the converter, in order to get &lt;receive number&gt; items
1240 of &lt;receive arch&gt;. 1428 of &lt;receive arch&gt;.
1241 </attribute> 1429 </attribute>
1242 <attribute arch="other_arch" editor="receive arch" type="string"> 1430 <attribute arch="other_arch" editor="receive arch" type="string">
1243 &lt;receive arch&gt; is the name of the archetype to convert into. 1431 &lt;receive arch&gt; is the name of the archetype to convert into.
1432 This field is ignored if the converter has items in inventory. In this
1433 case one of the inventory items is duplicated. The duplicated item is
1434 randomly chosen from all items present.
1244 </attribute> 1435 </attribute>
1245 <attribute arch="sp" editor="receive number" type="int"> 1436 <attribute arch="sp" editor="receive number" type="int">
1246 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt; 1437 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 1438 on the converter, in order to get &lt;receive number&gt; items
1248 of &lt;receive arch&gt;. 1439 of &lt;receive arch&gt;.
1268 </use> 1459 </use>
1269 <attribute arch="no_pick" value="1" type="fixed" /> 1460 <attribute arch="no_pick" value="1" type="fixed" />
1270 <attribute arch="other_arch" editor="create arch" type="string"> 1461 <attribute arch="other_arch" editor="create arch" type="string">
1271 This string defines the object that will be created. 1462 This string defines the object that will be created.
1272 You can choose any of the existing arches. 1463 You can choose any of the existing arches.
1464 This field is ignored if the creator has items in inventory. In this case
1465 one of the inventory items is duplicated. The duplicated item is randomly
1466 chosen from all items present.
1273 </attribute> 1467 </attribute>
1274 <attribute arch="connected" editor="connection" type="int"> 1468 <attribute arch="connected" editor="connection" type="int">
1275 Whenever the connection value is activated, 1469 Whenever the connection value is activated,
1276 the creator gets triggered. 1470 the creator gets triggered.
1277 </attribute> 1471 </attribute>
1472 &activate_on;
1278 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1473 <attribute arch="lifesave" editor="infinit uses" type="bool">
1279 If &lt;infinit uses&gt; is set, the creator will work 1474 If &lt;infinit uses&gt; is set, the creator will work
1280 infinitly, regardless of the value in &lt;number of uses&gt;. 1475 infinitely, regardless of the value in &lt;number of uses&gt;.
1281 </attribute> 1476 </attribute>
1282 <attribute arch="hp" editor="number of uses" type="int"> 1477 <attribute arch="hp" editor="number of uses" type="int">
1283 The creator can be triggered &lt;number of uses&gt; times, thus 1478 The creator can be triggered &lt;number of uses&gt; times, thus
1284 creating that many objects, before it dissappears. 1479 creating that many objects, before it dissappears.
1285 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1480 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1286 </attribute> 1481 </attribute>
1287 <attribute arch="slaying" editor="name of creation" type="string"> 1482 <attribute arch="slaying" editor="name of creation" type="string">
1288 The created object will bear the name specified in &lt;name creation&gt;. 1483 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. 1484 creation&gt;. If nothing is set, the standard name and title of the
1485 archetype is used.
1290 </attribute> 1486 </attribute>
1291 <attribute arch="level" editor="level of creation" type="int"> 1487 <attribute arch="level" editor="level of creation" type="int">
1292 The created object will be of that level. If zero/unset, 1488 The created object will be of that level. If zero/unset,
1293 the standard level of the archetype is used. 1489 the standard level of the archetype is used.
1294 </attribute> 1490 </attribute>
1326 </attribute> 1522 </attribute>
1327 <attribute arch="speed" editor="detection speed" type="float"> 1523 <attribute arch="speed" editor="detection speed" type="float">
1328 This value defines the time between two detector-checks. 1524 This value defines the time between two detector-checks.
1329 If you want the detector to behave almost like pedestals/buttons, 1525 If you want the detector to behave almost like pedestals/buttons,
1330 set speed rather high, like &lt;detection speed&gt; 1.0. 1526 set speed rather high, like &lt;detection speed&gt; 1.0.
1527 </attribute>
1528 &speed_left;
1529 <attribute arch="speed_left" editor="speed left" type="float">
1530 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1531 If it is larger than 0, the detector checks, and the speed is decremented
1532 by 1.
1331 </attribute> 1533 </attribute>
1332</type> 1534</type>
1333 1535
1334<!--####################################################################--> 1536<!--####################################################################-->
1335<type number="112" name="Director"> 1537<type number="112" name="Director">
1358 <attribute arch="sp" editor="direction" type="list_direction"> 1560 <attribute arch="sp" editor="direction" type="list_direction">
1359 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1561 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1360 A director with direction &lt;none&gt; simply stops projectiles. 1562 A director with direction &lt;none&gt; simply stops projectiles.
1361 (The latter works out a bit strange for some spells). 1563 (The latter works out a bit strange for some spells).
1362 </attribute> 1564 </attribute>
1363 <attribute arch="walk_on" value="1" type="fixed" /> 1565 &move_on;
1364 <attribute arch="fly_on" value="1" type="fixed" />
1365</type> 1566</type>
1366 1567
1367<!--####################################################################--> 1568<!--####################################################################-->
1368<type number="158" name="Disease"> 1569<type number="158" name="Disease">
1369 <ignore> 1570 <ignore>
1400<section name="spreading"> 1601<section name="spreading">
1401 <attribute arch="wc" editor="infectiosness" type="int"> 1602 <attribute arch="wc" editor="infectiosness" type="int">
1402 The &lt;infectiosness&gt; defines the chance of new creatures getting 1603 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 1604 infected. If you set this too high, the disease is very likely to
1404 be too effective. 1605 be too effective.
1405 1606
1406 &lt;infectiosness&gt;/127 is the chance of someone in range catching it. 1607 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1407 </attribute> 1608 </attribute>
1408 <attribute arch="last_grace" editor="attenuation" type="int"> 1609 <attribute arch="last_grace" editor="attenuation" type="int">
1409 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt; 1610 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1410 everytime it infects someone new. This limits how many generations 1611 everytime it infects someone new. This limits how many generations
1413 <attribute arch="magic" editor="infection range" type="int"> 1614 <attribute arch="magic" editor="infection range" type="int">
1414 &lt;infection range&gt; sets the range at which infection may occur. 1615 &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, 1616 If positive, the &lt;infection range&gt; is level dependant - If negative,
1416 it is not: 1617 it is not:
1417 E.g. "&lt;infection range&gt; -6" means creatures can be infected in 1618 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. 1619 six square range, and &lt;plaque level&gt; doesn't modify that.
1419 </attribute> 1620 </attribute>
1420 <attribute arch="maxhp" editor="persistence" type="int"> 1621 <attribute arch="maxhp" editor="persistence" type="int">
1421 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host. 1622 &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 1623 The disease can "move" &lt;persistence&gt; times outside a host before it
1423 vanishes. A negative value means the disease lasts for permanent 1624 vanishes. A negative value means the disease lasts for permanent
1426 <attribute arch="maxgrace" editor="curing duration" type="int"> 1627 <attribute arch="maxgrace" editor="curing duration" type="int">
1427 The disease will last in the host for &lt;curing duration&gt; "disease moves" 1628 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). 1629 (Assuming the host survives and doesn't use a curing spell).
1429 After this period the disease is naturally cured, which provides the 1630 After this period the disease is naturally cured, which provides the
1430 host with immunity from this particular disease of lower or equal level. 1631 host with immunity from this particular disease of lower or equal level.
1431 1632
1432 A negative value means the disease can never be cured naturally. 1633 A negative value means the disease can never be cured naturally.
1433 1634
1434 Note that this value can be further modulated by spell-parameters, 1635 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, 1636 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. 1637 most default diseases take a lot longer to cure than it seems.
1437 </attribute> 1638 </attribute>
1438 <attribute arch="speed" editor="moving speed" type="float"> 1639 <attribute arch="speed" editor="moving speed" type="float">
1439 The &lt;speed&gt; of the disease determines how fast the disease will 1640 The &lt;speed&gt; of the disease determines how fast the disease will
1440 "move", thus how fast the symptoms strike the host. 1641 "move", thus how fast the symptoms strike the host.
1441 </attribute> 1642 </attribute>
1643 &speed_left;
1442</section> 1644</section>
1443<section name="symptoms"> 1645<section name="symptoms">
1444 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1646 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1445 The disease will attack the host with the given &lt;attacktype&gt;. 1647 The disease will attack the host with the given &lt;attacktype&gt;.
1446 Godpower attacktype is commonly used for "unresistable" diseases. 1648 Godpower attacktype is commonly used for "unresistable" diseases.
1448 <attribute arch="dam" editor="damage" type="int"> 1650 <attribute arch="dam" editor="damage" type="int">
1449 A disease with a positive &lt;damage&gt; value will strike the player for that 1651 A disease with a positive &lt;damage&gt; value will strike the player for that
1450 amount of damage every time the symptoms occur. 1652 amount of damage every time the symptoms occur.
1451 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means 1653 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. 1654 the player's health is reduced by 10% every time the symptoms strike.
1453 1655
1454 Diseases with %-based damage can be dangerous - but not deadly - 1656 Diseases with %-based damage can be dangerous - but not deadly -
1455 for players of all levels. 1657 for players of all levels.
1456 </attribute> 1658 </attribute>
1457 <attribute arch="other_arch" editor="create arch" type="string"> 1659 <attribute arch="other_arch" editor="create arch" type="string">
1458 If set, the specified arch is created and dropped every time the 1660 If set, the specified arch is created and dropped every time the
1459 symptoms strike. 1661 symptoms strike.
1460 1662
1461 This can be various things: farts, body pieces, eggs ... 1663 This can be various things: farts, body pieces, eggs ...
1462 Even monsters can be created that way. You could also make a 1664 Even monsters can be created that way. You could also make a
1463 disease where some exotic stuff like money/gems is created. 1665 disease where some exotic stuff like money/gems is created.
1464 </attribute> 1666 </attribute>
1465 <attribute arch="last_sp" editor="slowdown penalty" type="int"> 1667 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1520 </attribute> 1722 </attribute>
1521</section> 1723</section>
1522 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 1724 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1523 This text is displayed to the player every time the 1725 This text is displayed to the player every time the
1524 symptoms strike. 1726 symptoms strike.
1727 </attribute>
1728</type>
1729
1730<!--####################################################################-->
1731<type number="23" name="Door">
1732 <ignore>
1733 <ignore_list name="non_pickable" />
1734 </ignore>
1735 <description><![CDATA[
1736 A door can be opened with a normal key. It also can be broken by attacking
1737 it, and it can be defeated with the lockpicking skill. If a door is
1738 defeated, horizontally and vertically adjacent doors are automatically
1739 removed. ]]>
1740 </description>
1741 <attribute arch="no_pick" value="1" type="fixed" />
1742 <attribute arch="alive" value="1" type="fixed" />
1743 &movement_types_terrain;
1744 <attribute arch="hp" editor="hitpoints" type="int">
1745 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1746 </attribute>
1747 <attribute arch="ac" editor="armour class" type="int">
1748 Doors of high &lt;armour class&gt; are less likely to get hit.
1749 &lt;armour class&gt; can be considered the "counterpiece" to
1750 &lt;weapon class&gt;.
1751 </attribute>
1752 <attribute arch="other_arch" editor="drop arch" type="string">
1753 This string defines the object that will be created when the door was
1754 defeated.
1755 </attribute>
1756 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1757 This entry determines what kind of traps will appear in the door.
1525 </attribute> 1758 </attribute>
1526</type> 1759</type>
1527 1760
1528<!--####################################################################--> 1761<!--####################################################################-->
1529<type number="83" name="Duplicator"> 1762<type number="83" name="Duplicator">
1547 loose the input matches the chance to earn winnings.<br> 1780 loose the input matches the chance to earn winnings.<br>
1548 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1781 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1549 loosing rate of 2/3 = 67%. ]]> 1782 loosing rate of 2/3 = 67%. ]]>
1550 </use> 1783 </use>
1551 <attribute arch="other_arch" editor="target arch" type="string"> 1784 <attribute arch="other_arch" editor="target arch" type="string">
1552 Only objects of matching archtype, lying ontop of the dublicator will be 1785 Only objects of matching archtype, lying ontop of the duplicator will be
1553 dublicated, multiplied or removed. All other objects will be ignored. 1786 duplicated, multiplied or removed. All other objects will be ignored.
1554 </attribute> 1787 </attribute>
1555 <attribute arch="level" editor="multiply factor" type="int"> 1788 <attribute arch="level" editor="multiply factor" type="int">
1556 The number of items in the target pile will be multiplied by the 1789 The number of items in the target pile will be multiplied by the
1557 &lt;multiply factor&gt;. If it is set to zero, all target objects 1790 &lt;multiply factor&gt;. If it is set to zero, all target objects
1558 will be destroyed. 1791 will be destroyed.
1560 <attribute arch="connected" editor="connection" type="int"> 1793 <attribute arch="connected" editor="connection" type="int">
1561 An activator (lever, altar, button, etc) with matching connection value 1794 An activator (lever, altar, button, etc) with matching connection value
1562 is able to trigger this duplicator. Be very careful that players cannot 1795 is able to trigger this duplicator. Be very careful that players cannot
1563 abuse it to create endless amounts of money or other valuable stuff! 1796 abuse it to create endless amounts of money or other valuable stuff!
1564 </attribute> 1797 </attribute>
1798 &activate_on;
1565</type> 1799</type>
1566 1800
1567<!--####################################################################--> 1801<!--####################################################################-->
1568<type number="66" name="Exit"> 1802<type number="66" name="Exit">
1569 <ignore> 1803 <ignore>
1574 (Monsters cannot use exits.) Depending on how it is set, the player applies 1808 (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 1809 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1576 the exit. ]]> 1810 the exit. ]]>
1577 </description> 1811 </description>
1578 <use><![CDATA[ 1812 <use><![CDATA[
1579 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1813 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 1814 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1581 detected with the show_invisible spell. 1815 detected with the show_invisible spell.
1582 <br><br> 1816 <br><br>
1583 You can be quite creative with the outlook of secret exits (their "face"). 1817 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. ]]> 1818 Don't forget to give the player relyable hints about them though. ]]>
1588 You can enter an absolute path, beginning with '/' (for example 1822 You can enter an absolute path, beginning with '/' (for example
1589 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1823 "/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 1824 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1591 relative path "Fire1"). Use relative paths whenever possible! Note that 1825 relative path "Fire1"). Use relative paths whenever possible! Note that
1592 upper/lower case must always be set correctly. However, please use lower 1826 upper/lower case must always be set correctly. However, please use lower
1593 case only. 1827 case only.
1594 It is well possible to have an exit pointing to the same map that the exit 1828 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 1829 is on. If slaying is not set in an exit, the player will see a message like
1596 "the exit is closed". 1830 "the exit is closed".
1597 </attribute> 1831 </attribute>
1598 <attribute arch="hp" editor="destination X" type="int"> 1832 <attribute arch="hp" editor="destination X" type="int">
1609 If both are set to zero, the player will be transferred to the "default 1843 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- 1844 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. 1845 properties as "Enter X/Y". Though, please DO NOT use that.
1612 It turned out to be a source for numerous map-bugs. 1846 It turned out to be a source for numerous map-bugs.
1613 </attribute> 1847 </attribute>
1614 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1848 &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"> 1849 <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. 1850 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 1851 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 1852 dark cave you hear the sound of rustling dragonscales...". Well, my english
1627 is poor, but you get the point. =) 1853 is poor, but you get the point. =)
1644 <description><![CDATA[ 1870 <description><![CDATA[
1645 Just like with food, the player can fill his stomache and gain a 1871 Just like with food, the player can fill his stomache and gain a
1646 little health by eating flesh-objects. <br> 1872 little health by eating flesh-objects. <br>
1647 For dragon players, flesh plays a very special role though: If the 1873 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 1874 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;. 1875 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 1876 Don't forget that flesh items with resistances have to be balanced
1651 according to map/monster difficulty. ]]> 1877 according to map/monster difficulty. ]]>
1652 </description> 1878 </description>
1653 <use><![CDATA[ 1879 <use><![CDATA[
1654 For dragon players, flesh items can be highly valuable. Note that many 1880 For dragon players, flesh items can be highly valuable. Note that many
1805 Floor is a very basic thing whithout too much 2031 Floor is a very basic thing whithout too much
1806 functionality. It's a floor - you stand on it. ]]> 2032 functionality. It's a floor - you stand on it. ]]>
1807 </description> 2033 </description>
1808 <attribute arch="is_floor" value="1" type="fixed" /> 2034 <attribute arch="is_floor" value="1" type="fixed" />
1809 <attribute arch="no_pick" value="1" type="fixed" /> 2035 <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"> 2036<section name="terrain">
1814 <attribute arch="slow_move" editor="slow movement" type="int"> 2037 &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"> 2038 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1824 This flag indicates this spot contains wood or high grass. 2039 This flag indicates this spot contains wood or high grass.
1825 Players with activated woodsman skill can move faster here. 2040 Players with activated woodsman skill can move faster here.
1826 </attribute> 2041 </attribute>
1827 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2042 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1860 with monsters on them. Nowadays this feature is disabled - 2075 with monsters on them. Nowadays this feature is disabled -
1861 Hence encounter floor is not different from normal floor. ]]> 2076 Hence encounter floor is not different from normal floor. ]]>
1862 </description> 2077 </description>
1863 <attribute arch="is_floor" value="1" type="fixed" /> 2078 <attribute arch="is_floor" value="1" type="fixed" />
1864 <attribute arch="no_pick" value="1" type="fixed" /> 2079 <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"> 2080<section name="terrain">
1869 <attribute arch="slow_move" editor="slow movement" type="int"> 2081 &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"> 2082 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1879 This flag indicates this spot contains wood or high grass. 2083 This flag indicates this spot contains wood or high grass.
1880 Players with activated woodsman skill can move faster here. 2084 Players with activated woodsman skill can move faster here.
1881 </attribute> 2085 </attribute>
1882 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2086 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1934 Use gates to divide your maps into seperated areas. After solving 2138 Use gates to divide your maps into seperated areas. After solving
1935 area A, the player gains access to area B, and so on. Make your 2139 area A, the player gains access to area B, and so on. Make your
1936 maps more complex than "one-way". ]]> 2140 maps more complex than "one-way". ]]>
1937 </use> 2141 </use>
1938 <attribute arch="no_pick" value="1" type="fixed" /> 2142 <attribute arch="no_pick" value="1" type="fixed" />
2143 <attribute arch="speed" value="1" type="float">
2144 The speed of the gate affects how fast it is closing/opening.
2145 </attribute>
1939 <attribute arch="connected" editor="connection" type="int"> 2146 <attribute arch="connected" editor="connection" type="int">
1940 Whenever the inventory checker is triggered, all objects with identical 2147 Whenever the inventory checker is triggered, all objects with identical
1941 &lt;connection&gt; value get activated. This only makes sense together with 2148 &lt;connection&gt; value get activated. This only makes sense together with
1942 &lt;blocking passage&gt; disabled. 2149 &lt;blocking passage&gt; disabled.
1943 </attribute> 2150 </attribute>
1945 The &lt;position state&gt; defines the position of the gate: 2152 The &lt;position state&gt; defines the position of the gate:
1946 Zero means completely open/down, the "number of animation-steps" (usually 2153 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 2154 about 6 or 7) means completely closed/up state. I suggest you don't
1948 mess with this value - Leave the default in place. 2155 mess with this value - Leave the default in place.
1949 </attribute> 2156 </attribute>
1950 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2157 &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"> 2158 <attribute arch="no_magic" editor="restrict spells" type="bool">
1955 Restricting the use of spells to pass this gate. This has 2159 Restricting the use of spells to pass this gate. This has
1956 an effect only if &lt;block view&gt; is disabled. 2160 an effect only if &lt;block view&gt; is disabled.
1957 </attribute> 2161 </attribute>
1958 <attribute arch="damned" editor="restrict prayers" type="bool"> 2162 <attribute arch="damned" editor="restrict prayers" type="bool">
1975 </use> 2179 </use>
1976 <attribute arch="magic" editor="magic bonus" type="int"> 2180 <attribute arch="magic" editor="magic bonus" type="int">
1977 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2181 &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 2182 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1979 than direct armour-class bonus on the helmet. 2183 than direct armour-class bonus on the helmet.
1980 2184
1981 Important: &lt;magic bonus&gt; on girdles has no effect if there is no 2185 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 2186 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1983 &lt;magic bonus&gt; is pointless here. 2187 &lt;magic bonus&gt; is pointless here.
1984 </attribute> 2188 </attribute>
1985</type> 2189</type>
2066 You can use that to safely chase off too-weak players, or just 2270 You can use that to safely chase off too-weak players, or just
2067 to have something different. ]]> 2271 to have something different. ]]>
2068 </use> 2272 </use>
2069 <attribute arch="is_floor" value="1" type="fixed" /> 2273 <attribute arch="is_floor" value="1" type="fixed" />
2070 <attribute arch="lifesave" value="1" type="fixed" /> 2274 <attribute arch="lifesave" value="1" type="fixed" />
2071 <attribute arch="walk_on" value="1" type="fixed" /> 2275 &move_on;
2072 <attribute arch="no_pick" value="1" type="fixed" /> 2276 <attribute arch="no_pick" value="1" type="fixed" />
2073 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2277 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2074 This attribute specifys the attacktypes that this floor uses to 2278 This attribute specifys the attacktypes that this floor uses to
2075 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2279 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. 2280 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. 2295 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 2296 But in fact, it does not seem to have an effect. Set any non-zero
2093 value to be on the safe side. 2297 value to be on the safe side.
2094 </attribute> 2298 </attribute>
2095<section name="terrain"> 2299<section name="terrain">
2096 <attribute arch="slow_move" editor="slow movement" type="int"> 2300 &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"> 2301 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2106 This flag indicates this spot contains wood or high grass. 2302 This flag indicates this spot contains wood or high grass.
2107 Players with activated woodsman skill can move faster here. 2303 Players with activated woodsman skill can move faster here.
2108 </attribute> 2304 </attribute>
2109 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2305 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2141 </use> 2337 </use>
2142 <attribute arch="magic" editor="magic bonus" type="int"> 2338 <attribute arch="magic" editor="magic bonus" type="int">
2143 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2339 &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 2340 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2145 than direct armour-class bonus on the helmet. 2341 than direct armour-class bonus on the helmet.
2146 2342
2147 Important: &lt;magic bonus&gt; on helmets has no effect if there is no 2343 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;. 2344 &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;. 2345 Crowns for instance typically provide no &lt;amour class&gt;.
2150 </attribute> 2346 </attribute>
2151</type> 2347</type>
2162 </description> 2358 </description>
2163 <attribute arch="no_pick" value="1" type="fixed" /> 2359 <attribute arch="no_pick" value="1" type="fixed" />
2164 <attribute arch="other_arch" editor="god name" type="string"> 2360 <attribute arch="other_arch" editor="god name" type="string">
2165 The altar belongs to the god of the given name. Possible options for 2361 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, 2362 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2167 Gorokh, Valriel and Sorig. 2363 Gorokh, Valriel and Sorig.
2168 2364
2169 If you want to have an unconsecrated altar, set 2365 If you want to have an unconsecrated altar, set
2170 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0. 2366 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2171 </attribute> 2367 </attribute>
2172 <attribute arch="level" editor="reconsecrate level" type="int"> 2368 <attribute arch="level" editor="reconsecrate level" type="int">
2173 To re-consecrate an altar, the player's wisdom level must be as 2369 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 2370 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. 2371 be re-consecrated, while other altars, like those in dungeons, could be.
2176 2372
2177 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2373 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2178 Some characters might need those altars, they would be very unhappy to 2374 Some characters might need those altars, they would be very unhappy to
2179 see them re-consecrated to another cult. 2375 see them re-consecrated to another cult.
2180 </attribute> 2376 </attribute>
2181</type> 2377</type>
2182 2378
2275 either if that object is present or missing (-&gt; "last_sp") when a 2471 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 2472 player walks over the inv. checker. A valid option is to remove the
2277 matching object (usually not recommended, see "last_heal"). 2473 matching object (usually not recommended, see "last_heal").
2278 <br><br> 2474 <br><br>
2279 Alternatively, you can set your inv. checker to block all players 2475 Alternatively, you can set your inv. checker to block all players
2280 that do/don't carry the matching object (-&gt; "no_pass"). 2476 that do/don't carry the matching object.
2281 <br><br> 2477 <br><br>
2282 As you can see, inv. checkers are quite powerful, holding a 2478 As you can see, inv. checkers are quite powerful, holding a
2283 great variety of possibilities. ]]> 2479 great variety of possibilities. ]]>
2284 </description> 2480 </description>
2285 <use><![CDATA[ 2481 <use><![CDATA[
2301 This string specifies the object we are looking for: We have a match 2497 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;. 2498 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2303 </attribute> 2499 </attribute>
2304 <attribute arch="hp" editor="match type" type="int"> 2500 <attribute arch="hp" editor="match type" type="int">
2305 This value specifies the object we are looking for: We have a match 2501 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;. 2502 if the player does/don't carry an object that is of type &lt;match type&gt;.
2307 2503
2308 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt; 2504 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 2505 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 2506 kind of melee weapon. To pass, a player is forced to leave behind all
2311 his weaponry... bad news for a warrior. ;) 2507 his weaponry... bad news for a warrior. ;)
2312 </attribute> 2508 </attribute>
2317 <attribute arch="connected" editor="connection" type="int"> 2513 <attribute arch="connected" editor="connection" type="int">
2318 Whenever the inventory checker is triggered, all objects with identical 2514 Whenever the inventory checker is triggered, all objects with identical
2319 &lt;connection&gt; value get activated. This only makes sense together with 2515 &lt;connection&gt; value get activated. This only makes sense together with
2320 &lt;blocking passage&gt; disabled. 2516 &lt;blocking passage&gt; disabled.
2321 </attribute> 2517 </attribute>
2322 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2518 &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"> 2519 <attribute arch="last_heal" editor="remove match" type="bool">
2328 &lt;remove match&gt; means remove object if found. Setting this is usually not 2520 &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 2521 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 2522 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. 2523 walking over that square. And he doesn't even get a message either.
2332 2524
2333 So, *if* you enable &lt;remove match&gt;, make sure 2525 So, *if* you enable &lt;remove match&gt;, make sure
2334 to inform the player what's going on! 2526 to inform the player what's going on!
2527 </attribute>
2528</type>
2529
2530<!--####################################################################-->
2531<type number="163" name="Item Transformer">
2532 <description><![CDATA[
2533 An item transformer is simply applied, after having marked a 'victim'
2534 item. If the victim is suitable, it will be transformed into something
2535 else.]]>
2536 </description>
2537 <use><![CDATA[
2538 To make an item transformable, you just have to fill the 'slaying' field.
2539 The syntax is:
2540 <br>
2541 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2542 <br>
2543 with [] denoting optional part, and * any number of preceding [].
2544 'new_item' must be the name of an existing archetype.
2545 <br><br>
2546 Example, for object apple: slaying knife:2 half_apple
2547 <br><br>
2548 This means that, when applying a knife (should be an Item Transformer),
2549 one 'apple' will be transformed into 2 'half_apple'.]]>
2550 </use>
2551 <attribute arch="food" editor="number of uses" type="int">
2552 &lt;number of uses&gt; controls how many times the item transformer can
2553 be used. The value 0 means "unlimited"
2554 </attribute>
2555 <attribute arch="slaying" editor="verb" type="string">
2556 Contains the verb that is used to construct a message to the player
2557 applying the item transformer.
2558 </attribute>
2559 <attribute arch="startequip" editor="godgiven item" type="bool">
2560 A godgiven item vanishes as soon as the player
2561 drops it to the ground.
2562 </attribute>
2563 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2564 This text may contain a description of the item transformer.
2335 </attribute> 2565 </attribute>
2336</type> 2566</type>
2337 2567
2338<!--####################################################################--> 2568<!--####################################################################-->
2339<type number="60" name="Jewel"> 2569<type number="60" name="Jewel">
2347 This text may describe the object. 2577 This text may describe the object.
2348 </attribute> 2578 </attribute>
2349</type> 2579</type>
2350 2580
2351<!--####################################################################--> 2581<!--####################################################################-->
2582<type number="24" name="Key">
2583 <description><![CDATA[
2584 When carrying a key, a normal door can be opened. The key will
2585 disappear. ]]>
2586 </description>
2587 <attribute arch="startequip" editor="godgiven item" type="bool">
2588 A godgiven item vanishes as soon as the player
2589 drops it to the ground.
2590 </attribute>
2591</type>
2592
2593<!--####################################################################-->
2352<type number="20" name="Locked Door"> 2594<type number="20" name="Locked Door">
2353 <ignore> 2595 <ignore>
2354 <ignore_list name="non_pickable" /> 2596 <ignore_list name="non_pickable" />
2355 </ignore> 2597 </ignore>
2356 <description><![CDATA[ 2598 <description><![CDATA[
2358 the appropriate special key. ]]> 2600 the appropriate special key. ]]>
2359 </description> 2601 </description>
2360 <use><![CDATA[ 2602 <use><![CDATA[
2361 If you want to create a locked door that cannot be opened (no key), 2603 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 2604 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. 2605 and only a fool would create a key matching that string.
2364 2606
2365 Door-objects can not only be used for "doors". In many maps these 2607 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 2608 are used with all kinds of faces/names, especially often as
2367 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2609 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2368 There you have magic forces (door objects) put under certain artifact 2610 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 2611 items. To get your hands on the artifacts, you need to bring up the
2370 appropriate quest items (key objects). ]]> 2612 appropriate quest items (key objects). ]]>
2371 </use> 2613 </use>
2372 <attribute arch="no_pass" value="1" type="fixed" /> 2614 <attribute arch="move_type" value="0" type="fixed" />
2373 <attribute arch="no_pick" value="1" type="fixed" /> 2615 <attribute arch="no_pick" value="1" type="fixed" />
2374 <attribute arch="slaying" editor="key string" type="string"> 2616 <attribute arch="slaying" editor="key string" type="string">
2375 The &lt;key string&gt; in the door must be identical with the 2617 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. 2618 &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 2619 It is VERY important to set the &lt;key string&gt; to something that
2378 is unique among the CF mapset. 2620 is unique among the CF mapset.
2379 2621
2380 DONT EVER USE the default string "set_individual_value". 2622 DONT EVER USE the default string "set_individual_value".
2381 </attribute> 2623 </attribute>
2382 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2624 <attribute arch="no_magic" editor="restrict spells" type="bool">
2383 Restricting the use of spells to pass this door. 2625 Restricting the use of spells to pass this door.
2384 This should be set in most cases. 2626 This should be set in most cases.
2426 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2668 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2427 This textfield contains the keyword-matching-syntax. The text should 2669 This textfield contains the keyword-matching-syntax. The text should
2428 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ". 2670 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2429 Any number of keywords from one to infinite is allowed. Make sure 2671 Any number of keywords from one to infinite is allowed. Make sure
2430 they are seperated by a '|'. 2672 they are seperated by a '|'.
2431 2673
2432 Examples: "@match yes", "@match gold|treasure". The connected 2674 Examples: "@match yes", "@match gold|treasure". The connected
2433 value will be triggerd when the player speaks any of the given 2675 value will be triggerd when the player speaks any of the given
2434 keywords within a two-square radius. IMPORTANT: Upper/lower case 2676 keywords within a two-square radius. IMPORTANT: Upper/lower case
2435 does not make a difference! 2677 does not make a difference!
2436 </attribute> 2678 </attribute>
2483 <attribute arch="connected" editor="connection" type="int"> 2725 <attribute arch="connected" editor="connection" type="int">
2484 Every time the &lt;connection&gt; value is triggered, the wall will cast 2726 Every time the &lt;connection&gt; value is triggered, the wall will cast
2485 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2727 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2486 have much visible effect. 2728 have much visible effect.
2487 </attribute> 2729 </attribute>
2730 &activate_on;
2488 <attribute arch="speed" editor="casting speed" type="float"> 2731 <attribute arch="speed" editor="casting speed" type="float">
2489 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2732 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 2733 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 2734 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". 2735 trigger) via connected lever/button/etc, you must set "speed 0".
2493 </attribute> 2736 </attribute>
2737 &speed_left;
2494 <attribute arch="sp" editor="direction" type="list_direction"> 2738 <attribute arch="sp" editor="direction" type="list_direction">
2495 The magic wall will cast it's spells always in the specified 2739 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 2740 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2497 always fire in a random direction. 2741 always fire in a random direction.
2498 </attribute> 2742 </attribute>
2499 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2743 &movement_types_terrain;
2500 If set, the object cannot be passed by players nor monsters.
2501 </attribute>
2502<section name="destroyable"> 2744<section name="destroyable">
2503 <attribute arch="alive" editor="is destroyable" type="bool"> 2745 <attribute arch="alive" editor="is destroyable" type="bool">
2504 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2746 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2505 destroyed by the player. If disabled, all other attributes on 2747 destroyed by the player. If disabled, all other attributes on
2506 this tab, as well as resistances, are meaningless. 2748 this tab, as well as resistances, are meaningless.
2604 The &lt;marking speed&gt; defines how quickly it will mark something 2846 The &lt;marking speed&gt; defines how quickly it will mark something
2605 standing on the marker. Set this value rather high to make 2847 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 2848 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2607 should do fine. 2849 should do fine.
2608 </attribute> 2850 </attribute>
2851 &speed_left;
2609 <attribute arch="food" editor="mark duration" type="int"> 2852 <attribute arch="food" editor="mark duration" type="int">
2610 This value defines the duration of the force it inserts. 2853 This value defines the duration of the force it inserts.
2611 If nonzero, the duration of the player's mark is finite: 2854 If nonzero, the duration of the player's mark is finite:
2612 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2855 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2613 means the mark will stay on the player forever. 2856 means the mark will stay on the player forever.
2614 </attribute> 2857 </attribute>
2615 <attribute arch="name" editor="delete mark" type="string"> 2858 <attribute arch="name" editor="delete mark" type="string">
2616 When the player steps onto the marker, all existing forces in 2859 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; 2860 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 2861 will be removed. If you don't want to remove any marks, leave
2619 this textfield empty. 2862 this textfield empty.
2620 2863
2621 Note that the string &lt;delete mark&gt; is set as the name of 2864 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 2865 this marker. So don't be confused, and remember changing the
2623 name will take effect on the marker's functionality. 2866 name will take effect on the marker's functionality.
2624 </attribute> 2867 </attribute>
2625 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> 2868 <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 2869 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, 2870 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. 2871 because it's the only way for the player to notice what's going on.
2629 </attribute> 2872 </attribute>
2630</type> 2873</type>
2631<!--####################################################################--> 2874
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<!--####################################################################--> 2875<!--####################################################################-->
2688<type number="36" name="Money"> 2876<type number="36" name="Money">
2689 <ignore> 2877 <ignore>
2690 <attribute arch="unpaid" /> 2878 <attribute arch="unpaid" />
2691 </ignore> 2879 </ignore>
2733 It's no fun to play for two hours just to find out the last 2921 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 2922 monster is unbeatable. Similar, it's not exciting to fight orcs
2735 after passing a room of dragons.<br> 2923 after passing a room of dragons.<br>
2736 This rule applies only for linear maps (one room after the other), 2924 This rule applies only for linear maps (one room after the other),
2737 with treasure at the end. You can sprinkle the treasure around, 2925 with treasure at the end. You can sprinkle the treasure around,
2738 or make non-linear maps - That is often more entertaining. 2926 or make non-linear maps - That is often more entertaining.
2739 <LI> Places with high level monsters must not be easy to reach. 2927 <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, 2928 Balrogs, Dragonmen and the likes should be at the end of a quest,
2741 not at the beginning. 2929 not at the beginning.
2742 <LI> Don't stick monsters together that tend to kill each other. 2930 <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. 2931 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, 2932 By weakening and killing each other they are easy prey for players,
2745 not worth the experience they hold. 2933 not worth the experience they hold.
2746 <LI> Create your own monsters, especially for "boss"-type monsters. 2934 <LI> Create your own monsters, especially for "boss"-type monsters.
2763 <attribute arch="alive" value="1" type="fixed" /> 2951 <attribute arch="alive" value="1" type="fixed" />
2764 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2952 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2765 When the monster is killed, items from the treasurelist will 2953 When the monster is killed, items from the treasurelist will
2766 drop to the ground. This is a common way to reward players 2954 drop to the ground. This is a common way to reward players
2767 for killing (masses of) monsters. 2955 for killing (masses of) monsters.
2768 2956
2769 Note that you can always put items into the monster's 2957 Note that you can always put items into the monster's
2770 inventory. Those will drop-at-kill just like the stuff 2958 inventory. Those will drop-at-kill just like the stuff
2771 from the &lt;treasurelist&gt;. 2959 from the &lt;treasurelist&gt;.
2772 </attribute> 2960 </attribute>
2773 <attribute arch="level" editor="level" type="int"> 2961 <attribute arch="level" editor="level" type="int">
2774 A monster's &lt;level&gt; is the most important attribute. 2962 A monster's &lt;level&gt; is the most important attribute.
2775 &lt;level&gt; affects the power of a monster in various ways. 2963 &lt;level&gt; affects the power of a monster in various ways.
2776 </attribute> 2964 </attribute>
2777 <attribute arch="race" editor="race" type="string"> 2965 <attribute arch="race" editor="race" type="string">
2778 Every monster should have a race set to cathegorize it. 2966 Every monster should have a race set to categorize it.
2779 The monster's &lt;race&gt; can have different effects: 2967 The monster's &lt;race&gt; can have different effects:
2780 Slaying weapons inflict tripple damage against enemy races 2968 Slaying weapons inflict tripple damage against enemy races
2781 and holy word kills only enemy races of the god. 2969 and holy word kills only enemy races of the god.
2782 </attribute> 2970 </attribute>
2783 <attribute arch="exp" editor="experience" type="int"> 2971 <attribute arch="exp" editor="experience" type="int">
2784 When a player kills this monster, he will get exactly this 2972 When a player kills this monster, he will get exactly this
2785 amount of &lt;experience&gt;. The experience will flow into 2973 amount of &lt;experience&gt;. The experience will flow into
2786 the skill-cathegory the player used for the kill. 2974 the skill-category the player used for the kill.
2787 2975
2788 If you create special monsters of tweaked strenght/abilities, 2976 If you create special monsters of tweaked strenght/abilities,
2789 always make sure that the &lt;experience&gt; is set to a 2977 always make sure that the &lt;experience&gt; is set to a
2790 reasonable value. Compare with existing arches to get a feeling 2978 reasonable value. Compare with existing arches to get a feeling
2791 what reasonable means. Keep in mind that spellcasting monsters 2979 what reasonable means. Keep in mind that spellcasting monsters
2792 are a lot harder to kill than non-spellcasters! 2980 are a lot harder to kill than non-spellcasters!
2793 </attribute> 2981 </attribute>
2794 <attribute arch="speed" editor="speed" type="float"> 2982 <attribute arch="speed" editor="speed" type="float">
2795 The &lt;speed&gt; determines how fast a monster will both move 2983 The &lt;speed&gt; determines how fast a monster will both move
2796 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2984 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2797 </attribute> 2985 </attribute>
2986 &speed_left;
2798 <attribute arch="other_arch" editor="breed monster" type="string"> 2987 <attribute arch="other_arch" editor="breed monster" type="string">
2799 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2988 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; 2989 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 2990 can be set to any valid arch-name of a monster. Multipart monster
2802 should not be used. 2991 should not be used.
2811 This only takes effect if &lt;multiply&gt; is enabled. The monster 3000 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. 3001 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. 3002 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 3003 Each time the monster need to generate an object, it will be
2815 a randomly chosen item from the inventory. When generator is destroyed, 3004 a randomly chosen item from the inventory. When generator is destroyed,
2816 inventory is destroyed. 3005 inventory is destroyed.
2817 </attribute> 3006 </attribute>
2818 <attribute arch="flying" editor="flying" type="bool"> 3007 &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"> 3008 <attribute arch="undead" editor="undead" type="bool">
2823 Several spells only affect undead monsters: 3009 Several spells only affect undead monsters:
2824 turn undead, banish undead, holy word, etc. 3010 turn undead, banish undead, holy word, etc.
2825 </attribute> 3011 </attribute>
2826 <attribute arch="carrying" editor="carries weight" type="int"> 3012 <attribute arch="carrying" editor="carries weight" type="int">
2827 If a monster has something in the inventory, this 3013 If a monster has something in the inventory, this
2828 value can be set to reflect the slowdown due to 3014 value can be set to reflect the slowdown due to
2829 the carried weight. 3015 the carried weight.
2830 </attribute> 3016 </attribute>
2831 3017
2832<section name="melee"> 3018<section name="melee">
2833 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3019 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2834 This number is a bitmask, specifying the monster's attacktypes 3020 This number is a bitmask, specifying the monster's attacktypes
2835 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. 3021 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2836 Strong monsters often have more than just physical attacktype. 3022 Strong monsters often have more than just physical attacktype.
2837 3023
2838 When a monster with multiple attacktypes hits aan oponent, it will do 3024 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 3025 as much damage as the "best" of it's attacktypes does. So, the more
2840 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are 3026 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2841 somehow exceptions. 3027 somehow exceptions.
2842 </attribute> 3028 </attribute>
2865 their opponent. &lt;armour class&gt; can be considered the "counterpiece" 3051 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2866 to &lt;weapon class&gt;. 3052 to &lt;weapon class&gt;.
2867 Values typically range between +20 (very bad) to -20 (quite good). 3053 Values typically range between +20 (very bad) to -20 (quite good).
2868 </attribute> 3054 </attribute>
2869 <attribute arch="Con" editor="healing rate" type="int"> 3055 <attribute arch="Con" editor="healing rate" type="int">
2870 Monsters regenerate this many hit points each move. Each time the 3056 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. 3057 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> 3058 </attribute>
2875 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 3059 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2876 A monster with this flag has the ability to &lt;reflect missiles&gt;, 3060 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2877 all kinds of projectiles (e.g. arrows, bolts, boulders) will 3061 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2878 bounce off. 3062 bounce off.
2888 <attribute arch="one_hit" editor="one hit only" type="bool"> 3072 <attribute arch="one_hit" editor="one hit only" type="bool">
2889 Monsters with &lt;one hit only&gt; dissapear after one successful hit 3073 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2890 to a player. 3074 to a player.
2891 </attribute> 3075 </attribute>
2892</section> 3076</section>
2893 3077
2894<section name="spellcraft"> 3078<section name="spellcraft">
2895 <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> 3079 <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. 3080 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. 3081 Only wands/rods/etc can be used, given the appropriate abilities.
2898 </attribute> 3082 </attribute>
2899 <attribute arch="reflect_spell" editor="reflect spells" type="bool"> 3083 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2900 A monster with this flag has the ability to &lt;reflect spells&gt;, 3084 A monster with this flag has the ability to &lt;reflect spells&gt;,
2901 all kinds of spell-bullets and -beams will bounce off. 3085 all kinds of spell-bullets and -beams will bounce off.
2902 3086
2903 Generally this flag should not be set because it puts 3087 Generally this flag should not be set because it puts
2904 wizard-type players at an unfair disadvantage. 3088 wizard-type players at an unfair disadvantage.
2905 </attribute> 3089 </attribute>
2906 <attribute arch="sp" editor="spellpoints" type="int"> 3090 <attribute arch="sp" editor="spellpoints" type="int">
2907 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use 3091 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
2916 can hold. Setting this to high values has little effect unless 3100 can hold. Setting this to high values has little effect unless
2917 the monster has a decent &lt;spellpoint regen.&gt;, or the spell 3101 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
2918 "regenerate mana" at it's disposal. 3102 "regenerate mana" at it's disposal.
2919 </attribute> 3103 </attribute>
2920 <attribute arch="Pow" editor="spellpoint regen." type="int"> 3104 <attribute arch="Pow" editor="spellpoint regen." type="int">
2921 Monsters regenerate this many spellpoints each move. Each time the 3105 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
2922 monster has a move, it gets &lt;spellpoint regen.&gt; spellpoints back. 3106 spellpoint regeneration rate is independent of &lt;speed&gt;.
2923 Hence, &lt;movement speed&gt; has great effect on the monster's 3107
2924 spellpoint regeneration as well.
2925
2926 To make a real tough spellcasting monster, the rate of spellpoint 3108 To make a real tough spellcasting monster, the rate of spellpoint
2927 regeneration is most important. If your monster is still not casting 3109 regeneration is most important. If your monster is still not casting
2928 fast enough, give it the spell-ability of "regenerate mana". 3110 fast enough, give it the spell-ability of "regenerate mana".
2929 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing. 3111 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
2930 </attribute> 3112 </attribute>
2939 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> 3121 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
2940 Click on the &lt;denied paths&gt; button to select spellpaths. 3122 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. 3123 The creature won't be able to cast spells of the specified paths.
2942 </attribute> 3124 </attribute>
2943</section> 3125</section>
2944 3126
2945<section name="ability"> 3127<section name="ability">
2946 <attribute arch="Int" editor="detect hidden" type="int"> 3128 <attribute arch="Int" editor="detect hidden" type="int">
2947 The &lt;detect hidden&gt; value gives monsters the ablitity to find 3129 The &lt;detect hidden&gt; value gives monsters the ablitity to find
2948 hidden/invisible creatures. Higher values make for better 3130 hidden/invisible creatures. Higher values make for better
2949 detection-skills. Enabling &lt;see invisible&gt; makes this value 3131 detection-skills. Enabling &lt;see invisible&gt; makes this value
2984 Monster is able to read scrolls. 3166 Monster is able to read scrolls.
2985 </attribute> 3167 </attribute>
2986 <attribute arch="can_use_skill" editor="can use skills" type="bool"> 3168 <attribute arch="can_use_skill" editor="can use skills" type="bool">
2987 Monster is able to use skills from it's inventory. 3169 Monster is able to use skills from it's inventory.
2988 For example, you can put a throwing skill object and some 3170 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;. 3171 boulders into the monster's object and set &lt;can use skills&gt;.
2990 </attribute> 3172 </attribute>
2991</section> 3173</section>
2992 3174
2993<section name="behave"> 3175<section name="behave">
2994 <attribute arch="monster" editor="monster behaviour" type="bool"> 3176 <attribute arch="monster" editor="monster behaviour" type="bool">
2995 When &lt;monster behaviour&gt; is enabled, this object will behave 3177 When &lt;monster behaviour&gt; is enabled, this object will behave
2996 like a monster: It can move and attack enemies (which are 3178 like a monster: It can move and attack enemies (which are
2997 typically players). 3179 typically players).
2998 This flag should be set for all monsters as-such. 3180 This flag should be set for all monsters as-such.
2999 Monsters which don't move, like guards, should also have 3181 Monsters which don't move, like guards, should also have
3000 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;. 3182 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3001 It should *not* be set for things like immobile generators. 3183 It should *not* be set for things like immobile generators.
3002 </attribute> 3184 </attribute>
3003 <attribute arch="unaggressive" editor="unaggressive" type="bool"> 3185 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3004 &lt;unaggressive&gt; monsters do not attack players unless attacked first. 3186 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3005 </attribute> 3187 </attribute>
3006 <attribute arch="friendly" editor="friendly" type="bool"> 3188 <attribute arch="friendly" editor="friendly" type="bool">
3009 </attribute> 3191 </attribute>
3010 <attribute arch="stand_still" editor="stand still" type="bool"> 3192 <attribute arch="stand_still" editor="stand still" type="bool">
3011 Monsters which &lt;stand still&gt; won't move to leave their position. 3193 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 3194 When agressive, they will attack all enemies who get close to
3013 them. This behaviour is commonly known from castle guards. 3195 them. This behaviour is commonly known from castle guards.
3014 3196
3015 In older versions of Crossfire it was possible to eventually 3197 In older versions of Crossfire it was possible to eventually
3016 push a &lt;stand still&gt;-monster out of position by force. 3198 push a &lt;stand still&gt;-monster out of position by force.
3017 I believe this is no longer possible. Neverthless, you should 3199 I believe this is no longer possible. Neverthless, you should
3018 still be cautious when lining up &lt;stand still&gt;-monster in order 3200 still be cautious when lining up &lt;stand still&gt;-monster in order
3019 to "defend" something: Such monsters are rather easy to kill. 3201 to "defend" something: Such monsters are rather easy to kill.
3030 creature is able to perform. 3212 creature is able to perform.
3031 </attribute> 3213 </attribute>
3032 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> 3214 <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 3215 Click on the &lt;pick up&gt; button and select which types of objects
3034 the creature should try to pick up. 3216 the creature should try to pick up.
3035 3217
3036 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;... 3218 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 3219 etc are set, then the creature will pick up the matching items even
3038 if this is not set here. 3220 if this is not set here.
3039 </attribute> 3221 </attribute>
3040 <attribute arch="Wis" editor="sensing range" type="int"> 3222 <attribute arch="Wis" editor="sensing range" type="int">
3042 the creature wakes up. This is done as a square, for reasons of speed. 3224 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 3225 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 3226 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. 3227 has stealth, the size of this square is reduced in half plus 1.
3046 </attribute> 3228 </attribute>
3047 <attribute arch="attack_movement" editor="attack movement" type="int"> 3229 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3230 If this is set to default, the standard mode of movement will be used.
3231 </attribute>
3232 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3233 This movement is not in effect when the monster has an enemy and should
3234 only be used for non agressive monsters.
3048 </attribute> 3235 </attribute>
3049 <attribute arch="run_away" editor="run at % health" type="int"> 3236 <attribute arch="run_away" editor="run at % health" type="int">
3050 This is a percentage value in the range 0-100. 3237 This is a percentage value in the range 0-100.
3051 When the monster's health points drop below this percentage 3238 When the monster's health points drop below this percentage
3052 (relative to max health), it attempts to run away from the 3239 (relative to max health), it attempts to run away from the
3053 attacker. 3240 attacker.
3054 </attribute> 3241 </attribute>
3055</section> 3242</section>
3056 3243
3057<section name="resistance"> 3244<section name="resistance">
3058 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> 3245 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3059 </attribute> 3246 </attribute>
3060 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> 3247 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3061 </attribute> 3248 </attribute>
3098 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> 3285 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3099 </attribute> 3286 </attribute>
3100</section> 3287</section>
3101 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3288 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3102 </attribute> 3289 </attribute>
3290</type>
3291
3292<!--####################################################################-->
3293<type number="28" name="Monster (Grimreaper)">
3294 <import_type name="Monster &amp; NPC" />
3295 <ignore>
3296 <attribute arch="material" />
3297 <attribute arch="name_pl" />
3298 <attribute arch="nrof" />
3299 <attribute arch="value" />
3300 <attribute arch="unpaid" />
3301 </ignore>
3302 <description><![CDATA[
3303 A grimreaper is a monster that vanishes after it did some number of
3304 draining attacks. ]]> <!-- XXX: is this ok? -->
3305 </description>
3306<section name="grimreaper">
3307 <attribute arch="value" editor="attacks" type="int">
3308 The object vanishes after this number of draining attacks.
3309 </attribute>
3310</section>
3103</type> 3311</type>
3104 3312
3105<!--####################################################################--> 3313<!--####################################################################-->
3106<type number="65" name="Mood Floor"> 3314<type number="65" name="Mood Floor">
3107 <ignore> 3315 <ignore>
3129 </use> 3337 </use>
3130 <attribute arch="no_pick" value="1" type="fixed" /> 3338 <attribute arch="no_pick" value="1" type="fixed" />
3131 <attribute arch="last_sp" editor="mood" type="list_mood"> 3339 <attribute arch="last_sp" editor="mood" type="list_mood">
3132 &lt;mood&gt; is used to determine what will happen to the 3340 &lt;mood&gt; is used to determine what will happen to the
3133 monster when affected by the mood floor: 3341 monster when affected by the mood floor:
3134 3342
3135 &lt;mood&gt; 'furious': Makes all monsters aggressive 3343 &lt;mood&gt; 'furious': Makes all monsters aggressive
3136 3344
3137 &lt;mood&gt; 'angry': As above but pets are unaffected 3345 &lt;mood&gt; 'angry': As above but pets are unaffected
3138 3346
3139 &lt;mood&gt; 'calm': Makes all monsters unaggressive 3347 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3140 3348
3141 &lt;mood&gt; 'sleep': Puts all monsters to sleep 3349 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3142 3350
3143 &lt;mood&gt; 'charm': Turns monster into a pet of person 3351 &lt;mood&gt; 'charm': Turns monster into a pet of person
3144 who triggers the square. This setting is not 3352 who triggers the square. This setting is not
3145 enabled for continous operation, you need to 3353 enabled for continous operation, you need to
3146 insert a &lt;connection&gt; value! 3354 insert a &lt;connection&gt; value!
3147 </attribute> 3355 </attribute>
3148 <attribute arch="connected" editor="connection" type="int"> 3356 <attribute arch="connected" editor="connection" type="int">
3149 This should only be set in combination with &lt;mood number&gt; 4. 3357 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 3358 Normally, monsters are affected by the mood floor as soon as they
3151 step on it. But charming (monster -&gt; pet) is too powerful, 3359 step on it. But charming (monster -&gt; pet) is too powerful,
3152 so it needs to be activated. 3360 so it needs to be activated.
3153 3361
3154 Typically it is connected to an altar, for buying a "hireling". 3362 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 3363 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! 3364 quest. Or even better: It could be *part* of a quest!
3157 </attribute> 3365 </attribute>
3158 <attribute arch="no_magic" editor="no spells" type="bool"> 3366 <attribute arch="no_magic" editor="no spells" type="bool">
3212 </attribute> 3420 </attribute>
3213 <attribute arch="speed" editor="movement speed" type="float"> 3421 <attribute arch="speed" editor="movement speed" type="float">
3214 The movement speed value determines how fast a chain of 3422 The movement speed value determines how fast a chain of
3215 these movers will push a player along (default is -0.2). 3423 these movers will push a player along (default is -0.2).
3216 </attribute> 3424 </attribute>
3425 &speed_left;
3217 <attribute arch="sp" editor="direction" type="list_direction"> 3426 <attribute arch="sp" editor="direction" type="list_direction">
3218 The mover will push creatures in the specified &lt;direction&gt;. 3427 The mover will push creatures in the specified &lt;direction&gt;.
3219 A mover with direction set to &lt;none&gt; will spin clockwise, 3428 A mover with direction set to &lt;none&gt; will spin clockwise,
3220 thus pushing creatures in unpredictable directions. 3429 thus pushing creatures in unpredictable directions.
3221 </attribute> 3430 </attribute>
3222 <attribute arch="lifesave" editor="gets used up" type="bool"> 3431 <attribute arch="lifesave" editor="gets used up" type="bool">
3223 If enabled, the mover gets "used up" after a certain number of moves 3432 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. 3433 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3225 </attribute> 3434 </attribute>
3226 <attribute arch="hp" editor="number of uses" type="int"> 3435 <attribute arch="hp" editor="number of uses" type="int">
3227 This value has only a meaning if &lt;gets used up&gt; is set: 3436 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 3437 &lt;number of uses&gt; is the number of times minus one, that it
3229 will move a creature before disappearing. (It will move 3438 will move a creature before disappearing. (It will move
3230 someone &lt;number of uses&gt;+1 times, then vanish). 3439 someone &lt;number of uses&gt;+1 times, then vanish).
3231 </attribute> 3440 </attribute>
3232<section name="targets"> 3441<section name="targets">
3233 <attribute arch="level" editor="move players" type="bool"> 3442 <attribute arch="level" editor="move players" type="bool">
3234 If &lt;move players&gt; is enabled, both players and monsters will be 3443 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 3444 moved. In the arches' default it is disabled - thus ONLY monsters
3236 get moved. Remember that "monsters" includes NPCs! 3445 get moved. Remember that "monsters" includes NPCs!
3237 3446
3238 This feature provides you with the possibility to make NPCs 3447 This feature provides you with the possibility to make NPCs
3239 literally "come to life". Example: The player is talking with an 3448 literally "come to life". Example: The player is talking with an
3240 NPC, speaking a certain keyword. This triggers a magic_ear and 3449 NPC, speaking a certain keyword. This triggers a magic_ear and
3241 activates creators, creating (per default: monster-only) movers 3450 activates creators, creating (per default: monster-only) movers
3242 under the NPC's feet. The NPC starts "walking" on a predefined 3451 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, 3452 route! Note that it's useful to set this NPC immune to everything,
3244 preventing the player to push the NPC off his trace. 3453 preventing the player to push the NPC off his trace.
3245 </attribute> 3454 </attribute>
3246 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3455 <attribute arch="move_on" editor="movement type" type="movement_type">
3247 This should always be set. 3456 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> 3457 </attribute>
3254</section> 3458</section>
3255</type> 3459</type>
3256 3460
3257<!--####################################################################--> 3461<!--####################################################################-->
3275 <attribute arch="no_pick" value="1" type="fixed" /> 3479 <attribute arch="no_pick" value="1" type="fixed" />
3276 <attribute arch="slaying" editor="match race" type="string"> 3480 <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; 3481 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. 3482 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 3483 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". 3484 place where only fireborns can enter, by setting "slaying unnatural".
3281 3485
3282 If it is set to "player", any player stepping on the pedestal 3486 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 3487 is a match. Very useful if you want to open a gate for players
3284 but not for monsters. 3488 but not for monsters.
3285 </attribute> 3489 </attribute>
3286 <attribute arch="connected" editor="connection" type="int"> 3490 <attribute arch="connected" editor="connection" type="int">
3287 When the pedestal is triggered, all objects with the same 3491 When the pedestal is triggered, all objects with the same
3288 connection value get activated. 3492 connection value get activated.
3289 </attribute> 3493 </attribute>
3290 <attribute arch="walk_on" value="1" type="fixed" /> 3494 &move_on;
3291 <attribute arch="walk_off" value="1" type="fixed" />
3292</type> 3495</type>
3293 3496
3294<!--####################################################################--> 3497<!--####################################################################-->
3295<type number="94" name="Pit"> 3498<type number="94" name="Pit">
3296 <ignore> 3499 <ignore>
3314 <attribute arch="no_pick" value="1" type="fixed" /> 3517 <attribute arch="no_pick" value="1" type="fixed" />
3315 <attribute arch="connected" editor="connection" type="int"> 3518 <attribute arch="connected" editor="connection" type="int">
3316 When a &lt;connection&gt; value is set, the pit can be opened/closed 3519 When a &lt;connection&gt; value is set, the pit can be opened/closed
3317 by activating the connection. 3520 by activating the connection.
3318 </attribute> 3521 </attribute>
3522 &activate_on;
3319 <attribute arch="hp" editor="destination X" type="int"> 3523 <attribute arch="hp" editor="destination X" type="int">
3320 The pit will transport creatures (and items) randomly into a two-square 3524 The pit will transport creatures (and items) randomly into a two-square
3321 radius of the destination coordinates. 3525 radius of the destination coordinates.
3322 If the destination square becomes blocked, the pit will act like 3526 If the destination square becomes blocked, the pit will act like
3323 being filled up and not work anymore! 3527 being filled up and not work anymore!
3332 The &lt;position state&gt; defines the position of the gate: 3536 The &lt;position state&gt; defines the position of the gate:
3333 Zero means completely open/down, the "number of animation-steps" (usually 3537 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 3538 about 6 or 7) means completely closed/up state. I suggest you don't
3335 mess with this value - Leave the default in place. 3539 mess with this value - Leave the default in place.
3336 </attribute> 3540 </attribute>
3337 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3541 &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> 3542</type>
3350 3543
3351<!--####################################################################--> 3544<!--####################################################################-->
3352<type number="7" name="Poison Food"> 3545<type number="7" name="Poison Food">
3353 <description><![CDATA[ 3546 <description><![CDATA[
3376 </attribute> 3569 </attribute>
3377 <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> 3570 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3378 There are two types of special effects for potions: 3571 There are two types of special effects for potions:
3379 'life restoration' - restore the player's stats lost by death or draining 3572 'life restoration' - restore the player's stats lost by death or draining
3380 (this has nothing in common with the restoration spell!) 3573 (this has nothing in common with the restoration spell!)
3381 'improvement' - increase the player's maximum health/mana/grace 3574 'improvement' - increase the player's maximum health/mana/grace
3382 by a very small amount. 3575 by a very small amount.
3383 </attribute> 3576 </attribute>
3384 <attribute arch="cursed" editor="cursed" type="bool"> 3577 <attribute arch="cursed" editor="cursed" type="bool">
3385 If a potion is cursed, benefits generally turn into penalties. 3578 If a potion is cursed, benefits generally turn into penalties.
3386 Note that potions can be "uncursed" by praying over an altar, 3579 Note that potions can be "uncursed" by praying over an altar,
3542 weapon and projectile. ]]> 3735 weapon and projectile. ]]>
3543 </description> 3736 </description>
3544 <use><![CDATA[ 3737 <use><![CDATA[
3545 If you want to create new kinds of projectiles, you could 3738 If you want to create new kinds of projectiles, you could
3546 add an alchemical receipe to create these. 3739 add an alchemical receipe to create these.
3547 3740
3548 Don't create new pairs of weapons &amp; projectiles unless 3741 Don't create new pairs of weapons &amp; projectiles unless
3549 they really fullfill a useful purpose. In fact, even bows 3742 they really fullfill a useful purpose. In fact, even bows
3550 and crossbows are rarely ever used. ]]> 3743 and crossbows are rarely ever used. ]]>
3551 </use> 3744 </use>
3552 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3745 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3557 </attribute> 3750 </attribute>
3558 <attribute arch="race" editor="ammunition class" type="string"> 3751 <attribute arch="race" editor="ammunition class" type="string">
3559 Only shooting weapons with matching &lt;ammunition class&gt; can fire 3752 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3560 these projectiles. For arrows set "arrows", for crossbow bolts 3753 these projectiles. For arrows set "arrows", for crossbow bolts
3561 set "crossbow bolts" (big surprise). 3754 set "crossbow bolts" (big surprise).
3562 3755
3563 In certain cases, the ammunition class is displayed in the game. 3756 In certain cases, the ammunition class is displayed in the game.
3564 Hence, when you create a new ammunition class, choose an 3757 Hence, when you create a new ammunition class, choose an
3565 intuitive name like "missiles", "spirit bolts" - whatever. 3758 intuitive name like "missiles", "spirit bolts" - whatever.
3566 3759
3567 You can also make special containers holding these projectiles 3760 You can also make special containers holding these projectiles
3568 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;. 3761 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3569 </attribute> 3762 </attribute>
3570 <attribute arch="slaying" editor="slaying race" type="string"> 3763 <attribute arch="slaying" editor="slaying race" type="string">
3571 Slaying means the weapon does tripple (3x) damage to monsters 3764 Slaying means the weapon does tripple (3x) damage to monsters
3687 <attribute arch="value" /> 3880 <attribute arch="value" />
3688 <attribute arch="material" /> 3881 <attribute arch="material" />
3689 <attribute arch="unpaid" /> 3882 <attribute arch="unpaid" />
3690 </ignore> 3883 </ignore>
3691 <description><![CDATA[ 3884 <description><![CDATA[
3692 A rune is a magical enscription on the dungeon floor. 3885 A rune is a magical enscription on the dungeon floor.
3693 <br><br> 3886 <br><br>
3694 Runes hit any monster or person who steps on them for 'dam' damage in 3887 Runes hit any monster or person who steps on them for 'dam' damage in
3695 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3888 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3696 and will cast this spell when it detonates. Yet another kind is the 3889 and will cast this spell when it detonates. Yet another kind is the
3697 "summoning rune", summoning predefined monsters of any kind, at detonation. 3890 "summoning rune", summoning predefined monsters of any kind, at detonation.
3701 <use><![CDATA[ 3894 <use><![CDATA[
3702 Avoid monsters stepping on your runes. For example, summoning runes 3895 Avoid monsters stepping on your runes. For example, summoning runes
3703 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3896 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3704 </use> 3897 </use>
3705 <attribute arch="no_pick" value="1" type="fixed" /> 3898 <attribute arch="no_pick" value="1" type="fixed" />
3706 <attribute arch="walk_on" value="1" type="fixed" /> 3899 &move_on;
3707 <attribute arch="level" editor="rune level" type="int"> 3900 <attribute arch="level" editor="rune level" type="int">
3708 This value sets the level the rune will cast the spell it contains at, 3901 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. 3902 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!) 3903 (&lt;rune level&gt; 0 runes won't detonate at all!)
3711 3904
3712 Level Also effects how easily a rune may be found and disarmed, and 3905 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 3906 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 3907 runes can be quite a cheap source of experience! So either make them
3715 tough, or keep the level low. 3908 tough, or keep the level low.
3716 </attribute> 3909 </attribute>
3723 The rune will detonate &lt;number of charges&gt; times before disappearing. 3916 The rune will detonate &lt;number of charges&gt; times before disappearing.
3724 </attribute> 3917 </attribute>
3725 <attribute arch="dam" editor="direct damage" type="int"> 3918 <attribute arch="dam" editor="direct damage" type="int">
3726 &lt;direct damage&gt; specifies how much damage is done by the rune, 3919 &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 3920 if it doesn't contain a spell. This should be set in reasonable
3728 relation to the rune's level. 3921 relation to the rune's level.
3729 </attribute> 3922 </attribute>
3730 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3923 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3731 If there isn't any spell (and &lt;summon monster&gt; is unset), this 3924 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 3925 attribute defines what attacktype to use for direct damage when
3733 the rune detonates. 3926 the rune detonates.
3798 <attribute arch="no_magic" value="1" type="fixed" /> 3991 <attribute arch="no_magic" value="1" type="fixed" />
3799 <attribute arch="damned" value="1" type="fixed" /> 3992 <attribute arch="damned" value="1" type="fixed" />
3800</type> 3993</type>
3801 3994
3802<!--####################################################################--> 3995<!--####################################################################-->
3996<type number="111" name="Scroll">
3997 <ignore>
3998 <attribute arch="title" />
3999 </ignore>
4000 <description><![CDATA[
4001 Scrolls contain spells (similar to spell-potions). Unlike potions,
4002 scrolls require a certain literacy skill to read successfully.
4003 Accordingly, for a successful reading, a small amount of
4004 experience is gained. Scrolls allow only one time usage, but
4005 usually they are sold in bulks. ]]>
4006 </description>
4007 <use><![CDATA[
4008 For low level quests, scrolls of healing/curing-spells
4009 can be a nice reward. At higher levels, scrolls become less
4010 and less useful. ]]>
4011 </use>
4012 <attribute arch="level" editor="casting level" type="int">
4013 The spell of the scroll will be casted at this level.
4014 This value should always be set, at least to 1.
4015 </attribute>
4016 <attribute arch="sp" editor="spell" type="spell">
4017 When a player/monster applies this scroll, the selected &lt;spell&gt;
4018 will be casted (once). This should work for any given spell.
4019 </attribute>
4020 <attribute arch="startequip" editor="godgiven item" type="bool">
4021 A godgiven item vanishes as soon as the player
4022 drops it to the ground.
4023 </attribute>
4024</type>
4025
4026<!--####################################################################-->
4027<type number="33" name="Shield">
4028 <import_type name="Amulet" />
4029 <description><![CDATA[
4030 Wearing a shield, the object's stats will directly be inherited to
4031 the player. Shields usually provide good defense, only surpassed
4032 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4033 </description>
4034 <use><![CDATA[
4035 Feel free to create your own special artifacts. However, it is very
4036 important that you keep your artifact in balance with existing maps. ]]>
4037 </use>
4038 <attribute arch="magic" editor="magic bonus" type="int">
4039 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4040 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4041 than direct armour-class bonus on the shield.
4042 </attribute>
4043</type>
4044
4045<!--####################################################################-->
3803<type number="14" name="Shooting Weapon"> 4046<type number="14" name="Shooting Weapon">
3804 <description><![CDATA[ 4047 <description><![CDATA[
3805 Schooting weapons like bows/crossbows are used to shoot projectiles 4048 Shooting weapons like bows/crossbows are used to shoot projectiles
3806 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4049 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3807 wielded both at the same time. Like with any other equipment, 4050 wielded both at the same time. Like with any other equipment,
3808 stats/bonuses from shooting weapons are directly inherited to the player. 4051 stats/bonuses from shooting weapons are directly inherited to the player.
3809 <br><br> 4052 <br><br>
3810 It's very easy to add new pairs of weapons &amp; projectiles. 4053 It's very easy to add new pairs of weapons &amp; projectiles.
3812 weapon and projectile. ]]> 4055 weapon and projectile. ]]>
3813 </description> 4056 </description>
3814 <use><![CDATA[ 4057 <use><![CDATA[
3815 Shooting weapons should not add bonuses in general. There's already 4058 Shooting weapons should not add bonuses in general. There's already
3816 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4059 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3817 Schooting weapons should especially not add bonuses to the player 4060 Shooting weapons should especially not add bonuses to the player
3818 that have nothing to do with schooting. A Wisdom bonus on a bow 4061 that have nothing to do with schooting. A Wisdom bonus on a bow
3819 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4062 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3820 - still crap. ]]> 4063 - still crap. ]]>
3821 </use> 4064 </use>
3822 <attribute arch="race" editor="ammunition class" type="string"> 4065 <attribute arch="race" editor="ammunition class" type="string">
3823 Only projectiles with matching &lt;ammunition class&gt; can be fired 4066 Only projectiles with matching &lt;ammunition class&gt; can be fired
3824 with this weapon. For normal bows set "arrows", for normal 4067 with this weapon. For normal bows set "arrows", for normal
3825 crossbows set "crossbow bolts". 4068 crossbows set "crossbow bolts".
3826 4069
3827 In certain cases, the ammunition class is displayed in the game. 4070 In certain cases, the ammunition class is displayed in the game.
3828 Hence, when you create a new ammunition class, choose an 4071 Hence, when you create a new ammunition class, choose an
3829 intuitive name like "missiles", "spirit bolts" - whatever. 4072 intuitive name like "missiles", "spirit bolts" - whatever.
3830 </attribute> 4073 </attribute>
3831 <attribute arch="sp" editor="shooting speed" type="int"> 4074 <attribute arch="sp" editor="shooting speed" type="int">
3832 After shooting a projectile, the player is frozen for a short 4075 After shooting a projectile, the player is frozen for a short
3833 period of time (to prevent shooting arrows machine-gun-like). 4076 period of time (to prevent shooting arrows machine-gun-like).
3834 The greater &lt;shooting speed&gt;, the shorter this period of time. 4077 The greater &lt;shooting speed&gt;, the shorter this period of time.
3835 1 is minimum (=worst) and 100 is maximum (=best) value. 4078 1 is minimum (=worst) and 100 is maximum (=best) value.
3836 4079
3837 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT 4080 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). 4081 SET IT TO ZERO! (That would freeze the player for eternety).
3839 </attribute> 4082 </attribute>
3840 <attribute arch="dam" editor="base damage" type="int"> 4083 <attribute arch="dam" editor="base damage" type="int">
3841 The &lt;base damage&gt; significantly affects the damage done 4084 The &lt;base damage&gt; significantly affects the damage done
3852 The &lt;item power&gt; value measures how "powerful" an artifact is. 4095 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 4096 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 4097 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 4098 only way to prevent low level players to wear "undeserved" equipment
3856 (like gifts from other players or cheated items). 4099 (like gifts from other players or cheated items).
3857 4100
3858 It is very important to adjust the &lt;item power&gt; value carefully 4101 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 4102 for every artifact you create! If zero/unset, the CF server will
3860 calculate a provisional value at runtime, but this is never 4103 calculate a provisional value at runtime, but this is never
3861 going to be an accurate measurement of &lt;item power&gt;. 4104 going to be an accurate measurement of &lt;item power&gt;.
3862 </attribute> 4105 </attribute>
3933 should have such a description. 4176 should have such a description.
3934 </attribute> 4177 </attribute>
3935</type> 4178</type>
3936 4179
3937<!--####################################################################--> 4180<!--####################################################################-->
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"> 4181<type number="68" name="Shop Floor">
3989 <ignore> 4182 <ignore>
3990 <ignore_list name="non_pickable" /> 4183 <ignore_list name="non_pickable" />
3991 </ignore> 4184 </ignore>
3992 <description><![CDATA[ 4185 <description><![CDATA[
4053 <use><![CDATA[ 4246 <use><![CDATA[
4054 As stated above, always place TWO shop mats into your shop. 4247 As stated above, always place TWO shop mats into your shop.
4055 Not more and not less than that. ]]> 4248 Not more and not less than that. ]]>
4056 </use> 4249 </use>
4057 <attribute arch="no_pick" value="1" type="fixed" /> 4250 <attribute arch="no_pick" value="1" type="fixed" />
4058 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4251 &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> 4252</type>
4067 4253
4068<!--####################################################################--> 4254<!--####################################################################-->
4069<type number="98" name="Sign &amp; MagicMouth"> 4255<type number="98" name="Sign &amp; MagicMouth">
4070 <ignore> 4256 <ignore>
4087 the connection is triggered. This should be used in combination with 4273 the connection is triggered. This should be used in combination with
4088 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4274 &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 4275 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. 4276 printed to one player, but all players on the current map.
4091 </attribute> 4277 </attribute>
4092 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4278 &activate_on;
4093 If set, the player gets the message when walking ontop of the object. 4279 &move_on;
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"> 4280 <attribute arch="food" editor="counter" type="int">
4104 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4281 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 4282 (printing the message) only that many times. For signs this really shouldn't
4106 be used, while for magic_mouths it is extremely helpful. 4283 be used, while for magic_mouths it is extremely helpful.
4107 Monsters walking over the magic_mouth do not decrease the counter. 4284 Monsters walking over the magic_mouth do not decrease the counter.
4108 4285
4109 Often, you might want to have a message displayed only one time. For example: 4286 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 4287 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 4288 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 4289 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. 4290 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4230 burned or otherwise destroyed. 4407 burned or otherwise destroyed.
4231 </attribute> 4408 </attribute>
4232 <attribute arch="unique" editor="unique item" type="bool"> 4409 <attribute arch="unique" editor="unique item" type="bool">
4233 Unique items exist only one time on a server. If the item 4410 Unique items exist only one time on a server. If the item
4234 is taken, lost or destroyed - it's gone for good. 4411 is taken, lost or destroyed - it's gone for good.
4235 4412
4236 This can be used if you want to sell apartments on your 4413 This can be used if you want to sell apartments on your
4237 map: Simply sell a unique passport/key, and place 4414 map: Simply sell a unique passport/key, and place
4238 an inventory checker at the entrance of your apartment. 4415 an inventory checker at the entrance of your apartment.
4239 </attribute> 4416 </attribute>
4240 <attribute arch="startequip" editor="godgiven item" type="bool"> 4417 <attribute arch="startequip" editor="godgiven item" type="bool">
4357 <use><![CDATA[ 4534 <use><![CDATA[
4358 Spinners are very rarely used. I believe they are quite 4535 Spinners are very rarely used. I believe they are quite
4359 confusing and pointless. The only use I can think of is building 4536 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 4537 some puzzle about where to shoot into spinners to shoot somewhere you
4361 otherwise couldn't. 4538 otherwise couldn't.
4362 4539
4363 When placing spinners on a map with magic walls, make sure the spell- 4540 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. ]]> 4541 projectiles from magic walls don't get to fly in loops. ]]>
4365 </use> 4542 </use>
4366 <attribute arch="sp" editor="direction number" type="int"> 4543 <attribute arch="sp" editor="direction number" type="int">
4367 The spinner will change the direction of flying objects by 4544 The spinner will change the direction of flying objects by
4368 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4545 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4369 positive values counter clockwise. 4546 positive values counter clockwise.
4370 4547
4371 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4548 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4372 </attribute> 4549 </attribute>
4373 <attribute arch="walk_on" value="1" type="fixed" /> 4550 &move_on;
4374 <attribute arch="fly_on" value="1" type="fixed" />
4375</type> 4551</type>
4376 4552
4377<!--####################################################################--> 4553<!--####################################################################-->
4378<type number="138" name="Swamp"> 4554<type number="138" name="Swamp">
4379 <ignore> 4555 <ignore>
4385 he will start to sink in and eventually drown and die. 4561 he will start to sink in and eventually drown and die.
4386 Items dropped on the swamp sink in and dissapear. 4562 Items dropped on the swamp sink in and dissapear.
4387 Players with knowledge of the woodsman skill are a lot less likely 4563 Players with knowledge of the woodsman skill are a lot less likely
4388 to die in the swamp. ]]> 4564 to die in the swamp. ]]>
4389 </description> 4565 </description>
4390 <attribute arch="walk_on" value="1" type="fixed" />
4391 <attribute arch="is_floor" value="1" type="fixed" /> 4566 <attribute arch="is_floor" value="1" type="fixed" />
4392 <attribute arch="is_wooded" value="1" type="fixed" /> 4567 <attribute arch="is_wooded" value="1" type="fixed" />
4393 <attribute arch="speed" editor="drowning speed" type="float"> 4568 <attribute arch="speed" editor="drowning speed" type="float">
4394 The higher the &lt;drowning speed&gt;, the faster will players and items 4569 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 4570 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. 4571 and unexpected death-trap. Players should get a warning before such areas.
4397 </attribute> 4572 </attribute>
4398 <attribute arch="slow_move" editor="slow movement" type="int"> 4573 &speed_left;
4399 If &lt;slow movement&gt; is set to a value greater zero, all 4574 &move_on;
4400 creatures moving over this spot will be slower than normal. 4575 &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"> 4576 <attribute arch="no_magic" editor="no spells" type="bool">
4408 If enabled, it is impossible for players to use (wizard-) 4577 If enabled, it is impossible for players to use (wizard-)
4409 spells on that spot. 4578 spells on that spot.
4410 </attribute> 4579 </attribute>
4411 <attribute arch="damned" editor="no prayers" type="bool"> 4580 <attribute arch="damned" editor="no prayers" type="bool">
4445 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4614 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4446 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" 4615 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4447 for example I could use the relative path "Fire1"). Use relative 4616 for example I could use the relative path "Fire1"). Use relative
4448 paths whenever possible! Note that upper/lower case must always be 4617 paths whenever possible! Note that upper/lower case must always be
4449 set correctly. However, please use lower case only. 4618 set correctly. However, please use lower case only.
4450 4619
4451 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the 4620 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, 4621 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4453 monsters and items. In this case, the destined map is automatically 4622 monsters and items. In this case, the destined map is automatically
4454 the same map the teleporter is on. 4623 the same map the teleporter is on.
4455 </attribute> 4624 </attribute>
4456 <attribute arch="hp" editor="destination X" type="int"> 4625 <attribute arch="hp" editor="destination X" type="int">
4457 The exit destinations define the (x, y)-coordinates where the exit 4626 The exit destinations define the (x, y)-coordinates where the exit
4458 leads to. 4627 leads to.
4459 4628
4460 If both are set to zero and &lt;exit path&gt; is empty, the player will 4629 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 4630 get teleported to another, randomly chosen teleporter on the same
4462 map (Slightly confusing for the player though). Make sure there 4631 map (Slightly confusing for the player though). Make sure there
4463 actually *is* a second one in that case. 4632 actually *is* a second one in that case.
4464 4633
4465 If both are set to zero and &lt;exit path&gt; is set, the player will 4634 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. 4635 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, 4636 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 4637 please DO NOT use that. It turned out to be a source for numerous
4469 map-bugs. 4638 map-bugs.
4470 </attribute> 4639 </attribute>
4471 <attribute arch="sp" editor="destination Y" type="int"> 4640 <attribute arch="sp" editor="destination Y" type="int">
4472 The exit destinations define the (x, y)-coordinates where the exit 4641 The exit destinations define the (x, y)-coordinates where the exit
4473 leads to. 4642 leads to.
4474 4643
4475 If both are set to zero and &lt;exit path&gt; is empty, the player will 4644 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 4645 get teleported to another, randomly chosen teleporter on the same
4477 map (Slightly confusing for the player though). Make sure there 4646 map (Slightly confusing for the player though). Make sure there
4478 actually *is* a second one in that case. 4647 actually *is* a second one in that case.
4479 4648
4480 If both are set to zero and &lt;exit path&gt; is set, the player will 4649 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. 4650 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, 4651 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 4652 please DO NOT use that. It turned out to be a source for numerous
4484 map-bugs. 4653 map-bugs.
4486 <attribute arch="connected" editor="connection" type="int"> 4655 <attribute arch="connected" editor="connection" type="int">
4487 If a connection value is set, the teleporter will be activated 4656 If a connection value is set, the teleporter will be activated
4488 whenever the connection is triggered. To use this properly, 4657 whenever the connection is triggered. To use this properly,
4489 &lt;activation speed&gt; must be zero. 4658 &lt;activation speed&gt; must be zero.
4490 </attribute> 4659 </attribute>
4660 &activate_on;
4491 <attribute arch="speed" editor="activation speed" type="float"> 4661 <attribute arch="speed" editor="activation speed" type="float">
4492 If the &lt;activation speed&gt; is nonzero, the teleporter will 4662 If the &lt;activation speed&gt; is nonzero, the teleporter will
4493 automatically be activated in regular time-intervals. Hence, the 4663 automatically be activated in regular time-intervals. Hence, the
4494 player can just step on it and gets teleported sooner or later. 4664 player can just step on it and gets teleported sooner or later.
4495 The duration between two activates depends on the given value. 4665 The duration between two activates depends on the given value.
4496 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4666 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4497 4667
4498 VERY IMPORTANT: If you want to have your teleporter activated via 4668 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! 4669 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4670 </attribute>
4671 &speed_left;
4672</type>
4673
4674<!--####################################################################-->
4675<type number="26" name="Timed Gate">
4676 <ignore>
4677 <ignore_list name="non_pickable" />
4678 </ignore>
4679 <description><![CDATA[
4680 Gates play an important role in Crossfire. Gates can be opened
4681 by activating a button/trigger, by speaking passwords (-> magic_ear)
4682 or carrying special key-objects (-> inventory checker).
4683 Unlike locked doors, gates can get shut again after a player has
4684 passed, which makes them more practical in many cases. Unlike normal
4685 gates, timed gates open when triggered but automatically close again
4686 after some time.]]>
4687 </description>
4688 <use><![CDATA[
4689 Use gates to divide your maps into separated areas. After solving
4690 area A, the player gains access to area B, and so on. Make your
4691 maps more complex than "one-way". ]]>
4692 </use>
4693 <attribute arch="no_pick" value="1" type="fixed" />
4694 <attribute arch="connected" editor="connection" type="int">
4695 Whenever the inventory checker is triggered, all objects with identical
4696 &lt;connection&gt; value get activated. This only makes sense together with
4697 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4698 after some time.
4699 </attribute>
4700 &activate_on;
4701 <attribute arch="wc" editor="position state" type="int">
4702 The &lt;position state&gt; defines the position of the gate:
4703 Zero means completely open/down, the "number of animation-steps" (usually
4704 about 6 or 7) means completely closed/up state. I suggest you don't
4705 mess with this value - Leave the default in place.
4706 </attribute>
4707 &movement_types_terrain;
4708 <attribute arch="no_magic" editor="restrict spells" type="bool">
4709 Restricting the use of spells to pass this gate. This has
4710 an effect only if &lt;block view&gt; is disabled.
4711 </attribute>
4712 <attribute arch="damned" editor="restrict prayers" type="bool">
4713 Restricting the use of prayers to pass this door. This has
4714 an effect only if &lt;block view&gt; is disabled.
4715 </attribute>
4716 <attribute arch="hp" editor="open duration" type="int">
4717 Defines the duration the gate remains closed. This only takes effect
4718 if the gate is not connected.
4500 </attribute> 4719 </attribute>
4501</type> 4720</type>
4502 4721
4503<!--####################################################################--> 4722<!--####################################################################-->
4504<type number="155" name="Trap"> 4723<type number="155" name="Trap">
4511 <attribute arch="material" /> 4730 <attribute arch="material" />
4512 <attribute arch="unpaid" /> 4731 <attribute arch="unpaid" />
4513 </ignore> 4732 </ignore>
4514 <description><![CDATA[ 4733 <description><![CDATA[
4515 A trap is a object that can either do damage or trigger another connected object 4734 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, 4735 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. 4736 and generally have either a physical attack or trigger a reaction.
4518 <br><br> 4737 <br><br>
4519 Traps hit any monster or person who steps on them for 'dam' damage in 4738 Traps hit any monster or person who steps on them for 'dam' damage in
4520 'attacktype' attacktype and/or trigger a reaction. 4739 'attacktype' attacktype and/or trigger a reaction.
4521 <br><br> 4740 <br><br>
4524 <use><![CDATA[ 4743 <use><![CDATA[
4525 Avoid monsters stepping on your traps. For example, a party of orcs setting 4744 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. ]]> 4745off your lightning wall and pit trap is usually a bad idea. ]]>
4527 </use> 4746 </use>
4528 <attribute arch="no_pick" value="1" type="fixed" /> 4747 <attribute arch="no_pick" value="1" type="fixed" />
4529 <attribute arch="walk_on" value="1" type="fixed" /> 4748 &move_on;
4530 <attribute arch="level" editor="trap level" type="int"> 4749 <attribute arch="level" editor="trap level" type="int">
4531 Level effects how easily a trap may be found and disarmed, and 4750 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 4751 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 4752 traps can be quite a cheap source of experience! So either make them
4534 tough, or keep the level low. 4753 tough, or keep the level low.
4535 </attribute> 4754 </attribute>
4540 </attribute> 4759 </attribute>
4541 <attribute arch="hp" editor="number of charges" type="int"> 4760 <attribute arch="hp" editor="number of charges" type="int">
4542 The trap will detonate &lt;number of charges&gt; times before disappearing. 4761 The trap will detonate &lt;number of charges&gt; times before disappearing.
4543 </attribute> 4762 </attribute>
4544 <attribute arch="dam" editor="direct damage" type="int"> 4763 <attribute arch="dam" editor="direct damage" type="int">
4545 &lt;direct damage&gt; specifies how much damage is done by the trap. 4764 &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. 4765 This should be set in reasonable relation to the trap's level.
4547 </attribute> 4766 </attribute>
4548 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4767 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4549 This attribute defines what attacktype to use for direct damage when 4768 This attribute defines what attacktype to use for direct damage when
4550 the trap detonates. 4769 the trap detonates.
4551 </attribute> 4770 </attribute>
4577 Trapdoors should be used in the same fashion as pits: 4796 Trapdoors should be used in the same fashion as pits:
4578 They should always drop the victims to some kind of lower level. They 4797 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. ]]> 4798 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4580 </use> 4799 </use>
4581 <attribute arch="no_pick" value="1" type="fixed" /> 4800 <attribute arch="no_pick" value="1" type="fixed" />
4582 <attribute arch="walk_on" value="1" type="fixed" /> 4801 &move_on;
4583 <attribute arch="weight" editor="hold weight" type="int"> 4802 <attribute arch="weight" editor="hold weight" type="int">
4584 This value defines how much weight the trapdoor can hold. 4803 This value defines how much weight the trapdoor can hold.
4585 Once items or creatures are gathered on the trapdoor, with 4804 Once items or creatures are gathered on the trapdoor, with
4586 a total weight surpassing this value, then the trapdoor will 4805 a total weight surpassing this value, then the trapdoor will
4587 open and things start falling through. 4806 open and things start falling through.
4650 &lt;quality level&gt; 5 per default). 4869 &lt;quality level&gt; 5 per default).
4651 </attribute> 4870 </attribute>
4652</type> 4871</type>
4653 4872
4654<!--####################################################################--> 4873<!--####################################################################-->
4874<type number="52" name="Trigger Marker">
4875 <ignore>
4876 <ignore_list name="system_object" />
4877 </ignore>
4878 <description><![CDATA[
4879 A trigger marker is an object that inserts an invisible force (a mark) into a
4880 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4881 &lt;key string&gt; which can be discovered by detectors or inventory
4882 checkers. It is also possible to use markers for removing marks again.
4883 <br><br>
4884 Note that the player has no possibility to "see" his own marks,
4885 except by the effect that they cause on the maps. ]]>
4886 </description>
4887 <use><![CDATA[
4888 Markers hold real cool possibilities for map-making. I encourage
4889 you to use them frequently. However there is one negative point
4890 about markers: Players don't "see" what's going on with them. It is
4891 your task, as map-creator, to make sure the player is always well
4892 informed and never confused.
4893 <br><br>
4894 Please avoid infinite markers when they aren't needed. They're
4895 using a little space in the player file after all, so if there
4896 is no real purpose, set an expire time. ]]>
4897 </use>
4898 <attribute arch="no_pick" value="1" type="fixed" />
4899 <attribute arch="slaying" editor="key string" type="string">
4900 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4901 If the player already has a force with that &lt;key string&gt;,
4902 there won't be inserted a second one.
4903 </attribute>
4904 <attribute arch="connected" editor="connection" type="int">
4905 Unlike a regular marker this is the connection that triggers this marker to activate.
4906 </attribute>
4907 <attribute arch="food" editor="mark duration" type="int">
4908 This value defines the duration of the force it inserts.
4909 If nonzero, the duration of the player's mark is finite:
4910 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4911 means the mark will stay on the player forever.
4912 </attribute>
4913 <attribute arch="name" editor="delete mark" type="string">
4914 When the player steps onto the marker, all existing forces in
4915 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4916 will be removed. If you don't want to remove any marks, leave
4917 this textfield empty.
4918
4919 Note that the string &lt;delete mark&gt; is set as the name of
4920 this marker. So don't be confused, and remember changing the
4921 name will take effect on the marker's functionality.
4922 </attribute>
4923 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4924 In the moment when the player gets marked, this text is displayed
4925 to him. You should really set a message in any marker you create,
4926 because it's the only way for the player to notice what's going on.
4927 </attribute>
4928</type>
4929
4930<!--####################################################################-->
4655<type number="0" name="Wall"> 4931<type number="0" name="Wall">
4656 <required> 4932 <required>
4657 <attribute arch="is_floor" value="0" /> 4933 <attribute arch="is_floor" value="0" />
4658 <attribute arch="alive" value="0" /> 4934 <attribute arch="alive" value="0" />
4659 <attribute arch="no_pass" value="1" /> 4935 <attribute arch="no_pass" value="1" />
4666 <attribute arch="unpaid" /> 4942 <attribute arch="unpaid" />
4667 </ignore> 4943 </ignore>
4668 <description><![CDATA[ 4944 <description><![CDATA[
4669 Walls usually block passage and sight. ]]> 4945 Walls usually block passage and sight. ]]>
4670 </description> 4946 </description>
4671 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4947 &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"> 4948 <attribute arch="can_roll" editor="moveable" type="bool">
4675 If set, the object is able to "roll", so it can be pushed around. 4949 If set, the object is able to "roll", so it can be pushed around.
4676 This setting is used for boulders and barrels. 4950 This setting is used for boulders and barrels.
4677 </attribute> 4951 </attribute>
4678 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4952 <attribute arch="no_magic" editor="restrict spells" type="bool">
4680 Restricting the use of spells to pass this wall. 4954 Restricting the use of spells to pass this wall.
4681 </attribute> 4955 </attribute>
4682 <attribute arch="damned" editor="restrict prayers" type="bool"> 4956 <attribute arch="damned" editor="restrict prayers" type="bool">
4683 This takes effect only with &lt;blocksview&gt; disabled. 4957 This takes effect only with &lt;blocksview&gt; disabled.
4684 Restricting the use of spells to pass this wall. 4958 Restricting the use of spells to pass this wall.
4959 </attribute>
4960</type>
4961
4962<!--####################################################################-->
4963<type number="109" name="Wand &amp; Staff">
4964 <description><![CDATA[
4965 Wands contain a certain spell. The player can apply (ready) and
4966 fire the wand. After a defined number of casts, the wand is
4967 "used up". It is possible to recharge a wand with scrolls of
4968 charging, but usually that isn't worth the cost. ]]>
4969 </description>
4970 <use><![CDATA[
4971 Wands are quite seldomly used. The reason prolly is that they're
4972 generally not cost-efficient. Handing out high-level wands with
4973 powerful special spells isn't a good idea either, because of
4974 the recharge ability.
4975 <br><br>
4976 For low levels, staffs of healing/cure and word of recall are
4977 quite desirable though. Ideal rewards for low level quests. ]]>
4978 </use>
4979 <attribute arch="sp" editor="spell" type="spell">
4980 The &lt;spell&gt; specifies the contained spell.
4981 </attribute>
4982 <attribute arch="level" editor="casting level" type="int">
4983 The &lt;casting level&gt; of the wand determines it's power.
4984 An average level for wands in shops is about 10.
4985 </attribute>
4986 <attribute arch="food" editor="number of charges" type="int">
4987 The wand can be used &lt;number of charges&gt; times before it is
4988 used up. It can be recharged with scrolls of charging.
4989 </attribute>
4990 <attribute arch="startequip" editor="godgiven item" type="bool">
4991 A godgiven item vanishes as soon as the player
4992 drops it to the ground.
4993 </attribute>
4994 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4995 This text may contain a description of the wand.
4685 </attribute> 4996 </attribute>
4686</type> 4997</type>
4687 4998
4688<!--####################################################################--> 4999<!--####################################################################-->
4689<type number="0" name="Weak Wall"> 5000<type number="0" name="Weak Wall">
4799 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5110 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4800 This number is a bitmask, specifying the weapon's attacktypes. 5111 This number is a bitmask, specifying the weapon's attacktypes.
4801 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5112 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 5113 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. 5114 can be blessed by the player's diety, thus adding an additional attacktype.
4804 5115
4805 When a player hits a monster with a weapon that has more than one attacktype, 5116 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, 5117 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 5118 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. 5119 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4809 player.). Attacktypes "magic" and "chaos" are somehow exceptions. 5120 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4811 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> 5122 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4812 The &lt;weapontype&gt; characterizes the weapon's type of physical 5123 The &lt;weapontype&gt; characterizes the weapon's type of physical
4813 attack. It could best be considered a "subclassification" 5124 attack. It could best be considered a "subclassification"
4814 of the physical attacktype. For now, this is only used for 5125 of the physical attacktype. For now, this is only used for
4815 attack messages! 5126 attack messages!
4816 5127
4817 You should always set this correctly when creating new 5128 You should always set this correctly when creating new
4818 weapons for your maps. 5129 weapons for your maps.
4819 </attribute> 5130 </attribute>
4820 <attribute arch="skill" editor="skill name" type="string"> 5131 <attribute arch="skill" editor="skill name" type="string">
4821 Matching &lt;skill name&gt; of the skill that is required 5132 Matching &lt;skill name&gt; of the skill that is required
4829 </attribute> 5140 </attribute>
4830 <attribute arch="slaying" editor="slaying race" type="string"> 5141 <attribute arch="slaying" editor="slaying race" type="string">
4831 Slaying means the weapon does tripple (3x) damage to monsters of the 5142 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"), 5143 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. 5144 only monsters of that archtype are hit with tripple damage.
4834 5145
4835 No god blessings are possible for weapons with a race set in this entry 5146 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 5147 (That's because god blessings add tripple damage against their own
4837 enemy races). Tripple damage is very effective. 5148 enemy races). Tripple damage is very effective.
4838 </attribute> 5149 </attribute>
4839 <attribute arch="last_sp" editor="weapon speed" type="int"> 5150 <attribute arch="last_sp" editor="weapon speed" type="int">
4855 The &lt;item power&gt; value measures how "powerful" an artifact is. 5166 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 5167 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 5168 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 5169 only way to prevent low level players to wear "undeserved" equipment
4859 (like gifts from other players or cheated items). 5170 (like gifts from other players or cheated items).
4860 5171
4861 It is very important to adjust the &lt;item power&gt; value carefully 5172 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 5173 for every artifact you create! If zero/unset, the CF server will
4863 calculate a provisional value at runtime, but this is never 5174 calculate a provisional value at runtime, but this is never
4864 going to be an accurate measurement of &lt;item power&gt;. 5175 going to be an accurate measurement of &lt;item power&gt;.
4865 </attribute> 5176 </attribute>
4873 the curse is removed. 5184 the curse is removed.
4874 </attribute> 5185 </attribute>
4875 <attribute arch="lifesave" editor="save life" type="bool"> 5186 <attribute arch="lifesave" editor="save life" type="bool">
4876 An item with this flag enabled will save the players life 5187 An item with this flag enabled will save the players life
4877 for one time: When the player is wearing this item and his 5188 for one time: When the player is wearing this item and his
4878 healthpoints reach zero, the item dissapears, replenishing 5189 health points reach zero, the item disappears, replenishing
4879 half of the player's health. 5190 half of the player's health.
4880 5191
4881 An item with &lt;save life&gt; should not have 5192 An item with &lt;save life&gt; should not have
4882 any decent additional bonuses! 5193 any decent additional bonuses!
4883 </attribute> 5194 </attribute>
4884 <attribute arch="unique" editor="unique item" type="bool"> 5195 <attribute arch="unique" editor="unique item" type="bool">
4885 Unique items exist only one time on a server. If the item 5196 Unique items exist only one time on a server. If the item
5045 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 5356 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5046 </attribute> 5357 </attribute>
5047 <attribute arch="food" editor="food bonus" type="int"> 5358 <attribute arch="food" editor="food bonus" type="int">
5048 Positive &lt;food bonus&gt; slows down the player's digestion, 5359 Positive &lt;food bonus&gt; slows down the player's digestion,
5049 thus he consumes less food. Negative values speed it up. 5360 thus he consumes less food. Negative values speed it up.
5050 5361
5051 Note that food is consumed not only for "being alive", but 5362 Note that food is consumed not only for "being alive", but
5052 also for healing and mana-regeneration. 5363 also for healing and mana-regeneration.
5053 &lt;food bonus&gt; only affects the amount of food consumed 5364 &lt;food bonus&gt; only affects the amount of food consumed
5054 for "being alive". Hence, even with high &lt;food bonus&gt;, 5365 for "being alive". Hence, even with high &lt;food bonus&gt;,
5055 during a fight a player can run out of food quickly. 5366 during a fight a player can run out of food quickly.
5056 </attribute> 5367 </attribute>
5057 <attribute arch="xrays" editor="xray vision" type="bool"> 5368 <attribute arch="xrays" editor="xray vision" type="bool">
5058 Xray vision allows the player to see through obstacles 5369 Xray vision allows the player to see through obstacles
5059 in a two-square-wide radius. This is extremely helpful and 5370 in a two-square-wide radius. This is extremely helpful and
5060 desireable, so don't give it away for cheap on equipment. 5371 desirable, so don't give it away for cheap on equipment.
5061 </attribute> 5372 </attribute>
5062 <attribute arch="stealth" editor="stealth" type="bool"> 5373 <attribute arch="stealth" editor="stealth" type="bool">
5063 Stealth allows the player to move silently. 5374 Stealth allows the player to move silently.
5064 This comes to effect if a player turns himself 5375 This comes to effect if a player turns himself
5065 invisible and tries to sneak around monsters. 5376 invisible and tries to sneak around monsters.
5070 the ability to &lt;reflect spells&gt;, all kinds of 5381 the ability to &lt;reflect spells&gt;, all kinds of
5071 spell-bullets and -beams will bounce off him. 5382 spell-bullets and -beams will bounce off him.
5072 This works only about 90% of all times, to 5383 This works only about 90% of all times, to
5073 avoid players being completely immune to certain 5384 avoid players being completely immune to certain
5074 types of attacks. 5385 types of attacks.
5075 5386
5076 This is a very powerful ability and it 5387 This is a very powerful ability and it
5077 shouldn't be handed out cheap! 5388 shouldn't be handed out cheap!
5078 </attribute> 5389 </attribute>
5079 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 5390 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5080 If a player is wearing any piece of equipment with 5391 If a player is wearing any piece of equipment with
5104 This text describes the weapons's "story". Every decent artifact weapon 5415 This text describes the weapons's "story". Every decent artifact weapon
5105 should have such a description. 5416 should have such a description.
5106 </attribute> 5417 </attribute>
5107</type> 5418</type>
5108 5419
5109<!--####################################################################--> 5420<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> 5421 <description><![CDATA[
5117 <use><![CDATA[ 5422 Event connectors link specific events that happen to objects to
5118 Wands are quite seldomly used. The reason prolly is that they're 5423 a crossfire plug-in. ]]>
5119 generally not cost-efficient. Handing out high-level wands with 5424 </description>
5120 powerfull special spells isn't a good idea either, because of 5425 <attribute arch="subtype" editor="event type" type="list_event_type">
5121 the recharge ability. 5426 The type of event that triggers a notify to the plug-in.
5122 <br><br> 5427 </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"> 5428 <attribute arch="title" editor="plug-in" type="string">
5127 The &lt;spell&gt; specifies the contained spell. 5429 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5430 for python and "perl" for the Crossfire-Perl plug-in.
5128 </attribute> 5431 </attribute>
5432 <attribute arch="slaying" editor="extension" type="string">
5433 The name of the extension to invoke (for python, this is the path to a script,
5434 for perl this is the name of a extension package without the ".ext" extension.
5435 </attribute>
5129 <attribute arch="level" editor="casting level" type="int"> 5436 <attribute arch="name" editor="options" type="string">
5130 The &lt;casting level&gt; of the wand determines it's power. 5437 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. 5438 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> 5439 </attribute>
5144</type> 5440</type>
5145 5441
5146</types> 5442</types>

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