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Comparing deliantra/Deliantra/res/types.xml (file contents):
Revision 1.2 by root, Mon Mar 13 03:47:36 2006 UTC vs.
Revision 1.21 by elmex, Wed Dec 20 19:19:05 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. Note that altars that
985 <attribute arch="magic" editor="magic bonus" type="int"> 1090 do cast spells still work.
986 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1091 (This is a Crossfire+ feature, and might not work elsewhere)
987 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1092 ]]>
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[ 1093 </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[ 1094 <use><![CDATA[
1000 Feel free to create your own special artifacts. However, it is very 1095 Safe ground can be used to prevents any means of burning
1001 important that you keep your artifact in balance with existing maps. ]]> 1096 or destroying the items in a shop. Put this object below all floor tiles
1097 in your map and your shop will be safe. It's generally useful for making
1098 areas where really no kind of spell should be invoked by a player.
1099 ]]>
1002 </use> 1100 </use>
1003 <attribute arch="last_heal" editor="spellpoint penalty" type="int"> 1101 <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> 1102</type>
1017 1103
1018<!--####################################################################--> 1104<!--####################################################################-->
1019<type number="8" name="Book"> 1105<type number="8" name="Book">
1020 <description><![CDATA[ 1106 <description><![CDATA[
1038 is taken, lost or destroyed - it's gone for good. 1124 is taken, lost or destroyed - it's gone for good.
1039 </attribute> 1125 </attribute>
1040 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text"> 1126 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041 This is the text that appears "written" in the book. 1127 This is the text that appears "written" in the book.
1042 </attribute> 1128 </attribute>
1129 <attribute arch="slaying" editor="key string" type="string">
1130 This is the key string of the book. The key string is checked by an inventory checker.
1131 (This is used eg. for the gate/port passes in scorn)
1132 </attribute>
1043</type> 1133</type>
1044 1134
1045<!--####################################################################--> 1135<!--####################################################################-->
1046<type number="99" name="Boots"> 1136<type number="99" name="Boots">
1047 <import_type name="Amulet" /> 1137 <import_type name="Amulet" />
1064 </attribute> 1154 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int"> 1155 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1156 &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 1157 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the boots. 1158 than direct armour-class bonus on the boots.
1069 1159
1070 Important: &lt;magic bonus&gt; on boots has no effect if there is no 1160 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;. 1161 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1162 </attribute>
1163</type>
1164
1165<!--####################################################################-->
1166<type number="104" name="Bracers">
1167 <import_type name="Amulet" />
1168 <description><![CDATA[
1169 Bracers are armour-plates worn around the wrists.
1170 Wearing bracer, the object's stats will directly be inherited to
1171 the player. Usually enhancing his defense. ]]>
1172 </description>
1173 <use><![CDATA[
1174 Feel free to create your own special artifacts. However, it is very
1175 important that you keep your artifact in balance with existing maps. ]]>
1176 </use>
1177 <attribute arch="magic" editor="magic bonus" type="int">
1178 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1179 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1180 than direct armour-class bonus on the bracers.
1181 </attribute>
1182</type>
1183
1184<!--####################################################################-->
1185<type number="16" name="Brestplate Armour">
1186 <import_type name="Amulet" />
1187 <description><![CDATA[
1188 Wearing an armour, the object's stats will directly be inherited to
1189 the player. Usually enhancing his defense. ]]>
1190 </description>
1191 <use><![CDATA[
1192 Feel free to create your own special artifacts. However, it is very
1193 important that you keep your artifact in balance with existing maps. ]]>
1194 </use>
1195 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1196 This poses a penalty to spell regeneration speed, for wearing the armour.
1197 The bigger the spellpoint penalty, the worse.
1198 </attribute>
1199 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1200 Slowdown penalty reduces the player's walking speed when wearing the
1201 armour. Bigger values are worse - zero is best.
1202 </attribute>
1203 <attribute arch="magic" editor="magic bonus" type="int">
1204 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1205 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1206 than direct armour-class bonus on the armour.
1072 </attribute> 1207 </attribute>
1073</type> 1208</type>
1074 1209
1075<!--####################################################################--> 1210<!--####################################################################-->
1076<type number="92" name="Button"> 1211<type number="92" name="Button">
1081 When a predefined amount of weigh is placed on a button, the 1216 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 1217 &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 1218 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1219 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1220 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1221 &move_on;
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1222 &move_off;
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1223 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string"> 1224 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1225 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1226 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1227 </attribute>
1093 <attribute arch="connected" editor="connection" type="int"> 1228 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects 1229 Every time the button is pressed or released, all objects
1096 </attribute> 1231 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this 1233 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player. 1234 message to explain the button's purpose to the player.
1100 </attribute> 1235 </attribute>
1236</type>
1237
1238<!--####################################################################-->
1239<type number="30" name="Button Trigger">
1240 <import_type name="Button" />
1241 <ignore>
1242 <ignore_list name="non_pickable" />
1243 </ignore>
1244 <description><![CDATA[
1245 Handle buttons are buttons which reset after a short period
1246 of time. Every time it is either applied or reset, the
1247 &lt;connection&gt; value is triggered. ]]>
1248 </description>
1249</type>
1250
1251<!--####################################################################-->
1252<type number="37" name="Class Changer">
1253 <ignore>
1254 <ignore_list name="non_pickable" />
1255 </ignore>
1256 <description><![CDATA[
1257 Class changer are used while creating a character. ]]>
1258 </description>
1259 <attribute arch="randomitems" editor="class items" type="treasurelist">
1260 This entry determines which initial items the character receives.
1261 </attribute>
1262<section name="stats">
1263 <attribute arch="Str" editor="strength" type="int">
1264 The player's strength will rise by the given value if he chooses this
1265 class. (Negative values make strength fall)
1266 </attribute>
1267 <attribute arch="Dex" editor="dexterity" type="int">
1268 The player's dexterity will rise by the given value if he chooses this
1269 class. (Negative values make dexterity fall)
1270 </attribute>
1271 <attribute arch="Con" editor="constitution" type="int">
1272 The player's constitution will rise by the given value if he chooses this
1273 class. (Negative values make constitution fall)
1274 </attribute>
1275 <attribute arch="Int" editor="intelligence" type="int">
1276 The player's intelligence will rise by the given value if he chooses this
1277 class. (Negative values make intelligence fall)
1278 </attribute>
1279 <attribute arch="Pow" editor="power" type="int">
1280 The player's power will rise by the given value if he chooses this
1281 class. (Negative values make power fall)
1282 </attribute>
1283 <attribute arch="Wis" editor="wisdom" type="int">
1284 The player's wisdom will rise by the given value if he chooses this
1285 class. (Negative values make wisdom fall)
1286 </attribute>
1287 <attribute arch="Cha" editor="charisma" type="int">
1288 The player's charisma will rise by the given value if he chooses this
1289 class. (Negative values make charisma fall)
1290 </attribute>
1291</section>
1101</type> 1292</type>
1102 1293
1103<!--####################################################################--> 1294<!--####################################################################-->
1104<type number="87" name="Cloak"> 1295<type number="87" name="Cloak">
1105 <import_type name="Amulet" /> 1296 <import_type name="Amulet" />
1114 </use> 1305 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int"> 1306 <attribute arch="magic" editor="magic bonus" type="int">
1116 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1307 &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 1308 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118 than direct armour-class bonus on the cloak. 1309 than direct armour-class bonus on the cloak.
1119 1310
1120 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no 1311 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;. 1312 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute> 1313 </attribute>
1123</type> 1314</type>
1124 1315
1153 </UL> ]]> 1344 </UL> ]]>
1154 </use> 1345 </use>
1155 <attribute arch="race" editor="container class" type="string"> 1346 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects. 1347 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels", 1348 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys". 1349 "arrows" and "keys".
1159 1350
1160 Unfortunately it is not easy to create new container 1351 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute 1352 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a 1353 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing 1354 container. This attribute ("race") is set only for the existing
1164 container classes. 1355 container classes.
1261 <ignore_list name="system_object" /> 1452 <ignore_list name="system_object" />
1262 </ignore> 1453 </ignore>
1263 <description><![CDATA[ 1454 <description><![CDATA[
1264 A creator is an object which creates another object when it 1455 A creator is an object which creates another object when it
1265 is triggered. The child object can be anything. Creators are 1456 is triggered. The child object can be anything. Creators are
1266 VERY useful for all kinds of map-mechanisms. ]]> 1457 VERY useful for all kinds of map-mechanisms. They can even
1458 periodically create things. ]]>
1267 </description> 1459 </description>
1268 <use><![CDATA[ 1460 <use><![CDATA[
1269 Don't hesitate to hide your creators under the floor. 1461 Don't hesitate to hide your creators under the floor.
1270 The created items will still always appear ontop of the floor. ]]> 1462 The created items will still always appear ontop of the floor. ]]>
1271 </use> 1463 </use>
1277 one of the inventory items is duplicated. The duplicated item is randomly 1469 one of the inventory items is duplicated. The duplicated item is randomly
1278 chosen from all items present. 1470 chosen from all items present.
1279 </attribute> 1471 </attribute>
1280 <attribute arch="connected" editor="connection" type="int"> 1472 <attribute arch="connected" editor="connection" type="int">
1281 Whenever the connection value is activated, 1473 Whenever the connection value is activated,
1282 the creator gets triggered. 1474 the creator gets triggered.
1283 </attribute> 1475 </attribute>
1476 &activate_on;
1284 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1477 <attribute arch="lifesave" editor="infinit uses" type="bool">
1285 If &lt;infinit uses&gt; is set, the creator will work 1478 If &lt;infinit uses&gt; is set, the creator will work
1286 infinitly, regardless of the value in &lt;number of uses&gt;. 1479 infinitely, regardless of the value in &lt;number of uses&gt;.
1480 </attribute>
1481 <attribute arch="speed" editor="speed" type="float">
1482 When this field is set the creator will periodically create stuff
1483 (and will still do so when the connection is triggered).
1484 A value of 1 means roughly 8 times a second.
1287 </attribute> 1485 </attribute>
1288 <attribute arch="hp" editor="number of uses" type="int"> 1486 <attribute arch="hp" editor="number of uses" type="int">
1289 The creator can be triggered &lt;number of uses&gt; times, thus 1487 The creator can be triggered &lt;number of uses&gt; times, thus
1290 creating that many objects, before it dissappears. 1488 creating that many objects, before it dissappears.
1291 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1489 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1333 </attribute> 1531 </attribute>
1334 <attribute arch="speed" editor="detection speed" type="float"> 1532 <attribute arch="speed" editor="detection speed" type="float">
1335 This value defines the time between two detector-checks. 1533 This value defines the time between two detector-checks.
1336 If you want the detector to behave almost like pedestals/buttons, 1534 If you want the detector to behave almost like pedestals/buttons,
1337 set speed rather high, like &lt;detection speed&gt; 1.0. 1535 set speed rather high, like &lt;detection speed&gt; 1.0.
1536 </attribute>
1537 &speed_left;
1538 <attribute arch="speed_left" editor="speed left" type="float">
1539 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1540 If it is larger than 0, the detector checks, and the speed is decremented
1541 by 1.
1338 </attribute> 1542 </attribute>
1339</type> 1543</type>
1340 1544
1341<!--####################################################################--> 1545<!--####################################################################-->
1342<type number="112" name="Director"> 1546<type number="112" name="Director">
1365 <attribute arch="sp" editor="direction" type="list_direction"> 1569 <attribute arch="sp" editor="direction" type="list_direction">
1366 Projectiles will leave the director flying in the selected &lt;direction&gt;. 1570 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1367 A director with direction &lt;none&gt; simply stops projectiles. 1571 A director with direction &lt;none&gt; simply stops projectiles.
1368 (The latter works out a bit strange for some spells). 1572 (The latter works out a bit strange for some spells).
1369 </attribute> 1573 </attribute>
1370 <attribute arch="walk_on" value="1" type="fixed" /> 1574 &move_on;
1371 <attribute arch="fly_on" value="1" type="fixed" />
1372</type> 1575</type>
1373 1576
1374<!--####################################################################--> 1577<!--####################################################################-->
1375<type number="158" name="Disease"> 1578<type number="158" name="Disease">
1376 <ignore> 1579 <ignore>
1407<section name="spreading"> 1610<section name="spreading">
1408 <attribute arch="wc" editor="infectiosness" type="int"> 1611 <attribute arch="wc" editor="infectiosness" type="int">
1409 The &lt;infectiosness&gt; defines the chance of new creatures getting 1612 The &lt;infectiosness&gt; defines the chance of new creatures getting
1410 infected. If you set this too high, the disease is very likely to 1613 infected. If you set this too high, the disease is very likely to
1411 be too effective. 1614 be too effective.
1412 1615
1413 &lt;infectiosness&gt;/127 is the chance of someone in range catching it. 1616 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1414 </attribute> 1617 </attribute>
1415 <attribute arch="last_grace" editor="attenuation" type="int"> 1618 <attribute arch="last_grace" editor="attenuation" type="int">
1416 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt; 1619 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1417 everytime it infects someone new. This limits how many generations 1620 everytime it infects someone new. This limits how many generations
1420 <attribute arch="magic" editor="infection range" type="int"> 1623 <attribute arch="magic" editor="infection range" type="int">
1421 &lt;infection range&gt; sets the range at which infection may occur. 1624 &lt;infection range&gt; sets the range at which infection may occur.
1422 If positive, the &lt;infection range&gt; is level dependant - If negative, 1625 If positive, the &lt;infection range&gt; is level dependant - If negative,
1423 it is not: 1626 it is not:
1424 E.g. "&lt;infection range&gt; -6" means creatures can be infected in 1627 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1425 six square range, and &lt;plaque level&gt; doesn't modify that. 1628 six square range, and &lt;plaque level&gt; doesn't modify that.
1426 </attribute> 1629 </attribute>
1427 <attribute arch="maxhp" editor="persistence" type="int"> 1630 <attribute arch="maxhp" editor="persistence" type="int">
1428 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host. 1631 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1429 The disease can "move" &lt;persistence&gt; times outside a host before it 1632 The disease can "move" &lt;persistence&gt; times outside a host before it
1430 vanishes. A negative value means the disease lasts for permanent 1633 vanishes. A negative value means the disease lasts for permanent
1433 <attribute arch="maxgrace" editor="curing duration" type="int"> 1636 <attribute arch="maxgrace" editor="curing duration" type="int">
1434 The disease will last in the host for &lt;curing duration&gt; "disease moves" 1637 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1435 (Assuming the host survives and doesn't use a curing spell). 1638 (Assuming the host survives and doesn't use a curing spell).
1436 After this period the disease is naturally cured, which provides the 1639 After this period the disease is naturally cured, which provides the
1437 host with immunity from this particular disease of lower or equal level. 1640 host with immunity from this particular disease of lower or equal level.
1438 1641
1439 A negative value means the disease can never be cured naturally. 1642 A negative value means the disease can never be cured naturally.
1440 1643
1441 Note that this value can be further modulated by spell-parameters, 1644 Note that this value can be further modulated by spell-parameters,
1442 if the disease is registered as spell in the code. Due to that, 1645 if the disease is registered as spell in the code. Due to that,
1443 most default diseases take a lot longer to cure than it seems. 1646 most default diseases take a lot longer to cure than it seems.
1444 </attribute> 1647 </attribute>
1445 <attribute arch="speed" editor="moving speed" type="float"> 1648 <attribute arch="speed" editor="moving speed" type="float">
1446 The &lt;speed&gt; of the disease determines how fast the disease will 1649 The &lt;speed&gt; of the disease determines how fast the disease will
1447 "move", thus how fast the symptoms strike the host. 1650 "move", thus how fast the symptoms strike the host.
1448 </attribute> 1651 </attribute>
1652 &speed_left;
1449</section> 1653</section>
1450<section name="symptoms"> 1654<section name="symptoms">
1451 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 1655 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1452 The disease will attack the host with the given &lt;attacktype&gt;. 1656 The disease will attack the host with the given &lt;attacktype&gt;.
1453 Godpower attacktype is commonly used for "unresistable" diseases. 1657 Godpower attacktype is commonly used for "unresistable" diseases.
1455 <attribute arch="dam" editor="damage" type="int"> 1659 <attribute arch="dam" editor="damage" type="int">
1456 A disease with a positive &lt;damage&gt; value will strike the player for that 1660 A disease with a positive &lt;damage&gt; value will strike the player for that
1457 amount of damage every time the symptoms occur. 1661 amount of damage every time the symptoms occur.
1458 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means 1662 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1459 the player's health is reduced by 10% every time the symptoms strike. 1663 the player's health is reduced by 10% every time the symptoms strike.
1460 1664
1461 Diseases with %-based damage can be dangerous - but not deadly - 1665 Diseases with %-based damage can be dangerous - but not deadly -
1462 for players of all levels. 1666 for players of all levels.
1463 </attribute> 1667 </attribute>
1464 <attribute arch="other_arch" editor="create arch" type="string"> 1668 <attribute arch="other_arch" editor="create arch" type="string">
1465 If set, the specified arch is created and dropped every time the 1669 If set, the specified arch is created and dropped every time the
1466 symptoms strike. 1670 symptoms strike.
1467 1671
1468 This can be various things: farts, body pieces, eggs ... 1672 This can be various things: farts, body pieces, eggs ...
1469 Even monsters can be created that way. You could also make a 1673 Even monsters can be created that way. You could also make a
1470 disease where some exotic stuff like money/gems is created. 1674 disease where some exotic stuff like money/gems is created.
1471 </attribute> 1675 </attribute>
1472 <attribute arch="last_sp" editor="slowdown penalty" type="int"> 1676 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1527 </attribute> 1731 </attribute>
1528</section> 1732</section>
1529 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 1733 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1530 This text is displayed to the player every time the 1734 This text is displayed to the player every time the
1531 symptoms strike. 1735 symptoms strike.
1736 </attribute>
1737</type>
1738
1739<!--####################################################################-->
1740<type number="23" name="Door">
1741 <ignore>
1742 <ignore_list name="non_pickable" />
1743 </ignore>
1744 <description><![CDATA[
1745 A door can be opened with a normal key. It also can be broken by attacking
1746 it, and it can be defeated with the lockpicking skill. If a door is
1747 defeated, horizontally and vertically adjacent doors are automatically
1748 removed. ]]>
1749 </description>
1750 <attribute arch="no_pick" value="1" type="fixed" />
1751 <attribute arch="alive" value="1" type="fixed" />
1752 &movement_types_terrain;
1753 <attribute arch="hp" editor="hitpoints" type="int">
1754 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1755 </attribute>
1756 <attribute arch="ac" editor="armour class" type="int">
1757 Doors of high &lt;armour class&gt; are less likely to get hit.
1758 &lt;armour class&gt; can be considered the "counterpiece" to
1759 &lt;weapon class&gt;.
1760 </attribute>
1761 <attribute arch="other_arch" editor="drop arch" type="string">
1762 This string defines the object that will be created when the door was
1763 defeated.
1764 </attribute>
1765 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1766 This entry determines what kind of traps will appear in the door.
1532 </attribute> 1767 </attribute>
1533</type> 1768</type>
1534 1769
1535<!--####################################################################--> 1770<!--####################################################################-->
1536<type number="83" name="Duplicator"> 1771<type number="83" name="Duplicator">
1554 loose the input matches the chance to earn winnings.<br> 1789 loose the input matches the chance to earn winnings.<br>
1555 A duplicator with &lt;multiply factor&gt; 3 for example should have a 1790 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1556 loosing rate of 2/3 = 67%. ]]> 1791 loosing rate of 2/3 = 67%. ]]>
1557 </use> 1792 </use>
1558 <attribute arch="other_arch" editor="target arch" type="string"> 1793 <attribute arch="other_arch" editor="target arch" type="string">
1559 Only objects of matching archtype, lying ontop of the dublicator will be 1794 Only objects of matching archtype, lying ontop of the duplicator will be
1560 dublicated, multiplied or removed. All other objects will be ignored. 1795 duplicated, multiplied or removed. All other objects will be ignored.
1561 </attribute> 1796 </attribute>
1562 <attribute arch="level" editor="multiply factor" type="int"> 1797 <attribute arch="level" editor="multiply factor" type="int">
1563 The number of items in the target pile will be multiplied by the 1798 The number of items in the target pile will be multiplied by the
1564 &lt;multiply factor&gt;. If it is set to zero, all target objects 1799 &lt;multiply factor&gt;. If it is set to zero, all target objects
1565 will be destroyed. 1800 will be destroyed.
1567 <attribute arch="connected" editor="connection" type="int"> 1802 <attribute arch="connected" editor="connection" type="int">
1568 An activator (lever, altar, button, etc) with matching connection value 1803 An activator (lever, altar, button, etc) with matching connection value
1569 is able to trigger this duplicator. Be very careful that players cannot 1804 is able to trigger this duplicator. Be very careful that players cannot
1570 abuse it to create endless amounts of money or other valuable stuff! 1805 abuse it to create endless amounts of money or other valuable stuff!
1571 </attribute> 1806 </attribute>
1807 &activate_on;
1572</type> 1808</type>
1573 1809
1574<!--####################################################################--> 1810<!--####################################################################-->
1575<type number="66" name="Exit"> 1811<type number="66" name="Exit">
1576 <ignore> 1812 <ignore>
1581 (Monsters cannot use exits.) Depending on how it is set, the player applies 1817 (Monsters cannot use exits.) Depending on how it is set, the player applies
1582 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1818 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1583 the exit. ]]> 1819 the exit. ]]>
1584 </description> 1820 </description>
1585 <use><![CDATA[ 1821 <use><![CDATA[
1586 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1822 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1587 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1823 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1588 detected with the show_invisible spell. 1824 detected with the show_invisible spell.
1589 <br><br> 1825 <br><br>
1590 You can be quite creative with the outlook of secret exits (their "face"). 1826 You can be quite creative with the outlook of secret exits (their "face").
1591 Don't forget to give the player relyable hints about them though. ]]> 1827 Don't forget to give the player relyable hints about them though. ]]>
1595 You can enter an absolute path, beginning with '/' (for example 1831 You can enter an absolute path, beginning with '/' (for example
1596 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1832 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1597 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the 1833 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1598 relative path "Fire1"). Use relative paths whenever possible! Note that 1834 relative path "Fire1"). Use relative paths whenever possible! Note that
1599 upper/lower case must always be set correctly. However, please use lower 1835 upper/lower case must always be set correctly. However, please use lower
1600 case only. 1836 case only.
1601 It is well possible to have an exit pointing to the same map that the exit 1837 It is well possible to have an exit pointing to the same map that the exit
1602 is on. If slaying is not set in an exit, the player will see a message like 1838 is on. If slaying is not set in an exit, the player will see a message like
1603 "the exit is closed". 1839 "the exit is closed".
1604 </attribute> 1840 </attribute>
1605 <attribute arch="hp" editor="destination X" type="int"> 1841 <attribute arch="hp" editor="destination X" type="int">
1616 If both are set to zero, the player will be transferred to the "default 1852 If both are set to zero, the player will be transferred to the "default
1617 enter location" of the destined map. The latter can be set in the map- 1853 enter location" of the destined map. The latter can be set in the map-
1618 properties as "Enter X/Y". Though, please DO NOT use that. 1854 properties as "Enter X/Y". Though, please DO NOT use that.
1619 It turned out to be a source for numerous map-bugs. 1855 It turned out to be a source for numerous map-bugs.
1620 </attribute> 1856 </attribute>
1621 <attribute arch="walk_on" editor="apply by walking" type="bool"> 1857 &move_on;
1622 If set, the player will apply the exit by just walking into it. This must
1623 be set for the invisible exits for example. If unset, the player has
1624 to step onto the exit and press 'a' to get transferred.
1625 </attribute>
1626 <attribute arch="fly_on" editor="apply by flying" type="bool">
1627 If set, the player will apply the exit by "flying into it". Flying means
1628 the player is levitating. E.g. wearing levitation boots.
1629 </attribute>
1630 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text"> 1858 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1631 If set, this message will be displayed to the player when he applies the exit. 1859 If set, this message will be displayed to the player when he applies the exit.
1632 This is quite useful to throw in some "role-play feeling": "As you enter the 1860 This is quite useful to throw in some "role-play feeling": "As you enter the
1633 dark cave you hear the sound of rustling dragonscales...". Well, my english 1861 dark cave you hear the sound of rustling dragonscales...". Well, my english
1634 is poor, but you get the point. =) 1862 is poor, but you get the point. =)
1651 <description><![CDATA[ 1879 <description><![CDATA[
1652 Just like with food, the player can fill his stomache and gain a 1880 Just like with food, the player can fill his stomache and gain a
1653 little health by eating flesh-objects. <br> 1881 little health by eating flesh-objects. <br>
1654 For dragon players, flesh plays a very special role though: If the 1882 For dragon players, flesh plays a very special role though: If the
1655 flesh has resistances set, a dragon player has a chance to gain resistance in 1883 flesh has resistances set, a dragon player has a chance to gain resistance in
1656 those cathegories. The only constraint to this process is the &lt;flesh level&gt;. 1884 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1657 Don't forget that flesh items with resistances have to be balanced 1885 Don't forget that flesh items with resistances have to be balanced
1658 according to map/monster difficulty. ]]> 1886 according to map/monster difficulty. ]]>
1659 </description> 1887 </description>
1660 <use><![CDATA[ 1888 <use><![CDATA[
1661 For dragon players, flesh items can be highly valuable. Note that many 1889 For dragon players, flesh items can be highly valuable. Note that many
1812 Floor is a very basic thing whithout too much 2040 Floor is a very basic thing whithout too much
1813 functionality. It's a floor - you stand on it. ]]> 2041 functionality. It's a floor - you stand on it. ]]>
1814 </description> 2042 </description>
1815 <attribute arch="is_floor" value="1" type="fixed" /> 2043 <attribute arch="is_floor" value="1" type="fixed" />
1816 <attribute arch="no_pick" value="1" type="fixed" /> 2044 <attribute arch="no_pick" value="1" type="fixed" />
1817 <attribute arch="no_pass" editor="blocking passage" type="bool">
1818 If set, the object cannot be passed by players nor monsters.
1819 </attribute>
1820<section name="terrain"> 2045<section name="terrain">
1821 <attribute arch="slow_move" editor="slow movement" type="int"> 2046 &movement_types_terrain;
1822 If &lt;slow movement&gt; is set to a value greater zero, all
1823 creatures moving over this spot will be slower than normal.
1824
1825 &lt;slow movement&gt; 1 - rough terrain
1826 &lt;slow movement&gt; 2 - very rough terrain
1827 ...
1828 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1829 </attribute>
1830 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2047 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1831 This flag indicates this spot contains wood or high grass. 2048 This flag indicates this spot contains wood or high grass.
1832 Players with activated woodsman skill can move faster here. 2049 Players with activated woodsman skill can move faster here.
1833 </attribute> 2050 </attribute>
1834 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2051 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1867 with monsters on them. Nowadays this feature is disabled - 2084 with monsters on them. Nowadays this feature is disabled -
1868 Hence encounter floor is not different from normal floor. ]]> 2085 Hence encounter floor is not different from normal floor. ]]>
1869 </description> 2086 </description>
1870 <attribute arch="is_floor" value="1" type="fixed" /> 2087 <attribute arch="is_floor" value="1" type="fixed" />
1871 <attribute arch="no_pick" value="1" type="fixed" /> 2088 <attribute arch="no_pick" value="1" type="fixed" />
1872 <attribute arch="no_pass" editor="blocking passage" type="bool">
1873 If set, the object cannot be passed by players nor monsters.
1874 </attribute>
1875<section name="terrain"> 2089<section name="terrain">
1876 <attribute arch="slow_move" editor="slow movement" type="int"> 2090 &movement_types_terrain;
1877 If &lt;slow movement&gt; is set to a value greater zero, all
1878 creatures moving over this spot will be slower than normal.
1879
1880 &lt;slow movement&gt; 1 - rough terrain
1881 &lt;slow movement&gt; 2 - very rough terrain
1882 ...
1883 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1884 </attribute>
1885 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2091 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1886 This flag indicates this spot contains wood or high grass. 2092 This flag indicates this spot contains wood or high grass.
1887 Players with activated woodsman skill can move faster here. 2093 Players with activated woodsman skill can move faster here.
1888 </attribute> 2094 </attribute>
1889 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2095 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1941 Use gates to divide your maps into seperated areas. After solving 2147 Use gates to divide your maps into seperated areas. After solving
1942 area A, the player gains access to area B, and so on. Make your 2148 area A, the player gains access to area B, and so on. Make your
1943 maps more complex than "one-way". ]]> 2149 maps more complex than "one-way". ]]>
1944 </use> 2150 </use>
1945 <attribute arch="no_pick" value="1" type="fixed" /> 2151 <attribute arch="no_pick" value="1" type="fixed" />
2152 <attribute arch="speed" value="1" type="float">
2153 The speed of the gate affects how fast it is closing/opening.
2154 </attribute>
1946 <attribute arch="connected" editor="connection" type="int"> 2155 <attribute arch="connected" editor="connection" type="int">
1947 Whenever the inventory checker is triggered, all objects with identical 2156 Whenever the inventory checker is triggered, all objects with identical
1948 &lt;connection&gt; value get activated. This only makes sense together with 2157 &lt;connection&gt; value get activated. This only makes sense together with
1949 &lt;blocking passage&gt; disabled. 2158 &lt;blocking passage&gt; disabled.
1950 </attribute> 2159 </attribute>
1952 The &lt;position state&gt; defines the position of the gate: 2161 The &lt;position state&gt; defines the position of the gate:
1953 Zero means completely open/down, the "number of animation-steps" (usually 2162 Zero means completely open/down, the "number of animation-steps" (usually
1954 about 6 or 7) means completely closed/up state. I suggest you don't 2163 about 6 or 7) means completely closed/up state. I suggest you don't
1955 mess with this value - Leave the default in place. 2164 mess with this value - Leave the default in place.
1956 </attribute> 2165 </attribute>
1957 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2166 &movement_types_terrain;
1958 For open gates, &lt;blocking passage&gt; should be unset.
1959 For closed gates it must be set.
1960 </attribute>
1961 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2167 <attribute arch="no_magic" editor="restrict spells" type="bool">
1962 Restricting the use of spells to pass this gate. This has 2168 Restricting the use of spells to pass this gate. This has
1963 an effect only if &lt;block view&gt; is disabled. 2169 an effect only if &lt;block view&gt; is disabled.
1964 </attribute> 2170 </attribute>
1965 <attribute arch="damned" editor="restrict prayers" type="bool"> 2171 <attribute arch="damned" editor="restrict prayers" type="bool">
1982 </use> 2188 </use>
1983 <attribute arch="magic" editor="magic bonus" type="int"> 2189 <attribute arch="magic" editor="magic bonus" type="int">
1984 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2190 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1985 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2191 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1986 than direct armour-class bonus on the helmet. 2192 than direct armour-class bonus on the helmet.
1987 2193
1988 Important: &lt;magic bonus&gt; on girdles has no effect if there is no 2194 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1989 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus 2195 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1990 &lt;magic bonus&gt; is pointless here. 2196 &lt;magic bonus&gt; is pointless here.
1991 </attribute> 2197 </attribute>
1992</type> 2198</type>
2073 You can use that to safely chase off too-weak players, or just 2279 You can use that to safely chase off too-weak players, or just
2074 to have something different. ]]> 2280 to have something different. ]]>
2075 </use> 2281 </use>
2076 <attribute arch="is_floor" value="1" type="fixed" /> 2282 <attribute arch="is_floor" value="1" type="fixed" />
2077 <attribute arch="lifesave" value="1" type="fixed" /> 2283 <attribute arch="lifesave" value="1" type="fixed" />
2078 <attribute arch="walk_on" value="1" type="fixed" /> 2284 &move_on;
2079 <attribute arch="no_pick" value="1" type="fixed" /> 2285 <attribute arch="no_pick" value="1" type="fixed" />
2080 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2286 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2081 This attribute specifys the attacktypes that this floor uses to 2287 This attribute specifys the attacktypes that this floor uses to
2082 damage it's victims. Attacktypes are: physical, fire, cold.. etc. 2288 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2083 If you want a real tough hazard floor, add more than just one attacktype. 2289 If you want a real tough hazard floor, add more than just one attacktype.
2098 I guess this value is supposed to work similar to monster levels. 2304 I guess this value is supposed to work similar to monster levels.
2099 But in fact, it does not seem to have an effect. Set any non-zero 2305 But in fact, it does not seem to have an effect. Set any non-zero
2100 value to be on the safe side. 2306 value to be on the safe side.
2101 </attribute> 2307 </attribute>
2102<section name="terrain"> 2308<section name="terrain">
2103 <attribute arch="slow_move" editor="slow movement" type="int"> 2309 &movement_types_terrain;
2104 If &lt;slow movement&gt; is set to a value greater zero, all
2105 creatures moving over this spot will be slower than normal.
2106
2107 &lt;slow movement&gt; 1 - rough terrain
2108 &lt;slow movement&gt; 2 - very rough terrain
2109 ...
2110 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2111 </attribute>
2112 <attribute arch="is_wooded" editor="wooded terrain" type="bool"> 2310 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2113 This flag indicates this spot contains wood or high grass. 2311 This flag indicates this spot contains wood or high grass.
2114 Players with activated woodsman skill can move faster here. 2312 Players with activated woodsman skill can move faster here.
2115 </attribute> 2313 </attribute>
2116 <attribute arch="is_hilly" editor="hilly terrain" type="bool"> 2314 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2148 </use> 2346 </use>
2149 <attribute arch="magic" editor="magic bonus" type="int"> 2347 <attribute arch="magic" editor="magic bonus" type="int">
2150 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2348 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2151 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2349 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2152 than direct armour-class bonus on the helmet. 2350 than direct armour-class bonus on the helmet.
2153 2351
2154 Important: &lt;magic bonus&gt; on helmets has no effect if there is no 2352 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2155 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 2353 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2156 Crowns for instance typically provide no &lt;amour class&gt;. 2354 Crowns for instance typically provide no &lt;amour class&gt;.
2157 </attribute> 2355 </attribute>
2158</type> 2356</type>
2169 </description> 2367 </description>
2170 <attribute arch="no_pick" value="1" type="fixed" /> 2368 <attribute arch="no_pick" value="1" type="fixed" />
2171 <attribute arch="other_arch" editor="god name" type="string"> 2369 <attribute arch="other_arch" editor="god name" type="string">
2172 The altar belongs to the god of the given name. Possible options for 2370 The altar belongs to the god of the given name. Possible options for
2173 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2371 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2174 Gorokh, Valriel and Sorig. 2372 Gorokh, Valriel and Sorig.
2175 2373
2176 If you want to have an unconsecrated altar, set 2374 If you want to have an unconsecrated altar, set
2177 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0. 2375 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2178 </attribute> 2376 </attribute>
2179 <attribute arch="level" editor="reconsecrate level" type="int"> 2377 <attribute arch="level" editor="reconsecrate level" type="int">
2180 To re-consecrate an altar, the player's wisdom level must be as 2378 To re-consecrate an altar, the player's wisdom level must be as
2181 high or higher than this value. In that way, some altars can not 2379 high or higher than this value. In that way, some altars can not
2182 be re-consecrated, while other altars, like those in dungeons, could be. 2380 be re-consecrated, while other altars, like those in dungeons, could be.
2183 2381
2184 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2382 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2185 Some characters might need those altars, they would be very unhappy to 2383 Some characters might need those altars, they would be very unhappy to
2186 see them re-consecrated to another cult. 2384 see them re-consecrated to another cult.
2187 </attribute> 2385 </attribute>
2188</type> 2386</type>
2189 2387
2282 either if that object is present or missing (-&gt; "last_sp") when a 2480 either if that object is present or missing (-&gt; "last_sp") when a
2283 player walks over the inv. checker. A valid option is to remove the 2481 player walks over the inv. checker. A valid option is to remove the
2284 matching object (usually not recommended, see "last_heal"). 2482 matching object (usually not recommended, see "last_heal").
2285 <br><br> 2483 <br><br>
2286 Alternatively, you can set your inv. checker to block all players 2484 Alternatively, you can set your inv. checker to block all players
2287 that do/don't carry the matching object (-&gt; "no_pass"). 2485 that do/don't carry the matching object.
2288 <br><br> 2486 <br><br>
2289 As you can see, inv. checkers are quite powerful, holding a 2487 As you can see, inv. checkers are quite powerful, holding a
2290 great variety of possibilities. ]]> 2488 great variety of possibilities. ]]>
2291 </description> 2489 </description>
2292 <use><![CDATA[ 2490 <use><![CDATA[
2308 This string specifies the object we are looking for: We have a match 2506 This string specifies the object we are looking for: We have a match
2309 if the player does/don't carry an object of archtype &lt;match arch name&gt;. 2507 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2310 </attribute> 2508 </attribute>
2311 <attribute arch="hp" editor="match type" type="int"> 2509 <attribute arch="hp" editor="match type" type="int">
2312 This value specifies the object we are looking for: We have a match 2510 This value specifies the object we are looking for: We have a match
2313 if the player does/don't carry an object that is of type &lt;match type&gt;. 2511 if the player does/don't carry an object that is of type &lt;match type&gt;.
2314 2512
2315 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt; 2513 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2316 enabled. Now you have an inv. checker blocking all players that carry any 2514 enabled. Now you have an inv. checker blocking all players that carry any
2317 kind of melee weapon. To pass, a player is forced to leave behind all 2515 kind of melee weapon. To pass, a player is forced to leave behind all
2318 his weaponry... bad news for a warrior. ;) 2516 his weaponry... bad news for a warrior. ;)
2319 </attribute> 2517 </attribute>
2324 <attribute arch="connected" editor="connection" type="int"> 2522 <attribute arch="connected" editor="connection" type="int">
2325 Whenever the inventory checker is triggered, all objects with identical 2523 Whenever the inventory checker is triggered, all objects with identical
2326 &lt;connection&gt; value get activated. This only makes sense together with 2524 &lt;connection&gt; value get activated. This only makes sense together with
2327 &lt;blocking passage&gt; disabled. 2525 &lt;blocking passage&gt; disabled.
2328 </attribute> 2526 </attribute>
2329 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2527 &movement_types_terrain;
2330 If set, only players meeting the match criteria can pass
2331 through that space. If unset (default), the inventory
2332 checker acts like a trigger/button.
2333 </attribute>
2334 <attribute arch="last_heal" editor="remove match" type="bool"> 2528 <attribute arch="last_heal" editor="remove match" type="bool">
2335 &lt;remove match&gt; means remove object if found. Setting this is usually not 2529 &lt;remove match&gt; means remove object if found. Setting this is usually not
2336 recommended because inv. checkers are in general invisible. So, unlike 2530 recommended because inv. checkers are in general invisible. So, unlike
2337 for altars/ locked doors, the player won't expect to lose an object when 2531 for altars/ locked doors, the player won't expect to lose an object when
2338 walking over that square. And he doesn't even get a message either. 2532 walking over that square. And he doesn't even get a message either.
2339 2533
2340 So, *if* you enable &lt;remove match&gt;, make sure 2534 So, *if* you enable &lt;remove match&gt;, make sure
2341 to inform the player what's going on! 2535 to inform the player what's going on!
2342 </attribute> 2536 </attribute>
2343</type> 2537</type>
2344 2538
2392 This text may describe the object. 2586 This text may describe the object.
2393 </attribute> 2587 </attribute>
2394</type> 2588</type>
2395 2589
2396<!--####################################################################--> 2590<!--####################################################################-->
2591<type number="24" name="Key">
2592 <description><![CDATA[
2593 When carrying a key, a normal door can be opened. The key will
2594 disappear. ]]>
2595 </description>
2596 <attribute arch="startequip" editor="godgiven item" type="bool">
2597 A godgiven item vanishes as soon as the player
2598 drops it to the ground.
2599 </attribute>
2600</type>
2601
2602<!--####################################################################-->
2397<type number="20" name="Locked Door"> 2603<type number="20" name="Locked Door">
2398 <ignore> 2604 <ignore>
2399 <ignore_list name="non_pickable" /> 2605 <ignore_list name="non_pickable" />
2400 </ignore> 2606 </ignore>
2401 <description><![CDATA[ 2607 <description><![CDATA[
2403 the appropriate special key. ]]> 2609 the appropriate special key. ]]>
2404 </description> 2610 </description>
2405 <use><![CDATA[ 2611 <use><![CDATA[
2406 If you want to create a locked door that cannot be opened (no key), 2612 If you want to create a locked door that cannot be opened (no key),
2407 set a &lt;key string&gt; like "no_key_available". This will clearify things 2613 set a &lt;key string&gt; like "no_key_available". This will clearify things
2408 and only a fool would create a key matching that string. 2614 and only a fool would create a key matching that string.
2409 2615
2410 Door-objects can not only be used for "doors". In many maps these 2616 Door-objects can not only be used for "doors". In many maps these
2411 are used with all kinds of faces/names, especially often as 2617 are used with all kinds of faces/names, especially often as
2412 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2618 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2413 There you have magic forces (door objects) put under certain artifact 2619 There you have magic forces (door objects) put under certain artifact
2414 items. To get your hands on the artifacts, you need to bring up the 2620 items. To get your hands on the artifacts, you need to bring up the
2415 appropriate quest items (key objects). ]]> 2621 appropriate quest items (key objects). ]]>
2416 </use> 2622 </use>
2417 <attribute arch="no_pass" value="1" type="fixed" /> 2623 <attribute arch="move_type" value="0" type="fixed" />
2418 <attribute arch="no_pick" value="1" type="fixed" /> 2624 <attribute arch="no_pick" value="1" type="fixed" />
2419 <attribute arch="slaying" editor="key string" type="string"> 2625 <attribute arch="slaying" editor="key string" type="string">
2420 The &lt;key string&gt; in the door must be identical with the 2626 The &lt;key string&gt; in the door must be identical with the
2421 &lt;key string&gt; in the special key, then the door is unlocked. 2627 &lt;key string&gt; in the special key, then the door is unlocked.
2422 It is VERY important to set the &lt;key string&gt; to something that 2628 It is VERY important to set the &lt;key string&gt; to something that
2423 is unique among the CF mapset. 2629 is unique among the CF mapset.
2424 2630
2425 DONT EVER USE the default string "set_individual_value". 2631 DONT EVER USE the default string "set_individual_value".
2426 </attribute> 2632 </attribute>
2427 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2633 <attribute arch="no_magic" editor="restrict spells" type="bool">
2428 Restricting the use of spells to pass this door. 2634 Restricting the use of spells to pass this door.
2429 This should be set in most cases. 2635 This should be set in most cases.
2471 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2677 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2472 This textfield contains the keyword-matching-syntax. The text should 2678 This textfield contains the keyword-matching-syntax. The text should
2473 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ". 2679 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2474 Any number of keywords from one to infinite is allowed. Make sure 2680 Any number of keywords from one to infinite is allowed. Make sure
2475 they are seperated by a '|'. 2681 they are seperated by a '|'.
2476 2682
2477 Examples: "@match yes", "@match gold|treasure". The connected 2683 Examples: "@match yes", "@match gold|treasure". The connected
2478 value will be triggerd when the player speaks any of the given 2684 value will be triggerd when the player speaks any of the given
2479 keywords within a two-square radius. IMPORTANT: Upper/lower case 2685 keywords within a two-square radius. IMPORTANT: Upper/lower case
2480 does not make a difference! 2686 does not make a difference!
2481 </attribute> 2687 </attribute>
2528 <attribute arch="connected" editor="connection" type="int"> 2734 <attribute arch="connected" editor="connection" type="int">
2529 Every time the &lt;connection&gt; value is triggered, the wall will cast 2735 Every time the &lt;connection&gt; value is triggered, the wall will cast
2530 it's spell. You should set &lt;casting speed&gt; to zero, or this won't 2736 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2531 have much visible effect. 2737 have much visible effect.
2532 </attribute> 2738 </attribute>
2739 &activate_on;
2533 <attribute arch="speed" editor="casting speed" type="float"> 2740 <attribute arch="speed" editor="casting speed" type="float">
2534 The &lt;casting speed&gt; defines the spellcasting speed of the wall. 2741 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2535 You can fine-tune how long the duration between two casts shall 2742 You can fine-tune how long the duration between two casts shall
2536 be. If you want to create a wall that can be activated (cast per 2743 be. If you want to create a wall that can be activated (cast per
2537 trigger) via connected lever/button/etc, you must set "speed 0". 2744 trigger) via connected lever/button/etc, you must set "speed 0".
2538 </attribute> 2745 </attribute>
2746 &speed_left;
2539 <attribute arch="sp" editor="direction" type="list_direction"> 2747 <attribute arch="sp" editor="direction" type="list_direction">
2540 The magic wall will cast it's spells always in the specified 2748 The magic wall will cast it's spells always in the specified
2541 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will 2749 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2542 always fire in a random direction. 2750 always fire in a random direction.
2543 </attribute> 2751 </attribute>
2544 <attribute arch="no_pass" editor="blocking passage" type="bool"> 2752 &movement_types_terrain;
2545 If set, the object cannot be passed by players nor monsters.
2546 </attribute>
2547<section name="destroyable"> 2753<section name="destroyable">
2548 <attribute arch="alive" editor="is destroyable" type="bool"> 2754 <attribute arch="alive" editor="is destroyable" type="bool">
2549 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually) 2755 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2550 destroyed by the player. If disabled, all other attributes on 2756 destroyed by the player. If disabled, all other attributes on
2551 this tab, as well as resistances, are meaningless. 2757 this tab, as well as resistances, are meaningless.
2649 The &lt;marking speed&gt; defines how quickly it will mark something 2855 The &lt;marking speed&gt; defines how quickly it will mark something
2650 standing on the marker. Set this value rather high to make 2856 standing on the marker. Set this value rather high to make
2651 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0 2857 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2652 should do fine. 2858 should do fine.
2653 </attribute> 2859 </attribute>
2860 &speed_left;
2654 <attribute arch="food" editor="mark duration" type="int"> 2861 <attribute arch="food" editor="mark duration" type="int">
2655 This value defines the duration of the force it inserts. 2862 This value defines the duration of the force it inserts.
2656 If nonzero, the duration of the player's mark is finite: 2863 If nonzero, the duration of the player's mark is finite:
2657 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset 2864 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2658 means the mark will stay on the player forever. 2865 means the mark will stay on the player forever.
2659 </attribute> 2866 </attribute>
2660 <attribute arch="name" editor="delete mark" type="string"> 2867 <attribute arch="name" editor="delete mark" type="string">
2661 When the player steps onto the marker, all existing forces in 2868 When the player steps onto the marker, all existing forces in
2662 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt; 2869 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2663 will be removed. If you don't want to remove any marks, leave 2870 will be removed. If you don't want to remove any marks, leave
2664 this textfield empty. 2871 this textfield empty.
2665 2872
2666 Note that the string &lt;delete mark&gt; is set as the name of 2873 Note that the string &lt;delete mark&gt; is set as the name of
2667 this marker. So don't be confused, and remember changing the 2874 this marker. So don't be confused, and remember changing the
2668 name will take effect on the marker's functionality. 2875 name will take effect on the marker's functionality.
2669 </attribute> 2876 </attribute>
2670 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> 2877 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2671 In the moment when the player gets marked, this text is displayed 2878 In the moment when the player gets marked, this text is displayed
2672 to him. You should really set a message in any marker you create, 2879 to him. You should really set a message in any marker you create,
2673 because it's the only way for the player to notice what's going on. 2880 because it's the only way for the player to notice what's going on.
2674 </attribute> 2881 </attribute>
2675</type> 2882</type>
2676<!--####################################################################-->
2677<type number="26" name="Timed Gate">
2678 <ignore>
2679 <ignore_list name="non_pickable" />
2680 </ignore>
2681 <description><![CDATA[
2682 Gates play an important role in Crossfire. Gates can be opened
2683 by activating a button/trigger, by speaking passwords (-> magic_ear)
2684 or carrying special key-objects (-> inventory checker).
2685 Unlike locked doors, gates can get shut again after a player has
2686 passed, which makes them more practical in many cases. Unlike normal
2687 gates, timed gates open when triggered but automatically close again
2688 after some time.]]>
2689 </description>
2690 <use><![CDATA[
2691 Use gates to divide your maps into separated areas. After solving
2692 area A, the player gains access to area B, and so on. Make your
2693 maps more complex than "one-way". ]]>
2694 </use>
2695 <attribute arch="no_pick" value="1" type="fixed" />
2696 <attribute arch="connected" editor="connection" type="int">
2697 Whenever the inventory checker is triggered, all objects with identical
2698 &lt;connection&gt; value get activated. This only makes sense together with
2699 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
2700 after some time.
2701 </attribute>
2702 <attribute arch="wc" editor="position state" type="int">
2703 The &lt;position state&gt; defines the position of the gate:
2704 Zero means completely open/down, the "number of animation-steps" (usually
2705 about 6 or 7) means completely closed/up state. I suggest you don't
2706 mess with this value - Leave the default in place.
2707 </attribute>
2708 <attribute arch="no_pass" editor="blocking passage" type="bool">
2709 For open gates, &lt;blocking passage&gt; should be unset.
2710 For closed gates it must be set.
2711 </attribute>
2712 <attribute arch="no_magic" editor="restrict spells" type="bool">
2713 Restricting the use of spells to pass this gate. This has
2714 an effect only if &lt;block view&gt; is disabled.
2715 </attribute>
2716 <attribute arch="damned" editor="restrict prayers" type="bool">
2717 Restricting the use of prayers to pass this door. This has
2718 an effect only if &lt;block view&gt; is disabled.
2719 </attribute>
2720 <attribute arch="hp" editor="open duration" type="int">
2721 Defines the duration the gate remains closed. This only takes effect
2722 if the gate is not connected.
2723 </attribute>
2724</type>
2725 2883
2726<!--####################################################################-->
2727<type number="52" name="Trigger Marker">
2728 <ignore>
2729 <ignore_list name="system_object" />
2730 </ignore>
2731 <description><![CDATA[
2732 A trigger marker is an object that inserts an invisible force (a mark) into a
2733 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2734 &lt;key string&gt; which can be discovered by detectors or inventory
2735 checkers. It is also possible to use markers for removing marks again.
2736 <br><br>
2737 Note that the player has no possibility to "see" his own marks,
2738 except by the effect that they cause on the maps. ]]>
2739 </description>
2740 <use><![CDATA[
2741 Markers hold real cool possibilities for map-making. I encourage
2742 you to use them frequently. However there is one negative point
2743 about markers: Players don't "see" what's going on with them. It is
2744 your task, as map-creator, to make sure the player is always well
2745 informed and never confused.
2746 <br><br>
2747 Please avoid infinite markers when they aren't needed. They're
2748 using a little space in the player file after all, so if there
2749 is no real purpose, set an expire time. ]]>
2750 </use>
2751 <attribute arch="no_pick" value="1" type="fixed" />
2752 <attribute arch="slaying" editor="key string" type="string">
2753 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2754 If the player already has a force with that &lt;key string&gt;,
2755 there won't be inserted a second one.
2756 </attribute>
2757 <attribute arch="connected" editor="connection" type="int">
2758 Unlike a regular marker this is the connection that triggers this marker to activate.
2759 </attribute>
2760 <attribute arch="food" editor="mark duration" type="int">
2761 This value defines the duration of the force it inserts.
2762 If nonzero, the duration of the player's mark is finite:
2763 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2764 means the mark will stay on the player forever.
2765 </attribute>
2766 <attribute arch="name" editor="delete mark" type="string">
2767 When the player steps onto the marker, all existing forces in
2768 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2769 will be removed. If you don't want to remove any marks, leave
2770 this textfield empty.
2771
2772 Note that the string &lt;delete mark&gt; is set as the name of
2773 this marker. So don't be confused, and remember changing the
2774 name will take effect on the marker's functionality.
2775 </attribute>
2776 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2777 In the moment when the player gets marked, this text is displayed
2778 to him. You should really set a message in any marker you create,
2779 because it's the only way for the player to notice what's going on.
2780 </attribute>
2781</type>
2782<!--####################################################################--> 2884<!--####################################################################-->
2783<type number="36" name="Money"> 2885<type number="36" name="Money">
2784 <ignore> 2886 <ignore>
2785 <attribute arch="unpaid" /> 2887 <attribute arch="unpaid" />
2786 </ignore> 2888 </ignore>
2828 It's no fun to play for two hours just to find out the last 2930 It's no fun to play for two hours just to find out the last
2829 monster is unbeatable. Similar, it's not exciting to fight orcs 2931 monster is unbeatable. Similar, it's not exciting to fight orcs
2830 after passing a room of dragons.<br> 2932 after passing a room of dragons.<br>
2831 This rule applies only for linear maps (one room after the other), 2933 This rule applies only for linear maps (one room after the other),
2832 with treasure at the end. You can sprinkle the treasure around, 2934 with treasure at the end. You can sprinkle the treasure around,
2833 or make non-linear maps - That is often more entertaining. 2935 or make non-linear maps - That is often more entertaining.
2834 <LI> Places with high level monsters must not be easy to reach. 2936 <LI> Places with high level monsters must not be easy to reach.
2835 Balrogs, Dragonmen and the likes should be at the end of a quest, 2937 Balrogs, Dragonmen and the likes should be at the end of a quest,
2836 not at the beginning. 2938 not at the beginning.
2837 <LI> Don't stick monsters together that tend to kill each other. 2939 <LI> Don't stick monsters together that tend to kill each other.
2838 Fire- and cold dragons in one room for example is a bad idea. 2940 Fire- and cold dragons in one room for example is a bad idea.
2839 By weakening and killing each other they are easy prey for players, 2941 By weakening and killing each other they are easy prey for players,
2840 not worth the experience they hold. 2942 not worth the experience they hold.
2841 <LI> Create your own monsters, especially for "boss"-type monsters. 2943 <LI> Create your own monsters, especially for "boss"-type monsters.
2858 <attribute arch="alive" value="1" type="fixed" /> 2960 <attribute arch="alive" value="1" type="fixed" />
2859 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2961 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2860 When the monster is killed, items from the treasurelist will 2962 When the monster is killed, items from the treasurelist will
2861 drop to the ground. This is a common way to reward players 2963 drop to the ground. This is a common way to reward players
2862 for killing (masses of) monsters. 2964 for killing (masses of) monsters.
2863 2965
2864 Note that you can always put items into the monster's 2966 Note that you can always put items into the monster's
2865 inventory. Those will drop-at-kill just like the stuff 2967 inventory. Those will drop-at-kill just like the stuff
2866 from the &lt;treasurelist&gt;. 2968 from the &lt;treasurelist&gt;.
2867 </attribute> 2969 </attribute>
2868 <attribute arch="level" editor="level" type="int"> 2970 <attribute arch="level" editor="level" type="int">
2869 A monster's &lt;level&gt; is the most important attribute. 2971 A monster's &lt;level&gt; is the most important attribute.
2870 &lt;level&gt; affects the power of a monster in various ways. 2972 &lt;level&gt; affects the power of a monster in various ways.
2871 </attribute> 2973 </attribute>
2872 <attribute arch="race" editor="race" type="string"> 2974 <attribute arch="race" editor="race" type="string">
2873 Every monster should have a race set to cathegorize it. 2975 Every monster should have a race set to categorize it.
2874 The monster's &lt;race&gt; can have different effects: 2976 The monster's &lt;race&gt; can have different effects:
2875 Slaying weapons inflict tripple damage against enemy races 2977 Slaying weapons inflict tripple damage against enemy races
2876 and holy word kills only enemy races of the god. 2978 and holy word kills only enemy races of the god.
2877 </attribute> 2979 </attribute>
2878 <attribute arch="exp" editor="experience" type="int"> 2980 <attribute arch="exp" editor="experience" type="int">
2879 When a player kills this monster, he will get exactly this 2981 When a player kills this monster, he will get exactly this
2880 amount of &lt;experience&gt;. The experience will flow into 2982 amount of &lt;experience&gt;. The experience will flow into
2881 the skill-cathegory the player used for the kill. 2983 the skill-category the player used for the kill.
2882 2984
2883 If you create special monsters of tweaked strenght/abilities, 2985 If you create special monsters of tweaked strenght/abilities,
2884 always make sure that the &lt;experience&gt; is set to a 2986 always make sure that the &lt;experience&gt; is set to a
2885 reasonable value. Compare with existing arches to get a feeling 2987 reasonable value. Compare with existing arches to get a feeling
2886 what reasonable means. Keep in mind that spellcasting monsters 2988 what reasonable means. Keep in mind that spellcasting monsters
2887 are a lot harder to kill than non-spellcasters! 2989 are a lot harder to kill than non-spellcasters!
2888 </attribute> 2990 </attribute>
2889 <attribute arch="speed" editor="speed" type="float"> 2991 <attribute arch="speed" editor="speed" type="float">
2890 The &lt;speed&gt; determines how fast a monster will both move 2992 The &lt;speed&gt; determines how fast a monster will both move
2891 and fight. High &lt;speed&gt; makes a monster considerably stronger. 2993 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2892 </attribute> 2994 </attribute>
2995 &speed_left;
2893 <attribute arch="other_arch" editor="breed monster" type="string"> 2996 <attribute arch="other_arch" editor="breed monster" type="string">
2894 This only takes effect if &lt;multiply&gt; is enabled. The monster will 2997 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2895 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt; 2998 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2896 can be set to any valid arch-name of a monster. Multipart monster 2999 can be set to any valid arch-name of a monster. Multipart monster
2897 should not be used. 3000 should not be used.
2906 This only takes effect if &lt;multiply&gt; is enabled. The monster 3009 This only takes effect if &lt;multiply&gt; is enabled. The monster
2907 will create a new monster every once in a while by duplicating it's inventory. 3010 will create a new monster every once in a while by duplicating it's inventory.
2908 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 3011 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2909 Each time the monster need to generate an object, it will be 3012 Each time the monster need to generate an object, it will be
2910 a randomly chosen item from the inventory. When generator is destroyed, 3013 a randomly chosen item from the inventory. When generator is destroyed,
2911 inventory is destroyed. 3014 inventory is destroyed.
2912 </attribute> 3015 </attribute>
2913 <attribute arch="flying" editor="flying" type="bool"> 3016 &move_type;
2914 Flying monsters won't get slowed down in rough terrain
2915 and they won't be affected by movers.
2916 </attribute>
2917 <attribute arch="undead" editor="undead" type="bool"> 3017 <attribute arch="undead" editor="undead" type="bool">
2918 Several spells only affect undead monsters: 3018 Several spells only affect undead monsters:
2919 turn undead, banish undead, holy word, etc. 3019 turn undead, banish undead, holy word, etc.
2920 </attribute> 3020 </attribute>
2921 <attribute arch="carrying" editor="carries weight" type="int"> 3021 <attribute arch="carrying" editor="carries weight" type="int">
2922 If a monster has something in the inventory, this 3022 If a monster has something in the inventory, this
2923 value can be set to reflect the slowdown due to 3023 value can be set to reflect the slowdown due to
2924 the carried weight. 3024 the carried weight.
2925 </attribute> 3025 </attribute>
2926 3026
2927<section name="melee"> 3027<section name="melee">
2928 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3028 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2929 This number is a bitmask, specifying the monster's attacktypes 3029 This number is a bitmask, specifying the monster's attacktypes
2930 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. 3030 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2931 Strong monsters often have more than just physical attacktype. 3031 Strong monsters often have more than just physical attacktype.
2932 3032
2933 When a monster with multiple attacktypes hits aan oponent, it will do 3033 When a monster with multiple attacktypes hits aan oponent, it will do
2934 as much damage as the "best" of it's attacktypes does. So, the more 3034 as much damage as the "best" of it's attacktypes does. So, the more
2935 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are 3035 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2936 somehow exceptions. 3036 somehow exceptions.
2937 </attribute> 3037 </attribute>
2981 <attribute arch="one_hit" editor="one hit only" type="bool"> 3081 <attribute arch="one_hit" editor="one hit only" type="bool">
2982 Monsters with &lt;one hit only&gt; dissapear after one successful hit 3082 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2983 to a player. 3083 to a player.
2984 </attribute> 3084 </attribute>
2985</section> 3085</section>
2986 3086
2987<section name="spellcraft"> 3087<section name="spellcraft">
2988 <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> 3088 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2989 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell. 3089 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2990 Only wands/rods/etc can be used, given the appropriate abilities. 3090 Only wands/rods/etc can be used, given the appropriate abilities.
2991 </attribute> 3091 </attribute>
2992 <attribute arch="reflect_spell" editor="reflect spells" type="bool"> 3092 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2993 A monster with this flag has the ability to &lt;reflect spells&gt;, 3093 A monster with this flag has the ability to &lt;reflect spells&gt;,
2994 all kinds of spell-bullets and -beams will bounce off. 3094 all kinds of spell-bullets and -beams will bounce off.
2995 3095
2996 Generally this flag should not be set because it puts 3096 Generally this flag should not be set because it puts
2997 wizard-type players at an unfair disadvantage. 3097 wizard-type players at an unfair disadvantage.
2998 </attribute> 3098 </attribute>
2999 <attribute arch="sp" editor="spellpoints" type="int"> 3099 <attribute arch="sp" editor="spellpoints" type="int">
3000 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use 3100 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3011 "regenerate mana" at it's disposal. 3111 "regenerate mana" at it's disposal.
3012 </attribute> 3112 </attribute>
3013 <attribute arch="Pow" editor="spellpoint regen." type="int"> 3113 <attribute arch="Pow" editor="spellpoint regen." type="int">
3014 Monsters regenerate this many spellpoints each 16 ticks. Hence, the 3114 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3015 spellpoint regeneration rate is independent of &lt;speed&gt;. 3115 spellpoint regeneration rate is independent of &lt;speed&gt;.
3016 3116
3017 To make a real tough spellcasting monster, the rate of spellpoint 3117 To make a real tough spellcasting monster, the rate of spellpoint
3018 regeneration is most important. If your monster is still not casting 3118 regeneration is most important. If your monster is still not casting
3019 fast enough, give it the spell-ability of "regenerate mana". 3119 fast enough, give it the spell-ability of "regenerate mana".
3020 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing. 3120 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3021 </attribute> 3121 </attribute>
3030 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> 3130 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3031 Click on the &lt;denied paths&gt; button to select spellpaths. 3131 Click on the &lt;denied paths&gt; button to select spellpaths.
3032 The creature won't be able to cast spells of the specified paths. 3132 The creature won't be able to cast spells of the specified paths.
3033 </attribute> 3133 </attribute>
3034</section> 3134</section>
3035 3135
3036<section name="ability"> 3136<section name="ability">
3037 <attribute arch="Int" editor="detect hidden" type="int"> 3137 <attribute arch="Int" editor="detect hidden" type="int">
3038 The &lt;detect hidden&gt; value gives monsters the ablitity to find 3138 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3039 hidden/invisible creatures. Higher values make for better 3139 hidden/invisible creatures. Higher values make for better
3040 detection-skills. Enabling &lt;see invisible&gt; makes this value 3140 detection-skills. Enabling &lt;see invisible&gt; makes this value
3075 Monster is able to read scrolls. 3175 Monster is able to read scrolls.
3076 </attribute> 3176 </attribute>
3077 <attribute arch="can_use_skill" editor="can use skills" type="bool"> 3177 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3078 Monster is able to use skills from it's inventory. 3178 Monster is able to use skills from it's inventory.
3079 For example, you can put a throwing skill object and some 3179 For example, you can put a throwing skill object and some
3080 boulders into the monster's object and set &lt;can use skills&gt;. 3180 boulders into the monster's object and set &lt;can use skills&gt;.
3081 </attribute> 3181 </attribute>
3082</section> 3182</section>
3083 3183
3084<section name="behave"> 3184<section name="behave">
3085 <attribute arch="monster" editor="monster behaviour" type="bool"> 3185 <attribute arch="monster" editor="monster behaviour" type="bool">
3086 When &lt;monster behaviour&gt; is enabled, this object will behave 3186 When &lt;monster behaviour&gt; is enabled, this object will behave
3087 like a monster: It can move and attack enemies (which are 3187 like a monster: It can move and attack enemies (which are
3088 typically players). 3188 typically players).
3089 This flag should be set for all monsters as-such. 3189 This flag should be set for all monsters as-such.
3090 Monsters which don't move, like guards, should also have 3190 Monsters which don't move, like guards, should also have
3091 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;. 3191 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3092 It should *not* be set for things like immobile generators. 3192 It should *not* be set for things like immobile generators.
3093 </attribute> 3193 </attribute>
3094 <attribute arch="unaggressive" editor="unaggressive" type="bool"> 3194 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3095 &lt;unaggressive&gt; monsters do not attack players unless attacked first. 3195 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3096 </attribute> 3196 </attribute>
3097 <attribute arch="friendly" editor="friendly" type="bool"> 3197 <attribute arch="friendly" editor="friendly" type="bool">
3100 </attribute> 3200 </attribute>
3101 <attribute arch="stand_still" editor="stand still" type="bool"> 3201 <attribute arch="stand_still" editor="stand still" type="bool">
3102 Monsters which &lt;stand still&gt; won't move to leave their position. 3202 Monsters which &lt;stand still&gt; won't move to leave their position.
3103 When agressive, they will attack all enemies who get close to 3203 When agressive, they will attack all enemies who get close to
3104 them. This behaviour is commonly known from castle guards. 3204 them. This behaviour is commonly known from castle guards.
3105 3205
3106 In older versions of Crossfire it was possible to eventually 3206 In older versions of Crossfire it was possible to eventually
3107 push a &lt;stand still&gt;-monster out of position by force. 3207 push a &lt;stand still&gt;-monster out of position by force.
3108 I believe this is no longer possible. Neverthless, you should 3208 I believe this is no longer possible. Neverthless, you should
3109 still be cautious when lining up &lt;stand still&gt;-monster in order 3209 still be cautious when lining up &lt;stand still&gt;-monster in order
3110 to "defend" something: Such monsters are rather easy to kill. 3210 to "defend" something: Such monsters are rather easy to kill.
3121 creature is able to perform. 3221 creature is able to perform.
3122 </attribute> 3222 </attribute>
3123 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> 3223 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3124 Click on the &lt;pick up&gt; button and select which types of objects 3224 Click on the &lt;pick up&gt; button and select which types of objects
3125 the creature should try to pick up. 3225 the creature should try to pick up.
3126 3226
3127 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;... 3227 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3128 etc are set, then the creature will pick up the matching items even 3228 etc are set, then the creature will pick up the matching items even
3129 if this is not set here. 3229 if this is not set here.
3130 </attribute> 3230 </attribute>
3131 <attribute arch="Wis" editor="sensing range" type="int"> 3231 <attribute arch="Wis" editor="sensing range" type="int">
3133 the creature wakes up. This is done as a square, for reasons of speed. 3233 the creature wakes up. This is done as a square, for reasons of speed.
3134 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the 3234 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3135 11x11 square of the monster will wake the monster up. If the player 3235 11x11 square of the monster will wake the monster up. If the player
3136 has stealth, the size of this square is reduced in half plus 1. 3236 has stealth, the size of this square is reduced in half plus 1.
3137 </attribute> 3237 </attribute>
3138 <attribute arch="attack_movement" editor="attack movement" type="int"> 3238 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3239 If this is set to default, the standard mode of movement will be used.
3240 </attribute>
3241 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3242 This movement is not in effect when the monster has an enemy and should
3243 only be used for non agressive monsters.
3139 </attribute> 3244 </attribute>
3140 <attribute arch="run_away" editor="run at % health" type="int"> 3245 <attribute arch="run_away" editor="run at % health" type="int">
3141 This is a percentage value in the range 0-100. 3246 This is a percentage value in the range 0-100.
3142 When the monster's health points drop below this percentage 3247 When the monster's health points drop below this percentage
3143 (relative to max health), it attempts to run away from the 3248 (relative to max health), it attempts to run away from the
3144 attacker. 3249 attacker.
3145 </attribute> 3250 </attribute>
3146</section> 3251</section>
3147 3252
3148<section name="resistance"> 3253<section name="resistance">
3149 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> 3254 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3150 </attribute> 3255 </attribute>
3151 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> 3256 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3152 </attribute> 3257 </attribute>
3189 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> 3294 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3190 </attribute> 3295 </attribute>
3191</section> 3296</section>
3192 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3297 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3193 </attribute> 3298 </attribute>
3299</type>
3300
3301<!--####################################################################-->
3302<type number="28" name="Monster (Grimreaper)">
3303 <import_type name="Monster &amp; NPC" />
3304 <ignore>
3305 <attribute arch="material" />
3306 <attribute arch="name_pl" />
3307 <attribute arch="nrof" />
3308 <attribute arch="value" />
3309 <attribute arch="unpaid" />
3310 </ignore>
3311 <description><![CDATA[
3312 A grimreaper is a monster that vanishes after it did some number of
3313 draining attacks. ]]> <!-- XXX: is this ok? -->
3314 </description>
3315<section name="grimreaper">
3316 <attribute arch="value" editor="attacks" type="int">
3317 The object vanishes after this number of draining attacks.
3318 </attribute>
3319</section>
3194</type> 3320</type>
3195 3321
3196<!--####################################################################--> 3322<!--####################################################################-->
3197<type number="65" name="Mood Floor"> 3323<type number="65" name="Mood Floor">
3198 <ignore> 3324 <ignore>
3220 </use> 3346 </use>
3221 <attribute arch="no_pick" value="1" type="fixed" /> 3347 <attribute arch="no_pick" value="1" type="fixed" />
3222 <attribute arch="last_sp" editor="mood" type="list_mood"> 3348 <attribute arch="last_sp" editor="mood" type="list_mood">
3223 &lt;mood&gt; is used to determine what will happen to the 3349 &lt;mood&gt; is used to determine what will happen to the
3224 monster when affected by the mood floor: 3350 monster when affected by the mood floor:
3225 3351
3226 &lt;mood&gt; 'furious': Makes all monsters aggressive 3352 &lt;mood&gt; 'furious': Makes all monsters aggressive
3227 3353
3228 &lt;mood&gt; 'angry': As above but pets are unaffected 3354 &lt;mood&gt; 'angry': As above but pets are unaffected
3229 3355
3230 &lt;mood&gt; 'calm': Makes all monsters unaggressive 3356 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3231 3357
3232 &lt;mood&gt; 'sleep': Puts all monsters to sleep 3358 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3233 3359
3234 &lt;mood&gt; 'charm': Turns monster into a pet of person 3360 &lt;mood&gt; 'charm': Turns monster into a pet of person
3235 who triggers the square. This setting is not 3361 who triggers the square. This setting is not
3236 enabled for continous operation, you need to 3362 enabled for continous operation, you need to
3237 insert a &lt;connection&gt; value! 3363 insert a &lt;connection&gt; value!
3238 </attribute> 3364 </attribute>
3239 <attribute arch="connected" editor="connection" type="int"> 3365 <attribute arch="connected" editor="connection" type="int">
3240 This should only be set in combination with &lt;mood number&gt; 4. 3366 This should only be set in combination with &lt;mood number&gt; 4.
3241 Normally, monsters are affected by the mood floor as soon as they 3367 Normally, monsters are affected by the mood floor as soon as they
3242 step on it. But charming (monster -&gt; pet) is too powerful, 3368 step on it. But charming (monster -&gt; pet) is too powerful,
3243 so it needs to be activated. 3369 so it needs to be activated.
3244 3370
3245 Typically it is connected to an altar, for buying a "hireling". 3371 Typically it is connected to an altar, for buying a "hireling".
3246 But a powerful pet could as well be the reward for solving a 3372 But a powerful pet could as well be the reward for solving a
3247 quest. Or even better: It could be *part* of a quest! 3373 quest. Or even better: It could be *part* of a quest!
3248 </attribute> 3374 </attribute>
3249 <attribute arch="no_magic" editor="no spells" type="bool"> 3375 <attribute arch="no_magic" editor="no spells" type="bool">
3303 </attribute> 3429 </attribute>
3304 <attribute arch="speed" editor="movement speed" type="float"> 3430 <attribute arch="speed" editor="movement speed" type="float">
3305 The movement speed value determines how fast a chain of 3431 The movement speed value determines how fast a chain of
3306 these movers will push a player along (default is -0.2). 3432 these movers will push a player along (default is -0.2).
3307 </attribute> 3433 </attribute>
3434 &speed_left;
3308 <attribute arch="sp" editor="direction" type="list_direction"> 3435 <attribute arch="sp" editor="direction" type="list_direction">
3309 The mover will push creatures in the specified &lt;direction&gt;. 3436 The mover will push creatures in the specified &lt;direction&gt;.
3310 A mover with direction set to &lt;none&gt; will spin clockwise, 3437 A mover with direction set to &lt;none&gt; will spin clockwise,
3311 thus pushing creatures in unpredictable directions. 3438 thus pushing creatures in unpredictable directions.
3312 </attribute> 3439 </attribute>
3313 <attribute arch="lifesave" editor="gets used up" type="bool"> 3440 <attribute arch="lifesave" editor="gets used up" type="bool">
3314 If enabled, the mover gets "used up" after a certain number of moves 3441 If enabled, the mover gets "used up" after a certain number of moves
3315 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly. 3442 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3316 </attribute> 3443 </attribute>
3317 <attribute arch="hp" editor="number of uses" type="int"> 3444 <attribute arch="hp" editor="number of uses" type="int">
3318 This value has only a meaning if &lt;gets used up&gt; is set: 3445 This value has only a meaning if &lt;gets used up&gt; is set:
3319 &lt;number of uses&gt; is the number of times minus one, that it 3446 &lt;number of uses&gt; is the number of times minus one, that it
3320 will move a creature before disappearing. (It will move 3447 will move a creature before disappearing. (It will move
3321 someone &lt;number of uses&gt;+1 times, then vanish). 3448 someone &lt;number of uses&gt;+1 times, then vanish).
3322 </attribute> 3449 </attribute>
3323<section name="targets"> 3450<section name="targets">
3324 <attribute arch="level" editor="move players" type="bool"> 3451 <attribute arch="level" editor="move players" type="bool">
3325 If &lt;move players&gt; is enabled, both players and monsters will be 3452 If &lt;move players&gt; is enabled, both players and monsters will be
3326 moved. In the arches' default it is disabled - thus ONLY monsters 3453 moved. In the arches' default it is disabled - thus ONLY monsters
3327 get moved. Remember that "monsters" includes NPCs! 3454 get moved. Remember that "monsters" includes NPCs!
3328 3455
3329 This feature provides you with the possibility to make NPCs 3456 This feature provides you with the possibility to make NPCs
3330 literally "come to life". Example: The player is talking with an 3457 literally "come to life". Example: The player is talking with an
3331 NPC, speaking a certain keyword. This triggers a magic_ear and 3458 NPC, speaking a certain keyword. This triggers a magic_ear and
3332 activates creators, creating (per default: monster-only) movers 3459 activates creators, creating (per default: monster-only) movers
3333 under the NPC's feet. The NPC starts "walking" on a predefined 3460 under the NPC's feet. The NPC starts "walking" on a predefined
3334 route! Note that it's useful to set this NPC immune to everything, 3461 route! Note that it's useful to set this NPC immune to everything,
3335 preventing the player to push the NPC off his trace. 3462 preventing the player to push the NPC off his trace.
3336 </attribute> 3463 </attribute>
3337 <attribute arch="walk_on" editor="move walking creatures" type="bool"> 3464 <attribute arch="move_on" editor="movement type" type="movement_type">
3338 This should always be set. 3465 Which movement types activate the mover.
3339 </attribute>
3340 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3341 Move flying creatures enabled means all flying (living)
3342 objects will get moved too. If disabled, only walking
3343 (non-flying) creatures will get moved.
3344 </attribute> 3466 </attribute>
3345</section> 3467</section>
3346</type> 3468</type>
3347 3469
3348<!--####################################################################--> 3470<!--####################################################################-->
3366 <attribute arch="no_pick" value="1" type="fixed" /> 3488 <attribute arch="no_pick" value="1" type="fixed" />
3367 <attribute arch="slaying" editor="match race" type="string"> 3489 <attribute arch="slaying" editor="match race" type="string">
3368 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3490 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3369 matches the monster's or the player's race, we have a match. 3491 matches the monster's or the player's race, we have a match.
3370 Yes, pedestals can detect a player's race! E.g. you could create a 3492 Yes, pedestals can detect a player's race! E.g. you could create a
3371 place where only fireborns can enter, by setting "slaying unnatural". 3493 place where only fireborns can enter, by setting "slaying unnatural".
3372 3494
3373 If it is set to "player", any player stepping on the pedestal 3495 If it is set to "player", any player stepping on the pedestal
3374 is a match. Very useful if you want to open a gate for players 3496 is a match. Very useful if you want to open a gate for players
3375 but not for monsters. 3497 but not for monsters.
3376 </attribute> 3498 </attribute>
3377 <attribute arch="connected" editor="connection" type="int"> 3499 <attribute arch="connected" editor="connection" type="int">
3378 When the pedestal is triggered, all objects with the same 3500 When the pedestal is triggered, all objects with the same
3379 connection value get activated. 3501 connection value get activated.
3380 </attribute> 3502 </attribute>
3381 <attribute arch="walk_on" value="1" type="fixed" /> 3503 &move_on;
3382 <attribute arch="walk_off" value="1" type="fixed" />
3383</type> 3504</type>
3384 3505
3385<!--####################################################################--> 3506<!--####################################################################-->
3386<type number="94" name="Pit"> 3507<type number="94" name="Pit">
3387 <ignore> 3508 <ignore>
3405 <attribute arch="no_pick" value="1" type="fixed" /> 3526 <attribute arch="no_pick" value="1" type="fixed" />
3406 <attribute arch="connected" editor="connection" type="int"> 3527 <attribute arch="connected" editor="connection" type="int">
3407 When a &lt;connection&gt; value is set, the pit can be opened/closed 3528 When a &lt;connection&gt; value is set, the pit can be opened/closed
3408 by activating the connection. 3529 by activating the connection.
3409 </attribute> 3530 </attribute>
3531 &activate_on;
3410 <attribute arch="hp" editor="destination X" type="int"> 3532 <attribute arch="hp" editor="destination X" type="int">
3411 The pit will transport creatures (and items) randomly into a two-square 3533 The pit will transport creatures (and items) randomly into a two-square
3412 radius of the destination coordinates. 3534 radius of the destination coordinates.
3413 If the destination square becomes blocked, the pit will act like 3535 If the destination square becomes blocked, the pit will act like
3414 being filled up and not work anymore! 3536 being filled up and not work anymore!
3423 The &lt;position state&gt; defines the position of the gate: 3545 The &lt;position state&gt; defines the position of the gate:
3424 Zero means completely open/down, the "number of animation-steps" (usually 3546 Zero means completely open/down, the "number of animation-steps" (usually
3425 about 6 or 7) means completely closed/up state. I suggest you don't 3547 about 6 or 7) means completely closed/up state. I suggest you don't
3426 mess with this value - Leave the default in place. 3548 mess with this value - Leave the default in place.
3427 </attribute> 3549 </attribute>
3428 <attribute arch="walk_on" editor="swallow walking" type="bool"> 3550 &move_on;
3429 If set, all walking creatures will fall into the pit.
3430 This does NOT need to be set for closed pits!
3431 </attribute>
3432 <attribute arch="fly_on" editor="swallow flying" type="bool">
3433 If set, all flying creatures will fall into the pit as well.
3434 This is not the behaviour expected from a pit, and it should
3435 only be used for map-mechanisms (e.g. for transporting flying
3436 monsters).
3437 An interesting side-effect: If this flag is enabled, spell
3438 effects like fire/snow also make their way through the pit.
3439 </attribute>
3440</type> 3551</type>
3441 3552
3442<!--####################################################################--> 3553<!--####################################################################-->
3443<type number="7" name="Poison Food"> 3554<type number="7" name="Poison Food">
3444 <description><![CDATA[ 3555 <description><![CDATA[
3467 </attribute> 3578 </attribute>
3468 <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> 3579 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3469 There are two types of special effects for potions: 3580 There are two types of special effects for potions:
3470 'life restoration' - restore the player's stats lost by death or draining 3581 'life restoration' - restore the player's stats lost by death or draining
3471 (this has nothing in common with the restoration spell!) 3582 (this has nothing in common with the restoration spell!)
3472 'improvement' - increase the player's maximum health/mana/grace 3583 'improvement' - increase the player's maximum health/mana/grace
3473 by a very small amount. 3584 by a very small amount.
3474 </attribute> 3585 </attribute>
3475 <attribute arch="cursed" editor="cursed" type="bool"> 3586 <attribute arch="cursed" editor="cursed" type="bool">
3476 If a potion is cursed, benefits generally turn into penalties. 3587 If a potion is cursed, benefits generally turn into penalties.
3477 Note that potions can be "uncursed" by praying over an altar, 3588 Note that potions can be "uncursed" by praying over an altar,
3633 weapon and projectile. ]]> 3744 weapon and projectile. ]]>
3634 </description> 3745 </description>
3635 <use><![CDATA[ 3746 <use><![CDATA[
3636 If you want to create new kinds of projectiles, you could 3747 If you want to create new kinds of projectiles, you could
3637 add an alchemical receipe to create these. 3748 add an alchemical receipe to create these.
3638 3749
3639 Don't create new pairs of weapons &amp; projectiles unless 3750 Don't create new pairs of weapons &amp; projectiles unless
3640 they really fullfill a useful purpose. In fact, even bows 3751 they really fullfill a useful purpose. In fact, even bows
3641 and crossbows are rarely ever used. ]]> 3752 and crossbows are rarely ever used. ]]>
3642 </use> 3753 </use>
3643 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3754 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3648 </attribute> 3759 </attribute>
3649 <attribute arch="race" editor="ammunition class" type="string"> 3760 <attribute arch="race" editor="ammunition class" type="string">
3650 Only shooting weapons with matching &lt;ammunition class&gt; can fire 3761 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3651 these projectiles. For arrows set "arrows", for crossbow bolts 3762 these projectiles. For arrows set "arrows", for crossbow bolts
3652 set "crossbow bolts" (big surprise). 3763 set "crossbow bolts" (big surprise).
3653 3764
3654 In certain cases, the ammunition class is displayed in the game. 3765 In certain cases, the ammunition class is displayed in the game.
3655 Hence, when you create a new ammunition class, choose an 3766 Hence, when you create a new ammunition class, choose an
3656 intuitive name like "missiles", "spirit bolts" - whatever. 3767 intuitive name like "missiles", "spirit bolts" - whatever.
3657 3768
3658 You can also make special containers holding these projectiles 3769 You can also make special containers holding these projectiles
3659 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;. 3770 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3660 </attribute> 3771 </attribute>
3661 <attribute arch="slaying" editor="slaying race" type="string"> 3772 <attribute arch="slaying" editor="slaying race" type="string">
3662 Slaying means the weapon does tripple (3x) damage to monsters 3773 Slaying means the weapon does tripple (3x) damage to monsters
3778 <attribute arch="value" /> 3889 <attribute arch="value" />
3779 <attribute arch="material" /> 3890 <attribute arch="material" />
3780 <attribute arch="unpaid" /> 3891 <attribute arch="unpaid" />
3781 </ignore> 3892 </ignore>
3782 <description><![CDATA[ 3893 <description><![CDATA[
3783 A rune is a magical enscription on the dungeon floor. 3894 A rune is a magical enscription on the dungeon floor.
3784 <br><br> 3895 <br><br>
3785 Runes hit any monster or person who steps on them for 'dam' damage in 3896 Runes hit any monster or person who steps on them for 'dam' damage in
3786 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3897 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3787 and will cast this spell when it detonates. Yet another kind is the 3898 and will cast this spell when it detonates. Yet another kind is the
3788 "summoning rune", summoning predefined monsters of any kind, at detonation. 3899 "summoning rune", summoning predefined monsters of any kind, at detonation.
3792 <use><![CDATA[ 3903 <use><![CDATA[
3793 Avoid monsters stepping on your runes. For example, summoning runes 3904 Avoid monsters stepping on your runes. For example, summoning runes
3794 together with spellcasting- and attack-runes is usually a bad idea. ]]> 3905 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3795 </use> 3906 </use>
3796 <attribute arch="no_pick" value="1" type="fixed" /> 3907 <attribute arch="no_pick" value="1" type="fixed" />
3797 <attribute arch="walk_on" value="1" type="fixed" /> 3908 &move_on;
3798 <attribute arch="level" editor="rune level" type="int"> 3909 <attribute arch="level" editor="rune level" type="int">
3799 This value sets the level the rune will cast the spell it contains at, 3910 This value sets the level the rune will cast the spell it contains at,
3800 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3911 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3801 (&lt;rune level&gt; 0 runes won't detonate at all!) 3912 (&lt;rune level&gt; 0 runes won't detonate at all!)
3802 3913
3803 Level Also effects how easily a rune may be found and disarmed, and 3914 Level Also effects how easily a rune may be found and disarmed, and
3804 how much experience the player gets for doing so. Beware: High level 3915 how much experience the player gets for doing so. Beware: High level
3805 runes can be quite a cheap source of experience! So either make them 3916 runes can be quite a cheap source of experience! So either make them
3806 tough, or keep the level low. 3917 tough, or keep the level low.
3807 </attribute> 3918 </attribute>
3814 The rune will detonate &lt;number of charges&gt; times before disappearing. 3925 The rune will detonate &lt;number of charges&gt; times before disappearing.
3815 </attribute> 3926 </attribute>
3816 <attribute arch="dam" editor="direct damage" type="int"> 3927 <attribute arch="dam" editor="direct damage" type="int">
3817 &lt;direct damage&gt; specifies how much damage is done by the rune, 3928 &lt;direct damage&gt; specifies how much damage is done by the rune,
3818 if it doesn't contain a spell. This should be set in reasonable 3929 if it doesn't contain a spell. This should be set in reasonable
3819 relation to the rune's level. 3930 relation to the rune's level.
3820 </attribute> 3931 </attribute>
3821 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3932 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3822 If there isn't any spell (and &lt;summon monster&gt; is unset), this 3933 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3823 attribute defines what attacktype to use for direct damage when 3934 attribute defines what attacktype to use for direct damage when
3824 the rune detonates. 3935 the rune detonates.
3889 <attribute arch="no_magic" value="1" type="fixed" /> 4000 <attribute arch="no_magic" value="1" type="fixed" />
3890 <attribute arch="damned" value="1" type="fixed" /> 4001 <attribute arch="damned" value="1" type="fixed" />
3891</type> 4002</type>
3892 4003
3893<!--####################################################################--> 4004<!--####################################################################-->
4005<type number="111" name="Scroll">
4006 <ignore>
4007 <attribute arch="title" />
4008 </ignore>
4009 <description><![CDATA[
4010 Scrolls contain spells (similar to spell-potions). Unlike potions,
4011 scrolls require a certain literacy skill to read successfully.
4012 Accordingly, for a successful reading, a small amount of
4013 experience is gained. Scrolls allow only one time usage, but
4014 usually they are sold in bulks. ]]>
4015 </description>
4016 <use><![CDATA[
4017 For low level quests, scrolls of healing/curing-spells
4018 can be a nice reward. At higher levels, scrolls become less
4019 and less useful. ]]>
4020 </use>
4021 <attribute arch="level" editor="casting level" type="int">
4022 The spell of the scroll will be casted at this level.
4023 This value should always be set, at least to 1.
4024 </attribute>
4025 <attribute arch="sp" editor="spell" type="spell">
4026 When a player/monster applies this scroll, the selected &lt;spell&gt;
4027 will be casted (once). This should work for any given spell.
4028 </attribute>
4029 <attribute arch="startequip" editor="godgiven item" type="bool">
4030 A godgiven item vanishes as soon as the player
4031 drops it to the ground.
4032 </attribute>
4033</type>
4034
4035<!--####################################################################-->
4036<type number="33" name="Shield">
4037 <import_type name="Amulet" />
4038 <description><![CDATA[
4039 Wearing a shield, the object's stats will directly be inherited to
4040 the player. Shields usually provide good defense, only surpassed
4041 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4042 </description>
4043 <use><![CDATA[
4044 Feel free to create your own special artifacts. However, it is very
4045 important that you keep your artifact in balance with existing maps. ]]>
4046 </use>
4047 <attribute arch="magic" editor="magic bonus" type="int">
4048 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4049 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4050 than direct armour-class bonus on the shield.
4051 </attribute>
4052</type>
4053
4054<!--####################################################################-->
3894<type number="14" name="Shooting Weapon"> 4055<type number="14" name="Shooting Weapon">
3895 <description><![CDATA[ 4056 <description><![CDATA[
3896 Schooting weapons like bows/crossbows are used to shoot projectiles 4057 Shooting weapons like bows/crossbows are used to shoot projectiles
3897 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 4058 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3898 wielded both at the same time. Like with any other equipment, 4059 wielded both at the same time. Like with any other equipment,
3899 stats/bonuses from shooting weapons are directly inherited to the player. 4060 stats/bonuses from shooting weapons are directly inherited to the player.
3900 <br><br> 4061 <br><br>
3901 It's very easy to add new pairs of weapons &amp; projectiles. 4062 It's very easy to add new pairs of weapons &amp; projectiles.
3903 weapon and projectile. ]]> 4064 weapon and projectile. ]]>
3904 </description> 4065 </description>
3905 <use><![CDATA[ 4066 <use><![CDATA[
3906 Shooting weapons should not add bonuses in general. There's already 4067 Shooting weapons should not add bonuses in general. There's already
3907 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc. 4068 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3908 Schooting weapons should especially not add bonuses to the player 4069 Shooting weapons should especially not add bonuses to the player
3909 that have nothing to do with schooting. A Wisdom bonus on a bow 4070 that have nothing to do with schooting. A Wisdom bonus on a bow
3910 is crap for example! A name like "Longbow of great Wisdom" doesn't help 4071 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3911 - still crap. ]]> 4072 - still crap. ]]>
3912 </use> 4073 </use>
3913 <attribute arch="race" editor="ammunition class" type="string"> 4074 <attribute arch="race" editor="ammunition class" type="string">
3914 Only projectiles with matching &lt;ammunition class&gt; can be fired 4075 Only projectiles with matching &lt;ammunition class&gt; can be fired
3915 with this weapon. For normal bows set "arrows", for normal 4076 with this weapon. For normal bows set "arrows", for normal
3916 crossbows set "crossbow bolts". 4077 crossbows set "crossbow bolts".
3917 4078
3918 In certain cases, the ammunition class is displayed in the game. 4079 In certain cases, the ammunition class is displayed in the game.
3919 Hence, when you create a new ammunition class, choose an 4080 Hence, when you create a new ammunition class, choose an
3920 intuitive name like "missiles", "spirit bolts" - whatever. 4081 intuitive name like "missiles", "spirit bolts" - whatever.
3921 </attribute> 4082 </attribute>
3922 <attribute arch="sp" editor="shooting speed" type="int"> 4083 <attribute arch="sp" editor="shooting speed" type="int">
3923 After shooting a projectile, the player is frozen for a short 4084 After shooting a projectile, the player is frozen for a short
3924 period of time (to prevent shooting arrows machine-gun-like). 4085 period of time (to prevent shooting arrows machine-gun-like).
3925 The greater &lt;shooting speed&gt;, the shorter this period of time. 4086 The greater &lt;shooting speed&gt;, the shorter this period of time.
3926 1 is minimum (=worst) and 100 is maximum (=best) value. 4087 1 is minimum (=worst) and 100 is maximum (=best) value.
3927 4088
3928 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT 4089 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3929 SET IT TO ZERO! (That would freeze the player for eternety). 4090 SET IT TO ZERO! (That would freeze the player for eternety).
3930 </attribute> 4091 </attribute>
3931 <attribute arch="dam" editor="base damage" type="int"> 4092 <attribute arch="dam" editor="base damage" type="int">
3932 The &lt;base damage&gt; significantly affects the damage done 4093 The &lt;base damage&gt; significantly affects the damage done
3943 The &lt;item power&gt; value measures how "powerful" an artifact is. 4104 The &lt;item power&gt; value measures how "powerful" an artifact is.
3944 Players will only be able to wear equipment with a certain total 4105 Players will only be able to wear equipment with a certain total
3945 amount of &lt;item power&gt;, depending on their own level. This is the 4106 amount of &lt;item power&gt;, depending on their own level. This is the
3946 only way to prevent low level players to wear "undeserved" equipment 4107 only way to prevent low level players to wear "undeserved" equipment
3947 (like gifts from other players or cheated items). 4108 (like gifts from other players or cheated items).
3948 4109
3949 It is very important to adjust the &lt;item power&gt; value carefully 4110 It is very important to adjust the &lt;item power&gt; value carefully
3950 for every artifact you create! If zero/unset, the CF server will 4111 for every artifact you create! If zero/unset, the CF server will
3951 calculate a provisional value at runtime, but this is never 4112 calculate a provisional value at runtime, but this is never
3952 going to be an accurate measurement of &lt;item power&gt;. 4113 going to be an accurate measurement of &lt;item power&gt;.
3953 </attribute> 4114 </attribute>
4024 should have such a description. 4185 should have such a description.
4025 </attribute> 4186 </attribute>
4026</type> 4187</type>
4027 4188
4028<!--####################################################################--> 4189<!--####################################################################-->
4029<type number="111" name="Scroll">
4030 <ignore>
4031 <attribute arch="title" />
4032 </ignore>
4033 <description><![CDATA[
4034 Scrolls contain spells (similar to spell-potions). Unlike potions,
4035 scrolls require a certain literacy skill to read successfully.
4036 Accordingly, for a successful reading, a small amount of
4037 experience is gained. Scrolls allow only one time usage, but
4038 usually they are sold in bulks. ]]>
4039 </description>
4040 <use><![CDATA[
4041 For low level quests, scrolls of healing/curing-spells
4042 can be a nice reward. At higher levels, scrolls become less
4043 and less useful. ]]>
4044 </use>
4045 <attribute arch="level" editor="casting level" type="int">
4046 The spell of the scroll will be casted at this level.
4047 This value should always be set, at least to 1.
4048 </attribute>
4049 <attribute arch="sp" editor="spell" type="spell">
4050 When a player/monster applies this scroll, the selected &lt;spell&gt;
4051 will be casted (once). This should work for any given spell.
4052 </attribute>
4053 <attribute arch="startequip" editor="godgiven item" type="bool">
4054 A godgiven item vanishes as soon as the player
4055 drops it to the ground.
4056 </attribute>
4057</type>
4058
4059<!--####################################################################-->
4060<type number="33" name="Shield">
4061 <import_type name="Amulet" />
4062 <description><![CDATA[
4063 Wearing a shield, the object's stats will directly be inherited to
4064 the player. Shields usually provide good defense, only surpassed
4065 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4066 </description>
4067 <use><![CDATA[
4068 Feel free to create your own special artifacts. However, it is very
4069 important that you keep your artifact in balance with existing maps. ]]>
4070 </use>
4071 <attribute arch="magic" editor="magic bonus" type="int">
4072 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4073 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4074 than direct armour-class bonus on the shield.
4075 </attribute>
4076</type>
4077
4078<!--####################################################################-->
4079<type number="68" name="Shop Floor"> 4190<type number="68" name="Shop Floor">
4080 <ignore> 4191 <ignore>
4081 <ignore_list name="non_pickable" /> 4192 <ignore_list name="non_pickable" />
4082 </ignore> 4193 </ignore>
4083 <description><![CDATA[ 4194 <description><![CDATA[
4144 <use><![CDATA[ 4255 <use><![CDATA[
4145 As stated above, always place TWO shop mats into your shop. 4256 As stated above, always place TWO shop mats into your shop.
4146 Not more and not less than that. ]]> 4257 Not more and not less than that. ]]>
4147 </use> 4258 </use>
4148 <attribute arch="no_pick" value="1" type="fixed" /> 4259 <attribute arch="no_pick" value="1" type="fixed" />
4149 <attribute arch="walk_on" editor="apply by walking" type="bool"> 4260 &move_on;
4150 If set, the player can enter/leave the
4151 shop by just walking into the shop mat.
4152 </attribute>
4153 <attribute arch="fly_on" editor="apply by flying" type="bool">
4154 If set, the player can enter/leave the
4155 shop by "flying" into the shop mat.
4156 </attribute>
4157</type> 4261</type>
4158 4262
4159<!--####################################################################--> 4263<!--####################################################################-->
4160<type number="98" name="Sign &amp; MagicMouth"> 4264<type number="98" name="Sign &amp; MagicMouth">
4161 <ignore> 4265 <ignore>
4178 the connection is triggered. This should be used in combination with 4282 the connection is triggered. This should be used in combination with
4179 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled. 4283 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4180 If activating your magic_mouth this way, the message will not only be 4284 If activating your magic_mouth this way, the message will not only be
4181 printed to one player, but all players on the current map. 4285 printed to one player, but all players on the current map.
4182 </attribute> 4286 </attribute>
4183 <attribute arch="walk_on" editor="activate by walking" type="bool"> 4287 &activate_on;
4184 If set, the player gets the message when walking ontop of the object. 4288 &move_on;
4185 "invisible 1" should be set in this case. This is the typical configuration
4186 for a "magic_mouth": The player walks through a dungeon and suddenly he
4187 gets a message. Use this to create some roleplay atmosphere, and to inform
4188 the player about possible dangers or secrets.
4189 </attribute>
4190 <attribute arch="fly_on" editor="activate by flying" type="bool">
4191 If set, the player gets the message when flying (=levitating) ontop
4192 of the object. Usually this should be set together with walk_on.
4193 </attribute>
4194 <attribute arch="food" editor="counter" type="int"> 4289 <attribute arch="food" editor="counter" type="int">
4195 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4290 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4196 (printing the message) only that many times. For signs this really shouldn't 4291 (printing the message) only that many times. For signs this really shouldn't
4197 be used, while for magic_mouths it is extremely helpful. 4292 be used, while for magic_mouths it is extremely helpful.
4198 Monsters walking over the magic_mouth do not decrease the counter. 4293 Monsters walking over the magic_mouth do not decrease the counter.
4199 4294
4200 Often, you might want to have a message displayed only one time. For example: 4295 Often, you might want to have a message displayed only one time. For example:
4201 The player enters your map and you put a magic_mouth to tell him about the 4296 The player enters your map and you put a magic_mouth to tell him about the
4202 monsters and how dangerous they look and all. Later, when all the monsters 4297 monsters and how dangerous they look and all. Later, when all the monsters
4203 are killed and the player leaves the map, displaying the same message a 4298 are killed and the player leaves the map, displaying the same message a
4204 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4299 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4321 burned or otherwise destroyed. 4416 burned or otherwise destroyed.
4322 </attribute> 4417 </attribute>
4323 <attribute arch="unique" editor="unique item" type="bool"> 4418 <attribute arch="unique" editor="unique item" type="bool">
4324 Unique items exist only one time on a server. If the item 4419 Unique items exist only one time on a server. If the item
4325 is taken, lost or destroyed - it's gone for good. 4420 is taken, lost or destroyed - it's gone for good.
4326 4421
4327 This can be used if you want to sell apartments on your 4422 This can be used if you want to sell apartments on your
4328 map: Simply sell a unique passport/key, and place 4423 map: Simply sell a unique passport/key, and place
4329 an inventory checker at the entrance of your apartment. 4424 an inventory checker at the entrance of your apartment.
4330 </attribute> 4425 </attribute>
4331 <attribute arch="startequip" editor="godgiven item" type="bool"> 4426 <attribute arch="startequip" editor="godgiven item" type="bool">
4448 <use><![CDATA[ 4543 <use><![CDATA[
4449 Spinners are very rarely used. I believe they are quite 4544 Spinners are very rarely used. I believe they are quite
4450 confusing and pointless. The only use I can think of is building 4545 confusing and pointless. The only use I can think of is building
4451 some puzzle about where to shoot into spinners to shoot somewhere you 4546 some puzzle about where to shoot into spinners to shoot somewhere you
4452 otherwise couldn't. 4547 otherwise couldn't.
4453 4548
4454 When placing spinners on a map with magic walls, make sure the spell- 4549 When placing spinners on a map with magic walls, make sure the spell-
4455 projectiles from magic walls don't get to fly in loops. ]]> 4550 projectiles from magic walls don't get to fly in loops. ]]>
4456 </use> 4551 </use>
4457 <attribute arch="sp" editor="direction number" type="int"> 4552 <attribute arch="sp" editor="direction number" type="int">
4458 The spinner will change the direction of flying objects by 4553 The spinner will change the direction of flying objects by
4459 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4554 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4460 positive values counter clockwise. 4555 positive values counter clockwise.
4461 4556
4462 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4557 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4463 </attribute> 4558 </attribute>
4464 <attribute arch="walk_on" value="1" type="fixed" /> 4559 &move_on;
4465 <attribute arch="fly_on" value="1" type="fixed" />
4466</type> 4560</type>
4467 4561
4468<!--####################################################################--> 4562<!--####################################################################-->
4469<type number="138" name="Swamp"> 4563<type number="138" name="Swamp">
4470 <ignore> 4564 <ignore>
4476 he will start to sink in and eventually drown and die. 4570 he will start to sink in and eventually drown and die.
4477 Items dropped on the swamp sink in and dissapear. 4571 Items dropped on the swamp sink in and dissapear.
4478 Players with knowledge of the woodsman skill are a lot less likely 4572 Players with knowledge of the woodsman skill are a lot less likely
4479 to die in the swamp. ]]> 4573 to die in the swamp. ]]>
4480 </description> 4574 </description>
4481 <attribute arch="walk_on" value="1" type="fixed" />
4482 <attribute arch="is_floor" value="1" type="fixed" /> 4575 <attribute arch="is_floor" value="1" type="fixed" />
4483 <attribute arch="is_wooded" value="1" type="fixed" /> 4576 <attribute arch="is_wooded" value="1" type="fixed" />
4484 <attribute arch="speed" editor="drowning speed" type="float"> 4577 <attribute arch="speed" editor="drowning speed" type="float">
4485 The higher the &lt;drowning speed&gt;, the faster will players and items 4578 The higher the &lt;drowning speed&gt;, the faster will players and items
4486 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty 4579 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4487 and unexpected death-trap. Players should get a warning before such areas. 4580 and unexpected death-trap. Players should get a warning before such areas.
4488 </attribute> 4581 </attribute>
4489 <attribute arch="slow_move" editor="slow movement" type="int"> 4582 &speed_left;
4490 If &lt;slow movement&gt; is set to a value greater zero, all 4583 &move_on;
4491 creatures moving over this spot will be slower than normal. 4584 &movement_types_terrain;
4492
4493 &lt;slow movement&gt; 1 - rough terrain
4494 &lt;slow movement&gt; 2 - very rough terrain
4495 ...
4496 &lt;slow movement&gt; 5 - default for deep swamp
4497 </attribute>
4498 <attribute arch="no_magic" editor="no spells" type="bool"> 4585 <attribute arch="no_magic" editor="no spells" type="bool">
4499 If enabled, it is impossible for players to use (wizard-) 4586 If enabled, it is impossible for players to use (wizard-)
4500 spells on that spot. 4587 spells on that spot.
4501 </attribute> 4588 </attribute>
4502 <attribute arch="damned" editor="no prayers" type="bool"> 4589 <attribute arch="damned" editor="no prayers" type="bool">
4536 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4623 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4537 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" 4624 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4538 for example I could use the relative path "Fire1"). Use relative 4625 for example I could use the relative path "Fire1"). Use relative
4539 paths whenever possible! Note that upper/lower case must always be 4626 paths whenever possible! Note that upper/lower case must always be
4540 set correctly. However, please use lower case only. 4627 set correctly. However, please use lower case only.
4541 4628
4542 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the 4629 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4543 &lt;exit path&gt; is unset (empty), anything can get teleported: Players, 4630 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4544 monsters and items. In this case, the destined map is automatically 4631 monsters and items. In this case, the destined map is automatically
4545 the same map the teleporter is on. 4632 the same map the teleporter is on.
4546 </attribute> 4633 </attribute>
4547 <attribute arch="hp" editor="destination X" type="int"> 4634 <attribute arch="hp" editor="destination X" type="int">
4548 The exit destinations define the (x, y)-coordinates where the exit 4635 The exit destinations define the (x, y)-coordinates where the exit
4549 leads to. 4636 leads to.
4550 4637
4551 If both are set to zero and &lt;exit path&gt; is empty, the player will 4638 If both are set to zero and &lt;exit path&gt; is empty, the player will
4552 get teleported to another, randomly chosen teleporter on the same 4639 get teleported to another, randomly chosen teleporter on the same
4553 map (Slightly confusing for the player though). Make sure there 4640 map (Slightly confusing for the player though). Make sure there
4554 actually *is* a second one in that case. 4641 actually *is* a second one in that case.
4555 4642
4556 If both are set to zero and &lt;exit path&gt; is set, the player will 4643 If both are set to zero and &lt;exit path&gt; is set, the player will
4557 be transferred to the "default enter location" of the destined map. 4644 be transferred to the "default enter location" of the destined map.
4558 The latter can be set in the map-properties as "Enter X/Y". Though, 4645 The latter can be set in the map-properties as "Enter X/Y". Though,
4559 please DO NOT use that. It turned out to be a source for numerous 4646 please DO NOT use that. It turned out to be a source for numerous
4560 map-bugs. 4647 map-bugs.
4561 </attribute> 4648 </attribute>
4562 <attribute arch="sp" editor="destination Y" type="int"> 4649 <attribute arch="sp" editor="destination Y" type="int">
4563 The exit destinations define the (x, y)-coordinates where the exit 4650 The exit destinations define the (x, y)-coordinates where the exit
4564 leads to. 4651 leads to.
4565 4652
4566 If both are set to zero and &lt;exit path&gt; is empty, the player will 4653 If both are set to zero and &lt;exit path&gt; is empty, the player will
4567 get teleported to another, randomly chosen teleporter on the same 4654 get teleported to another, randomly chosen teleporter on the same
4568 map (Slightly confusing for the player though). Make sure there 4655 map (Slightly confusing for the player though). Make sure there
4569 actually *is* a second one in that case. 4656 actually *is* a second one in that case.
4570 4657
4571 If both are set to zero and &lt;exit path&gt; is set, the player will 4658 If both are set to zero and &lt;exit path&gt; is set, the player will
4572 be transferred to the "default enter location" of the destined map. 4659 be transferred to the "default enter location" of the destined map.
4573 The latter can be set in the map-properties as "Enter X/Y". Though, 4660 The latter can be set in the map-properties as "Enter X/Y". Though,
4574 please DO NOT use that. It turned out to be a source for numerous 4661 please DO NOT use that. It turned out to be a source for numerous
4575 map-bugs. 4662 map-bugs.
4577 <attribute arch="connected" editor="connection" type="int"> 4664 <attribute arch="connected" editor="connection" type="int">
4578 If a connection value is set, the teleporter will be activated 4665 If a connection value is set, the teleporter will be activated
4579 whenever the connection is triggered. To use this properly, 4666 whenever the connection is triggered. To use this properly,
4580 &lt;activation speed&gt; must be zero. 4667 &lt;activation speed&gt; must be zero.
4581 </attribute> 4668 </attribute>
4669 &activate_on;
4582 <attribute arch="speed" editor="activation speed" type="float"> 4670 <attribute arch="speed" editor="activation speed" type="float">
4583 If the &lt;activation speed&gt; is nonzero, the teleporter will 4671 If the &lt;activation speed&gt; is nonzero, the teleporter will
4584 automatically be activated in regular time-intervals. Hence, the 4672 automatically be activated in regular time-intervals. Hence, the
4585 player can just step on it and gets teleported sooner or later. 4673 player can just step on it and gets teleported sooner or later.
4586 The duration between two activates depends on the given value. 4674 The duration between two activates depends on the given value.
4587 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4675 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4588 4676
4589 VERY IMPORTANT: If you want to have your teleporter activated via 4677 VERY IMPORTANT: If you want to have your teleporter activated via
4590 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4678 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4679 </attribute>
4680 &speed_left;
4681</type>
4682
4683<!--####################################################################-->
4684<type number="26" name="Timed Gate">
4685 <ignore>
4686 <ignore_list name="non_pickable" />
4687 </ignore>
4688 <description><![CDATA[
4689 Gates play an important role in Crossfire. Gates can be opened
4690 by activating a button/trigger, by speaking passwords (-> magic_ear)
4691 or carrying special key-objects (-> inventory checker).
4692 Unlike locked doors, gates can get shut again after a player has
4693 passed, which makes them more practical in many cases. Unlike normal
4694 gates, timed gates open when triggered but automatically close again
4695 after some time.]]>
4696 </description>
4697 <use><![CDATA[
4698 Use gates to divide your maps into separated areas. After solving
4699 area A, the player gains access to area B, and so on. Make your
4700 maps more complex than "one-way". ]]>
4701 </use>
4702 <attribute arch="no_pick" value="1" type="fixed" />
4703 <attribute arch="connected" editor="connection" type="int">
4704 Whenever the inventory checker is triggered, all objects with identical
4705 &lt;connection&gt; value get activated. This only makes sense together with
4706 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4707 after some time.
4708 </attribute>
4709 &activate_on;
4710 <attribute arch="wc" editor="position state" type="int">
4711 The &lt;position state&gt; defines the position of the gate:
4712 Zero means completely open/down, the "number of animation-steps" (usually
4713 about 6 or 7) means completely closed/up state. I suggest you don't
4714 mess with this value - Leave the default in place.
4715 </attribute>
4716 &movement_types_terrain;
4717 <attribute arch="no_magic" editor="restrict spells" type="bool">
4718 Restricting the use of spells to pass this gate. This has
4719 an effect only if &lt;block view&gt; is disabled.
4720 </attribute>
4721 <attribute arch="damned" editor="restrict prayers" type="bool">
4722 Restricting the use of prayers to pass this door. This has
4723 an effect only if &lt;block view&gt; is disabled.
4724 </attribute>
4725 <attribute arch="hp" editor="open duration" type="int">
4726 Defines the duration the gate remains closed. This only takes effect
4727 if the gate is not connected.
4591 </attribute> 4728 </attribute>
4592</type> 4729</type>
4593 4730
4594<!--####################################################################--> 4731<!--####################################################################-->
4595<type number="155" name="Trap"> 4732<type number="155" name="Trap">
4602 <attribute arch="material" /> 4739 <attribute arch="material" />
4603 <attribute arch="unpaid" /> 4740 <attribute arch="unpaid" />
4604 </ignore> 4741 </ignore>
4605 <description><![CDATA[ 4742 <description><![CDATA[
4606 A trap is a object that can either do damage or trigger another connected object 4743 A trap is a object that can either do damage or trigger another connected object
4607 when detonated. Traps are like runes except they are not magical in nature, 4744 when detonated. Traps are like runes except they are not magical in nature,
4608 and generally have either a physical attack or trigger a reaction. 4745 and generally have either a physical attack or trigger a reaction.
4609 <br><br> 4746 <br><br>
4610 Traps hit any monster or person who steps on them for 'dam' damage in 4747 Traps hit any monster or person who steps on them for 'dam' damage in
4611 'attacktype' attacktype and/or trigger a reaction. 4748 'attacktype' attacktype and/or trigger a reaction.
4612 <br><br> 4749 <br><br>
4615 <use><![CDATA[ 4752 <use><![CDATA[
4616 Avoid monsters stepping on your traps. For example, a party of orcs setting 4753 Avoid monsters stepping on your traps. For example, a party of orcs setting
4617off your lightning wall and pit trap is usually a bad idea. ]]> 4754off your lightning wall and pit trap is usually a bad idea. ]]>
4618 </use> 4755 </use>
4619 <attribute arch="no_pick" value="1" type="fixed" /> 4756 <attribute arch="no_pick" value="1" type="fixed" />
4620 <attribute arch="walk_on" value="1" type="fixed" /> 4757 &move_on;
4621 <attribute arch="level" editor="trap level" type="int"> 4758 <attribute arch="level" editor="trap level" type="int">
4622 Level effects how easily a trap may be found and disarmed, and 4759 Level effects how easily a trap may be found and disarmed, and
4623 how much experience the player gets for doing so. Beware: High level 4760 how much experience the player gets for doing so. Beware: High level
4624 traps can be quite a cheap source of experience! So either make them 4761 traps can be quite a cheap source of experience! So either make them
4625 tough, or keep the level low. 4762 tough, or keep the level low.
4626 </attribute> 4763 </attribute>
4631 </attribute> 4768 </attribute>
4632 <attribute arch="hp" editor="number of charges" type="int"> 4769 <attribute arch="hp" editor="number of charges" type="int">
4633 The trap will detonate &lt;number of charges&gt; times before disappearing. 4770 The trap will detonate &lt;number of charges&gt; times before disappearing.
4634 </attribute> 4771 </attribute>
4635 <attribute arch="dam" editor="direct damage" type="int"> 4772 <attribute arch="dam" editor="direct damage" type="int">
4636 &lt;direct damage&gt; specifies how much damage is done by the trap. 4773 &lt;direct damage&gt; specifies how much damage is done by the trap.
4637 This should be set in reasonable relation to the trap's level. 4774 This should be set in reasonable relation to the trap's level.
4638 </attribute> 4775 </attribute>
4639 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4776 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4640 This attribute defines what attacktype to use for direct damage when 4777 This attribute defines what attacktype to use for direct damage when
4641 the trap detonates. 4778 the trap detonates.
4642 </attribute> 4779 </attribute>
4668 Trapdoors should be used in the same fashion as pits: 4805 Trapdoors should be used in the same fashion as pits:
4669 They should always drop the victims to some kind of lower level. They 4806 They should always drop the victims to some kind of lower level. They
4670 are not supposed to be used to randomly interconnect maps like teleporters. ]]> 4807 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4671 </use> 4808 </use>
4672 <attribute arch="no_pick" value="1" type="fixed" /> 4809 <attribute arch="no_pick" value="1" type="fixed" />
4673 <attribute arch="walk_on" value="1" type="fixed" /> 4810 &move_on;
4674 <attribute arch="weight" editor="hold weight" type="int"> 4811 <attribute arch="weight" editor="hold weight" type="int">
4675 This value defines how much weight the trapdoor can hold. 4812 This value defines how much weight the trapdoor can hold.
4676 Once items or creatures are gathered on the trapdoor, with 4813 Once items or creatures are gathered on the trapdoor, with
4677 a total weight surpassing this value, then the trapdoor will 4814 a total weight surpassing this value, then the trapdoor will
4678 open and things start falling through. 4815 open and things start falling through.
4741 &lt;quality level&gt; 5 per default). 4878 &lt;quality level&gt; 5 per default).
4742 </attribute> 4879 </attribute>
4743</type> 4880</type>
4744 4881
4745<!--####################################################################--> 4882<!--####################################################################-->
4883<type number="52" name="Trigger Marker">
4884 <ignore>
4885 <ignore_list name="system_object" />
4886 </ignore>
4887 <description><![CDATA[
4888 A trigger marker is an object that inserts an invisible force (a mark) into a
4889 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4890 &lt;key string&gt; which can be discovered by detectors or inventory
4891 checkers. It is also possible to use markers for removing marks again.
4892 <br><br>
4893 Note that the player has no possibility to "see" his own marks,
4894 except by the effect that they cause on the maps. ]]>
4895 </description>
4896 <use><![CDATA[
4897 Markers hold real cool possibilities for map-making. I encourage
4898 you to use them frequently. However there is one negative point
4899 about markers: Players don't "see" what's going on with them. It is
4900 your task, as map-creator, to make sure the player is always well
4901 informed and never confused.
4902 <br><br>
4903 Please avoid infinite markers when they aren't needed. They're
4904 using a little space in the player file after all, so if there
4905 is no real purpose, set an expire time. ]]>
4906 </use>
4907 <attribute arch="no_pick" value="1" type="fixed" />
4908 <attribute arch="slaying" editor="key string" type="string">
4909 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4910 If the player already has a force with that &lt;key string&gt;,
4911 there won't be inserted a second one.
4912 </attribute>
4913 <attribute arch="connected" editor="connection" type="int">
4914 Unlike a regular marker this is the connection that triggers this marker to activate.
4915 </attribute>
4916 <attribute arch="food" editor="mark duration" type="int">
4917 This value defines the duration of the force it inserts.
4918 If nonzero, the duration of the player's mark is finite:
4919 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4920 means the mark will stay on the player forever.
4921 </attribute>
4922 <attribute arch="name" editor="delete mark" type="string">
4923 When the player steps onto the marker, all existing forces in
4924 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4925 will be removed. If you don't want to remove any marks, leave
4926 this textfield empty.
4927
4928 Note that the string &lt;delete mark&gt; is set as the name of
4929 this marker. So don't be confused, and remember changing the
4930 name will take effect on the marker's functionality.
4931 </attribute>
4932 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4933 In the moment when the player gets marked, this text is displayed
4934 to him. You should really set a message in any marker you create,
4935 because it's the only way for the player to notice what's going on.
4936 </attribute>
4937</type>
4938
4939<!--####################################################################-->
4746<type number="0" name="Wall"> 4940<type number="0" name="Wall">
4747 <required> 4941 <required>
4748 <attribute arch="is_floor" value="0" /> 4942 <attribute arch="is_floor" value="0" />
4749 <attribute arch="alive" value="0" /> 4943 <attribute arch="alive" value="0" />
4750 <attribute arch="no_pass" value="1" /> 4944 <attribute arch="no_pass" value="1" />
4757 <attribute arch="unpaid" /> 4951 <attribute arch="unpaid" />
4758 </ignore> 4952 </ignore>
4759 <description><![CDATA[ 4953 <description><![CDATA[
4760 Walls usually block passage and sight. ]]> 4954 Walls usually block passage and sight. ]]>
4761 </description> 4955 </description>
4762 <attribute arch="no_pass" editor="blocking passage" type="bool"> 4956 &movement_types_terrain;
4763 If set, the object cannot be passed by players nor monsters.
4764 </attribute>
4765 <attribute arch="can_roll" editor="moveable" type="bool"> 4957 <attribute arch="can_roll" editor="moveable" type="bool">
4766 If set, the object is able to "roll", so it can be pushed around. 4958 If set, the object is able to "roll", so it can be pushed around.
4767 This setting is used for boulders and barrels. 4959 This setting is used for boulders and barrels.
4768 </attribute> 4960 </attribute>
4769 <attribute arch="no_magic" editor="restrict spells" type="bool"> 4961 <attribute arch="no_magic" editor="restrict spells" type="bool">
4771 Restricting the use of spells to pass this wall. 4963 Restricting the use of spells to pass this wall.
4772 </attribute> 4964 </attribute>
4773 <attribute arch="damned" editor="restrict prayers" type="bool"> 4965 <attribute arch="damned" editor="restrict prayers" type="bool">
4774 This takes effect only with &lt;blocksview&gt; disabled. 4966 This takes effect only with &lt;blocksview&gt; disabled.
4775 Restricting the use of spells to pass this wall. 4967 Restricting the use of spells to pass this wall.
4968 </attribute>
4969</type>
4970
4971<!--####################################################################-->
4972<type number="109" name="Wand &amp; Staff">
4973 <description><![CDATA[
4974 Wands contain a certain spell. The player can apply (ready) and
4975 fire the wand. After a defined number of casts, the wand is
4976 "used up". It is possible to recharge a wand with scrolls of
4977 charging, but usually that isn't worth the cost. ]]>
4978 </description>
4979 <use><![CDATA[
4980 Wands are quite seldomly used. The reason prolly is that they're
4981 generally not cost-efficient. Handing out high-level wands with
4982 powerful special spells isn't a good idea either, because of
4983 the recharge ability.
4984 <br><br>
4985 For low levels, staffs of healing/cure and word of recall are
4986 quite desirable though. Ideal rewards for low level quests. ]]>
4987 </use>
4988 <attribute arch="sp" editor="spell" type="spell">
4989 The &lt;spell&gt; specifies the contained spell.
4990 </attribute>
4991 <attribute arch="level" editor="casting level" type="int">
4992 The &lt;casting level&gt; of the wand determines it's power.
4993 An average level for wands in shops is about 10.
4994 </attribute>
4995 <attribute arch="food" editor="number of charges" type="int">
4996 The wand can be used &lt;number of charges&gt; times before it is
4997 used up. It can be recharged with scrolls of charging.
4998 </attribute>
4999 <attribute arch="startequip" editor="godgiven item" type="bool">
5000 A godgiven item vanishes as soon as the player
5001 drops it to the ground.
5002 </attribute>
5003 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5004 This text may contain a description of the wand.
4776 </attribute> 5005 </attribute>
4777</type> 5006</type>
4778 5007
4779<!--####################################################################--> 5008<!--####################################################################-->
4780<type number="0" name="Weak Wall"> 5009<type number="0" name="Weak Wall">
4890 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5119 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4891 This number is a bitmask, specifying the weapon's attacktypes. 5120 This number is a bitmask, specifying the weapon's attacktypes.
4892 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5121 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4893 have no more than one or two attacktypes. Keep in mind that all weapons 5122 have no more than one or two attacktypes. Keep in mind that all weapons
4894 can be blessed by the player's diety, thus adding an additional attacktype. 5123 can be blessed by the player's diety, thus adding an additional attacktype.
4895 5124
4896 When a player hits a monster with a weapon that has more than one attacktype, 5125 When a player hits a monster with a weapon that has more than one attacktype,
4897 then he will do as much damage as the "best" of his attacktypes does. So, 5126 then he will do as much damage as the "best" of his attacktypes does. So,
4898 the more attacktypes you've got, the better your chance to take advantage 5127 the more attacktypes you've got, the better your chance to take advantage
4899 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. 5128 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4900 player.). Attacktypes "magic" and "chaos" are somehow exceptions. 5129 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4902 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> 5131 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4903 The &lt;weapontype&gt; characterizes the weapon's type of physical 5132 The &lt;weapontype&gt; characterizes the weapon's type of physical
4904 attack. It could best be considered a "subclassification" 5133 attack. It could best be considered a "subclassification"
4905 of the physical attacktype. For now, this is only used for 5134 of the physical attacktype. For now, this is only used for
4906 attack messages! 5135 attack messages!
4907 5136
4908 You should always set this correctly when creating new 5137 You should always set this correctly when creating new
4909 weapons for your maps. 5138 weapons for your maps.
4910 </attribute> 5139 </attribute>
4911 <attribute arch="skill" editor="skill name" type="string"> 5140 <attribute arch="skill" editor="skill name" type="string">
4912 Matching &lt;skill name&gt; of the skill that is required 5141 Matching &lt;skill name&gt; of the skill that is required
4920 </attribute> 5149 </attribute>
4921 <attribute arch="slaying" editor="slaying race" type="string"> 5150 <attribute arch="slaying" editor="slaying race" type="string">
4922 Slaying means the weapon does tripple (3x) damage to monsters of the 5151 Slaying means the weapon does tripple (3x) damage to monsters of the
4923 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"), 5152 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4924 only monsters of that archtype are hit with tripple damage. 5153 only monsters of that archtype are hit with tripple damage.
4925 5154
4926 No god blessings are possible for weapons with a race set in this entry 5155 No god blessings are possible for weapons with a race set in this entry
4927 (That's because god blessings add tripple damage against their own 5156 (That's because god blessings add tripple damage against their own
4928 enemy races). Tripple damage is very effective. 5157 enemy races). Tripple damage is very effective.
4929 </attribute> 5158 </attribute>
4930 <attribute arch="last_sp" editor="weapon speed" type="int"> 5159 <attribute arch="last_sp" editor="weapon speed" type="int">
4946 The &lt;item power&gt; value measures how "powerful" an artifact is. 5175 The &lt;item power&gt; value measures how "powerful" an artifact is.
4947 Players will only be able to wear equipment with a certain total 5176 Players will only be able to wear equipment with a certain total
4948 amount of &lt;item power&gt;, depending on their own level. This is the 5177 amount of &lt;item power&gt;, depending on their own level. This is the
4949 only way to prevent low level players to wear "undeserved" equipment 5178 only way to prevent low level players to wear "undeserved" equipment
4950 (like gifts from other players or cheated items). 5179 (like gifts from other players or cheated items).
4951 5180
4952 It is very important to adjust the &lt;item power&gt; value carefully 5181 It is very important to adjust the &lt;item power&gt; value carefully
4953 for every artifact you create! If zero/unset, the CF server will 5182 for every artifact you create! If zero/unset, the CF server will
4954 calculate a provisional value at runtime, but this is never 5183 calculate a provisional value at runtime, but this is never
4955 going to be an accurate measurement of &lt;item power&gt;. 5184 going to be an accurate measurement of &lt;item power&gt;.
4956 </attribute> 5185 </attribute>
4964 the curse is removed. 5193 the curse is removed.
4965 </attribute> 5194 </attribute>
4966 <attribute arch="lifesave" editor="save life" type="bool"> 5195 <attribute arch="lifesave" editor="save life" type="bool">
4967 An item with this flag enabled will save the players life 5196 An item with this flag enabled will save the players life
4968 for one time: When the player is wearing this item and his 5197 for one time: When the player is wearing this item and his
4969 healthpoints reach zero, the item dissapears, replenishing 5198 health points reach zero, the item disappears, replenishing
4970 half of the player's health. 5199 half of the player's health.
4971 5200
4972 An item with &lt;save life&gt; should not have 5201 An item with &lt;save life&gt; should not have
4973 any decent additional bonuses! 5202 any decent additional bonuses!
4974 </attribute> 5203 </attribute>
4975 <attribute arch="unique" editor="unique item" type="bool"> 5204 <attribute arch="unique" editor="unique item" type="bool">
4976 Unique items exist only one time on a server. If the item 5205 Unique items exist only one time on a server. If the item
5136 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 5365 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5137 </attribute> 5366 </attribute>
5138 <attribute arch="food" editor="food bonus" type="int"> 5367 <attribute arch="food" editor="food bonus" type="int">
5139 Positive &lt;food bonus&gt; slows down the player's digestion, 5368 Positive &lt;food bonus&gt; slows down the player's digestion,
5140 thus he consumes less food. Negative values speed it up. 5369 thus he consumes less food. Negative values speed it up.
5141 5370
5142 Note that food is consumed not only for "being alive", but 5371 Note that food is consumed not only for "being alive", but
5143 also for healing and mana-regeneration. 5372 also for healing and mana-regeneration.
5144 &lt;food bonus&gt; only affects the amount of food consumed 5373 &lt;food bonus&gt; only affects the amount of food consumed
5145 for "being alive". Hence, even with high &lt;food bonus&gt;, 5374 for "being alive". Hence, even with high &lt;food bonus&gt;,
5146 during a fight a player can run out of food quickly. 5375 during a fight a player can run out of food quickly.
5147 </attribute> 5376 </attribute>
5148 <attribute arch="xrays" editor="xray vision" type="bool"> 5377 <attribute arch="xrays" editor="xray vision" type="bool">
5149 Xray vision allows the player to see through obstacles 5378 Xray vision allows the player to see through obstacles
5150 in a two-square-wide radius. This is extremely helpful and 5379 in a two-square-wide radius. This is extremely helpful and
5151 desireable, so don't give it away for cheap on equipment. 5380 desirable, so don't give it away for cheap on equipment.
5152 </attribute> 5381 </attribute>
5153 <attribute arch="stealth" editor="stealth" type="bool"> 5382 <attribute arch="stealth" editor="stealth" type="bool">
5154 Stealth allows the player to move silently. 5383 Stealth allows the player to move silently.
5155 This comes to effect if a player turns himself 5384 This comes to effect if a player turns himself
5156 invisible and tries to sneak around monsters. 5385 invisible and tries to sneak around monsters.
5161 the ability to &lt;reflect spells&gt;, all kinds of 5390 the ability to &lt;reflect spells&gt;, all kinds of
5162 spell-bullets and -beams will bounce off him. 5391 spell-bullets and -beams will bounce off him.
5163 This works only about 90% of all times, to 5392 This works only about 90% of all times, to
5164 avoid players being completely immune to certain 5393 avoid players being completely immune to certain
5165 types of attacks. 5394 types of attacks.
5166 5395
5167 This is a very powerful ability and it 5396 This is a very powerful ability and it
5168 shouldn't be handed out cheap! 5397 shouldn't be handed out cheap!
5169 </attribute> 5398 </attribute>
5170 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 5399 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5171 If a player is wearing any piece of equipment with 5400 If a player is wearing any piece of equipment with
5195 This text describes the weapons's "story". Every decent artifact weapon 5424 This text describes the weapons's "story". Every decent artifact weapon
5196 should have such a description. 5425 should have such a description.
5197 </attribute> 5426 </attribute>
5198</type> 5427</type>
5199 5428
5200<!--####################################################################--> 5429<type number="116" name="Event Connector">
5201<type number="109" name="Wand &amp; Staff">
5202 <description><![CDATA[
5203 Wands contain a certain spell. The player can apply (ready) and
5204 fire the wand. After a defined number of casts, the wand is
5205 "used up". It is possible to recharge a wand with scrolls of
5206 charging, but usually that isn't worth the cost. ]]>
5207 </description> 5430 <description><![CDATA[
5208 <use><![CDATA[ 5431 Event connectors link specific events that happen to objects to
5209 Wands are quite seldomly used. The reason prolly is that they're 5432 a crossfire plug-in. ]]>
5210 generally not cost-efficient. Handing out high-level wands with 5433 </description>
5211 powerfull special spells isn't a good idea either, because of 5434 <attribute arch="subtype" editor="event type" type="list_event_type">
5212 the recharge ability. 5435 The type of event that triggers a notify to the plug-in.
5213 <br><br> 5436 </attribute>
5214 For low levels, staffs of healing/cure and word of recall are
5215 quite desireable though. Ideal rewards for low level quests. ]]>
5216 </use>
5217 <attribute arch="sp" editor="spell" type="spell"> 5437 <attribute arch="title" editor="plug-in" type="string">
5218 The &lt;spell&gt; specifies the contained spell. 5438 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5439 for python and "perl" for the Crossfire-Perl plug-in.
5219 </attribute> 5440 </attribute>
5441 <attribute arch="slaying" editor="extension" type="string">
5442 The name of the extension to invoke (for python, this is the path to a script,
5443 for perl this is the name of a extension package without the ".ext" extension.
5444 </attribute>
5220 <attribute arch="level" editor="casting level" type="int"> 5445 <attribute arch="name" editor="options" type="string">
5221 The &lt;casting level&gt; of the wand determines it's power. 5446 A string that is passed unaltered to the extension above. Often used to pass
5222 An average level for wands in shops is about 10. 5447 options to the extension that alter its behaviour.
5223 </attribute>
5224 <attribute arch="food" editor="number of charges" type="int">
5225 The wand can be used &lt;number of charges&gt; times before it is
5226 used up. It can be recharged with scrolls of charging.
5227 </attribute>
5228 <attribute arch="startequip" editor="godgiven item" type="bool">
5229 A godgiven item vanishes as soon as the player
5230 drops it to the ground.
5231 </attribute>
5232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5233 This text may contain a description of the wand.
5234 </attribute> 5448 </attribute>
5235</type> 5449</type>
5236 5450
5237</types> 5451</types>

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