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Revision: 1.31
Committed: Mon Sep 17 17:23:16 2007 UTC (16 years, 9 months ago) by root
Content type: text/xml
Branch: MAIN
CVS Tags: rel-1_11, rel-1_13, rel-1_12, rel-1_1
Changes since 1.30: +2 -1 lines
Log Message:
*** empty log message ***

File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Crossfire object types and their attributes. #
6 # #
7 # The server code of the Crossfire game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
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 #
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 #
18 # and all fellow Crossfire-Map-Makers can benefit from your work! #
19 # #
20 # IMPORTANT: Make a backup copy of this file before you start #
21 # to modify it! #
22 # #
23 # New types must be inserted maintaining the alphabetical order. #
24 # #
25 # about the 'type' elements: #
26 # #
27 # <type number="15" name="Type Name"> #
28 # <import_type name="Type Name" /> import attributes of this type #
29 # <required> #
30 # list of required attributes to identifying this type #
31 # </required> #
32 # <ignore> #
33 # list of attributes not to import from default_type #
34 # </ignore> #
35 # <description><![CDATA[ #
36 # Description of this type. ]]> #
37 # </description> #
38 # <use><![CDATA[ #
39 # How to use this type. ]]> #
40 # </use> #
41 # ... attributes ... #
42 # </type> #
43 # #
44 # about the 'attribute' type: <attribute ... type="XXX" > #
45 # #
46 # bool - This attribute can only be set to '1' or '0' #
47 # int - This attribute contains a decimal number #
48 # float - This attr. contains a floating point number #
49 # string - This attribute contains a string #
50 # text - This attribute contains a text ("text" can have #
51 # linebreaks, unlike "string") #
52 # fixed - This attribute is always set to a fixed 'value' #
53 # (There is no user-input for this attribute) #
54 # spell - This attribute contains a spell. The mapmaker can #
55 # choose spells from a combo box. #
56 # nz_spell - works just like 'spell', except that the #
57 # spell-value zero is always interpreted as <none>, #
58 # never as "magic bullet" #
59 # bool_special - Like bool, but with customized true/false values #
60 # treasurelist - CF treasure list (see "treasures" file) #
61 # list_LISTNAME - list, must be defined as a <list> element #
62 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63 # element #
64 # #
65 # Created by Andreas Vogl. #
66 ######################################################################
67 -->
68 <!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70
71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED>
73
74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED>
76
77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED
80 name CDATA #REQUIRED>
81
82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84
85 <!ELEMENT default_type (attribute*)>
86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED>
90
91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)>
93
94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED>
96
97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)>
99
100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED>
102
103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED
110 length CDATA #IMPLIED
111 true CDATA #IMPLIED
112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='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='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='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='movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='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='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 ">
169
170 <!ENTITY resistances_flesh_desc "
171 Resistances on flesh items make them more durable against spellcraft
172 of the appropriate kind. It also allows dragon players to eventually gain
173 resistance by eating it. Usually resistance should only be set for flesh
174 items in a monster's inventory.
175 ">
176
177 <!ENTITY resistances_flesh_section "
178 <section name='resistance'>
179 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
180 &resistances_flesh_desc;
181 </attribute>
182 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
183 &resistances_flesh_desc;
184 </attribute>
185 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
186 &resistances_flesh_desc;
187 </attribute>
188 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
189 &resistances_flesh_desc;
190 </attribute>
191 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
192 &resistances_flesh_desc;
193 </attribute>
194 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
195 &resistances_flesh_desc;
196 </attribute>
197 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
198 &resistances_flesh_desc;
199 </attribute>
200 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
201 &resistances_flesh_desc;
202 </attribute>
203 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
204 &resistances_flesh_desc;
205 </attribute>
206 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
207 &resistances_flesh_desc;
208 </attribute>
209 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
210 &resistances_flesh_desc;
211 </attribute>
212 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
213 &resistances_flesh_desc;
214 </attribute>
215 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
216 &resistances_flesh_desc;
217 </attribute>
218 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
219 &resistances_flesh_desc;
220 </attribute>
221 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
222 &resistances_flesh_desc;
223 </attribute>
224 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
225 &resistances_flesh_desc;
226 </attribute>
227 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
228 &resistances_flesh_desc;
229 </attribute>
230 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
231 &resistances_flesh_desc;
232 </attribute>
233 </section>
234 ">
235
236 <!ENTITY resistances_basic "
237 <section name='resistance'>
238 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'/>
239 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'/>
240 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'/>
241 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'/>
242 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'/>
243 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'/>
244 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'/>
245 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'/>
246 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'/>
247 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'/>
248 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'/>
249 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'/>
250 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'/>
251 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'/>
252 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'/>
253 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'/>
254 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'/>
255 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'/>
256 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'/>
257 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'/>
258 </section>
259 ">
260
261 <!ENTITY player_stat_desc "
262 The player's strentgh will rise/fall by the given value for permanent
263 (of course there is an upper limit). Generally there shouldn't be stat
264 potions granting more than one stat. Cursed potions will subtract the
265 stats if positive.
266 ">
267
268 <!ENTITY player_res_desc "
269 The player's resistance to physical will rise by this value in percent
270 (range -100 till +100). The effect is only temporare, and it does NOT
271 add on the values from the player's equipment.
272 Cursed potions will make negative resistance.. very nasty in combat!
273 ">
274
275 <!ENTITY player_stat_resist_sections "
276 <section name='stats'>
277 <attribute arch='Str' editor='strength' type='int'>
278 &player_stat_desc;
279 </attribute>
280 <attribute arch='Dex' editor='dexterity' type='int'>
281 &player_stat_desc;
282 </attribute>
283 <attribute arch='Con' editor='constitution' type='int'>
284 &player_stat_desc;
285 </attribute>
286 <attribute arch='Int' editor='intelligence' type='int'>
287 &player_stat_desc;
288 </attribute>
289 <attribute arch='Pow' editor='power' type='int'>
290 &player_stat_desc;
291 </attribute>
292 <attribute arch='Wis' editor='wisdom' type='int'>
293 &player_stat_desc;
294 </attribute>
295 <attribute arch='Cha' editor='charisma' type='int'>
296 &player_stat_desc;
297 </attribute>
298 </section>
299 <section name='resistance'>
300 <attribute arch='resist_physical' editor='resist physical &#x25;' length='15' type='int'>
301 &player_res_desc;
302 </attribute>
303 <attribute arch='resist_magic' editor='resist magic &#x25;' length='15' type='int'>
304 &player_res_desc;
305 </attribute>
306 <attribute arch='resist_fire' editor='resist fire &#x25;' length='15' type='int'>
307 &player_res_desc;
308 </attribute>
309 <attribute arch='resist_electricity' editor='resist electricity &#x25;' length='15' type='int'>
310 &player_res_desc;
311 </attribute>
312 <attribute arch='resist_cold' editor='resist cold &#x25;' length='15' type='int'>
313 &player_res_desc;
314 </attribute>
315 <attribute arch='resist_acid' editor='resist acid &#x25;' length='15' type='int'>
316 &player_res_desc;
317 </attribute>
318 <attribute arch='resist_confusion' editor='resist confusion &#x25;' length='15' type='int'>
319 &player_res_desc;
320 </attribute>
321 <attribute arch='resist_weaponmagic' editor='resist weaponmagic &#x25;' length='15' type='int'>
322 &player_res_desc;
323 </attribute>
324 <attribute arch='resist_ghosthit' editor='resist ghosthit &#x25;' length='15' type='int'>
325 &player_res_desc;
326 </attribute>
327 <attribute arch='resist_slow' editor='resist slow &#x25;' length='15' type='int'>
328 &player_res_desc;
329 </attribute>
330 <attribute arch='resist_fear' editor='resist fear &#x25;' length='15' type='int'>
331 &player_res_desc;
332 </attribute>
333 <attribute arch='resist_death' editor='resist death-attack &#x25;' length='15' type='int'>
334 &player_res_desc;
335 </attribute>
336 <attribute arch='resist_chaos' editor='resist chaos &#x25;' length='15' type='int'>
337 &player_res_desc;
338 </attribute>
339 <attribute arch='resist_blind' editor='resist blinding &#x25;' length='15' type='int'>
340 &player_res_desc;
341 </attribute>
342 <attribute arch='resist_holyword' editor='resist holy power &#x25;' length='15' type='int'>
343 &player_res_desc;
344 </attribute>
345 <attribute arch='resist_godpower' editor='resist godpower &#x25;' length='15' type='int'>
346 &player_res_desc;
347 </attribute>
348 <attribute arch='resist_paralyze' editor='resist paralyze &#x25;' length='15' type='int'>
349 &player_res_desc;
350 </attribute>
351 <attribute arch='resist_drain' editor='resist draining &#x25;' length='15' type='int'>
352 &player_res_desc;
353 </attribute>
354 <attribute arch='resist_deplete' editor='resist depletion &#x25;' length='15' type='int'>
355 &player_res_desc;
356 </attribute>
357 <attribute arch='resist_poison' editor='resist poison &#x25;' length='15' type='int'>
358 &player_res_desc;
359 </attribute>
360 </section>
361 ">
362
363 ]>
364
365 <types>
366
367 <!--###################### bitmask definitions ######################-->
368
369 <bitmask name="attacktype">
370 <entry bit="0" name="Physical" />
371 <entry bit="1" name="Magical" />
372 <entry bit="2" name="Fire" />
373 <entry bit="3" name="Electricity" />
374 <entry bit="4" name="Cold" />
375 <entry bit="5" name="Confusion" />
376 <entry bit="6" name="Acid" />
377 <entry bit="7" name="Drain" />
378 <entry bit="8" name="Weaponmagic" />
379 <entry bit="9" name="Ghosthit" />
380 <entry bit="10" name="Poison" />
381 <entry bit="11" name="Slow" />
382 <entry bit="12" name="Paralyze" />
383 <entry bit="13" name="Turn Undead" />
384 <entry bit="14" name="Fear" />
385 <entry bit="15" name="Cancellation" />
386 <entry bit="16" name="Depletion" />
387 <entry bit="17" name="Death" />
388 <entry bit="18" name="Chaos" />
389 <entry bit="19" name="Counterspell" />
390 <entry bit="20" name="God Power" />
391 <entry bit="21" name="Holy Power" />
392 <entry bit="22" name="Blinding" />
393 </bitmask>
394
395 <bitmask name="material">
396 <entry bit="0" name="Paper" />
397 <entry bit="1" name="Iron" />
398 <entry bit="2" name="Glass" />
399 <entry bit="3" name="Leather" />
400 <entry bit="4" name="Wood" />
401 <entry bit="5" name="Organics" />
402 <entry bit="6" name="Stone" />
403 <entry bit="7" name="Cloth" />
404 <entry bit="8" name="Adamantite" />
405 <entry bit="9" name="Liquid" />
406 <entry bit="10" name="Soft Metal" />
407 <entry bit="11" name="Bone" />
408 <entry bit="12" name="Ice" />
409 <entry bit="13" name="(supress name on display)" />
410
411 </bitmask>
412
413 <bitmask name="spellpath">
414 <entry bit="0" name="Protection" />
415 <entry bit="1" name="Fire" />
416 <entry bit="2" name="Frost" />
417 <entry bit="3" name="Electricity" />
418 <entry bit="4" name="Missiles" />
419 <entry bit="5" name="Self" />
420 <entry bit="6" name="Summoning" />
421 <entry bit="7" name="Abjuration" />
422 <entry bit="8" name="Restoration" />
423 <entry bit="9" name="Detonation" />
424 <entry bit="10" name="Mind" />
425 <entry bit="11" name="Creation" />
426 <entry bit="12" name="Teleportation" />
427 <entry bit="13" name="Information" />
428 <entry bit="14" name="Transmutation" />
429 <entry bit="15" name="Transferrence" />
430 <entry bit="16" name="Turning" />
431 <entry bit="17" name="Wounding" />
432 <entry bit="18" name="Death" />
433 <entry bit="19" name="Light" />
434 </bitmask>
435
436 <bitmask name="will_apply">
437 <entry bit="0" name="Apply Handles" />
438 <entry bit="1" name="Open Chests" />
439 <entry bit="2" name="Break Walls" />
440 <entry bit="3" name="Open Doors" />
441 </bitmask>
442
443 <bitmask name="pick_up">
444 <entry bit="0" name="Nothing" />
445 <entry bit="1" name="Wealth" />
446 <entry bit="2" name="Food" />
447 <entry bit="3" name="Weapons" />
448 <entry bit="4" name="Armour" />
449 <entry bit="5" name="Inverse" />
450 <entry bit="6" name="All" />
451 </bitmask>
452
453 <bitmask name="movement_type">
454 <entry bit="0" name="Walk" />
455 <entry bit="1" name="Fly Low" />
456 <entry bit="2" name="Fly High" />
457 <entry bit="3" name="Swim" />
458 <entry bit="4" name="Boat" />
459 <entry bit="16" name="Other" />
460 </bitmask>
461
462 <!--###################### list definitions ######################-->
463
464 <list name="direction">
465 <entry value="0" name="&lt;none&gt;" />
466 <entry value="1" name="north" />
467 <entry value="2" name="northeast" />
468 <entry value="3" name="east" />
469 <entry value="4" name="southeast" />
470 <entry value="5" name="south" />
471 <entry value="6" name="southwest" />
472 <entry value="7" name="west" />
473 <entry value="8" name="northwest" />
474 </list>
475
476 <list name="mood">
477 <entry value="0" name="furious" />
478 <entry value="1" name="angry" />
479 <entry value="2" name="calm" />
480 <entry value="3" name="sleep" />
481 <entry value="4" name="charm" />
482 </list>
483
484 <list name="potion_effect">
485 <entry value="0" name="&lt;none&gt;" />
486 <entry value="65536" name="life restoration" />
487 <entry value="1048576" name="improvement" />
488 </list>
489
490 <list name="weapon_type">
491 <entry value="0" name="&lt;unknown&gt;" />
492 <entry value="1" name="sword" />
493 <entry value="2" name="arrows" />
494 <entry value="3" name="axe" />
495 <entry value="4" name="katana" />
496 <entry value="5" name="knife, dagger" />
497 <entry value="6" name="whip, chain" />
498 <entry value="7" name="hammer, flail" />
499 <entry value="8" name="club, stick" />
500 </list>
501
502 <list name="skill_type">
503 <entry value="1" name="lockpicking" />
504 <entry value="2" name="hiding" />
505 <entry value="3" name="smithery" />
506 <entry value="4" name="bowyer" />
507 <entry value="5" name="jeweler" />
508 <entry value="6" name="alchemy" />
509 <entry value="7" name="stealing" />
510 <entry value="8" name="literacy" />
511 <entry value="9" name="bargaining" />
512 <entry value="10" name="jumping" />
513 <entry value="11" name="detect magic" />
514 <entry value="12" name="oratory" />
515 <entry value="13" name="singing" />
516 <entry value="14" name="detect curse" />
517 <entry value="15" name="find traps" />
518 <entry value="16" name="mediatation" />
519 <entry value="17" name="punching" />
520 <entry value="18" name="flame touch" />
521 <entry value="19" name="karate" />
522 <entry value="20" name="climbing" />
523 <entry value="21" name="woodsman" />
524 <entry value="22" name="inscription" />
525 <entry value="23" name="one handed weapons" />
526 <entry value="24" name="missile weapons" />
527 <entry value="25" name="throwing" />
528 <entry value="26" name="use magic item" />
529 <entry value="27" name="disarm traps" />
530 <entry value="28" name="set traps" />
531 <entry value="29" name="thaumaturgy" />
532 <entry value="30" name="praying" />
533 <entry value="31" name="clawing" />
534 <entry value="32" name="levitation" />
535 <entry value="33" name="summoning" />
536 <entry value="34" name="pyromancy" />
537 <entry value="35" name="evocation" />
538 <entry value="36" name="sorcery" />
539 <entry value="37" name="two handed weapons" />
540 </list>
541
542 <list name="spell_type">
543 <entry value="1" name="raise dead" />
544 <entry value="2" name="rune" />
545 <entry value="3" name="make mark" />
546 <entry value="4" name="bolt" />
547 <entry value="5" name="bullet" />
548 <entry value="6" name="explosion" />
549 <entry value="7" name="cone" />
550 <entry value="8" name="bomb" />
551 <entry value="9" name="wonder" />
552 <entry value="10" name="smite" />
553 <entry value="11" name="magic missile" />
554 <entry value="12" name="summon golem" />
555 <entry value="13" name="dimension door" />
556 <entry value="14" name="magic mapping" />
557 <entry value="15" name="magic wall" />
558 <entry value="16" name="destruction" />
559 <entry value="17" name="perceive self" />
560 <entry value="18" name="word of recall" />
561 <entry value="19" name="invisible" />
562 <entry value="20" name="probe" />
563 <entry value="21" name="healing" />
564 <entry value="22" name="create food" />
565 <entry value="23" name="earth to dust" />
566 <entry value="24" name="change ability" />
567 <entry value="25" name="bless" />
568 <entry value="26" name="curse" />
569 <entry value="27" name="summon monster" />
570 <entry value="28" name="recharge" />
571 <entry value="29" name="polymorph" />
572 <entry value="30" name="alchemy" />
573 <entry value="31" name="remove curse" />
574 <entry value="32" name="identify" />
575 <entry value="33" name="detection" />
576 <entry value="34" name="mood change" />
577 <entry value="35" name="moving ball" />
578 <entry value="36" name="swarm" />
579 <entry value="37" name="charge mana" />
580 <entry value="38" name="dispel rune" />
581 <entry value="39" name="create missile" />
582 <entry value="40" name="consecrate" />
583 <entry value="41" name="animate weapon" />
584 <entry value="42" name="light" />
585 <entry value="43" name="change map light" />
586 <entry value="44" name="faery fire" />
587 <entry value="45" name="disease" />
588 <entry value="46" name="aura" />
589 <entry value="47" name="town portal" />
590 </list>
591
592 <list name="event_type">
593 <entry value="0" name="none" />
594 <entry value="1" name="apply" />
595 <entry value="2" name="attack" />
596 <entry value="3" name="death" />
597 <entry value="4" name="drop" />
598 <entry value="5" name="pickup" />
599 <entry value="6" name="say" />
600 <entry value="7" name="stop" />
601 <entry value="8" name="time" />
602 <entry value="9" name="throw" />
603 <entry value="10" name="trigger" />
604 <entry value="11" name="close" />
605 <entry value="12" name="timer" />
606 <entry value="28" name="move" />
607 <entry value="41" name="drop_on" />
608 </list>
609
610 <list name="attack_movement_bits_0_3">
611 <entry value="0" name="default" />
612 <entry value="1" name="attack from distance" />
613 <entry value="2" name="run away" />
614 <entry value="3" name="hit and run" />
615 <entry value="4" name="wait, then hit, then move" />
616 <entry value="5" name="rush blindly" />
617 <entry value="6" name="always run" />
618 <entry value="7" name="attack from distance if hit" />
619 <entry value="8" name="do not approach" />
620 </list>
621
622 <list name="attack_movement_bits_4_7">
623 <entry value="0" name="none" />
624 <entry value="16" name="pet" />
625 <entry value="32" name="small circle" />
626 <entry value="48" name="large circle" />
627 <entry value="64" name="small horizontal" />
628 <entry value="80" name="large horizontal" />
629 <entry value="96" name="random direction" />
630 <entry value="112" name="random movement" />
631 <entry value="128" name="small vertical" />
632 <entry value="144" name="large vertical" />
633 </list>
634
635 <!--###################### default attributes ######################-->
636
637 <!--
638 The attributes of the default_type get added to all other types by default.
639 Every type can have an 'ignore' element however, which is used to specify
640 default attributes *not* to inherit.
641 -->
642 <default_type>
643 <attribute arch="name" editor="name" type="string">
644 This is the name of the object, displayed to the player.
645 </attribute>
646 <attribute arch="name_pl" editor="plural name" type="string">
647 This is the plural name of the object. A plural name must be set for
648 all items that can be picked up and collected by the player.
649 </attribute>
650 <attribute arch="title" editor="title" type="string">
651 This is the object's title. Once an object is identified the title is
652 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
653 </attribute>
654 <attribute arch="face" editor="image" type="string">
655 The image-name defines what image is displayed for this object in-game.
656 </attribute>
657 <attribute arch="tag" editor="tag" type="string">
658 You can tag objects with an identifier. Tagged objects can be found quickly
659 from their tag, which makes them useful to tag exits and refer to those by
660 their name.
661 </attribute>
662 <attribute arch="nrof" editor="number" type="int">
663 This value determines the number of objects in one stack (for example:
664 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
665 any pickable object - otherwise it won't be mergeable into a stack.
666 </attribute>
667 <attribute arch="weight" editor="weight" type="int">
668 This value defines the object's weight in grams (1000g is 1kg). Objects with
669 zero weight are not pickable for players. Still, set the "non-pickable"-flag
670 for explicitly non-pickable objects (hey, this is opensource.. you
671 never know ;) ).
672 </attribute>
673 <attribute arch="value" editor="value" type="int">
674 Determines the value of the object, in units of silver coins (one
675 platinum coin == 50 silver coins). Value for buying/selling will be
676 further modified by various factors. Hence, testing values in-game is
677 usually inevitable.
678 </attribute>
679 <attribute arch="glow_radius" editor="glow radius" type="int">
680 If &lt;glow radius&gt; is set to a value greater zero, the object
681 appears lit up on dark maps. &lt;glow radius&gt; can be a value
682 between 0 and 4, the higher, the more light does the object emit.
683 </attribute>
684 <attribute arch="material" editor="material" type="bitmask_material">
685 This bitmask-value informs the player of which material(s) the
686 object consists. Material does also affect how likely the object
687 can be destroyed by hazardous spell-effects.
688 </attribute>
689 <attribute arch="no_pick" editor="non-pickable" type="bool">
690 If set, the object cannot be picked up (Neither by players nor monsters).
691 </attribute>
692 <attribute arch="invisible" editor="invisible" type="bool">
693 Generally makes the object invisible. Depending on the object-type,
694 some can be made visible by the show_invisible spell. If in doubt, test it.
695 Putting an invisible object under the floor always prevents it from being
696 shown.
697 </attribute>
698 <attribute arch="blocksview" editor="block view" type="bool">
699 If an item is set to block view, players (and monsters) cannot
700 see byond it unless they cross it or manage to stand ontop.
701 </attribute>
702 <attribute arch="identified" editor="identified" type="bool">
703 If an item is identified, the player has full knowledge about it.
704 </attribute>
705 <attribute arch="unpaid" editor="unpaid" type="bool">
706 An &lt;unpaid&gt; item cannot be used unless a player carried it over
707 a shop mat, paying the demanded price. Setting this flag makes sense
708 only for pickable items inside shops.
709 </attribute>
710 <attribute arch="sound" editor="sound" type="string">
711 The sound this objects makes on a map. Enter either a sound alias from
712 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
713 field it will point to sound/&lt;path&gt;.ext
714 </attribute>
715 <attribute arch="sound_destroy" editor="destroy sound" type="string">
716 The sound this objects makes when it is destroyed. Enter either a sound alias from
717 arch/res/sound.conf.res or a path. If you enter &lt;path&gt; in this
718 field it will point to sound/&lt;path&gt;.ext
719 </attribute>
720 </default_type>
721
722 <!-- This ignorelist is for all system objects which are non pickable
723 and invisible. They don't interact with players at all. -->
724 <ignore_list name="system_object">
725 <attribute arch="value" />
726 <attribute arch="nrof" />
727 <attribute arch="weight" />
728 <attribute arch="name_pl" />
729 <attribute arch="material" />
730 <attribute arch="no_pick" />
731 <attribute arch="unpaid" />
732 <attribute arch="title" />
733 <attribute arch="glow_radius" />
734 <attribute arch="identified" />
735 <attribute arch="blocksview" />
736 <attribute arch="invisible" />
737 </ignore_list>
738
739 <!-- This ignorelist is for non-pickable objects. They can be seen by
740 the player, but don't have values like material or weight. -->
741 <ignore_list name="non_pickable">
742 <attribute arch="value" />
743 <attribute arch="nrof" />
744 <attribute arch="weight" />
745 <attribute arch="name_pl" />
746 <attribute arch="material" />
747 <attribute arch="no_pick" />
748 <attribute arch="unpaid" />
749 <attribute arch="title" />
750 <attribute arch="identified" />
751 </ignore_list>
752
753 <!--####################################################################-->
754 <type number="0" name="Misc">
755 <required>
756 <!-- this is a special case: The "misc" type with type number 0 is
757 the fallback for all types which don't match any other defined types.
758 The required attribute "misc x" prevents that it gets confused with
759 other types like "monster & npc" which also have type number 0. -->
760 <attribute arch="misc" value="x" />
761 </required>
762 &movement_types_terrain;
763 <attribute arch="cursed" editor="cursed" type="bool">
764 Curses can have various effects: On equipment and food,
765 they generally harm the player in some way.
766 </attribute>
767 <attribute arch="damned" editor="damned" type="bool">
768 A damned item/floor on the ground makes it impossible for players
769 to use prayers on that spot. It also prevents players from saving.
770 Damnation on equipment works similar to a curse.
771 </attribute>
772 <attribute arch="unique" editor="unique item" type="bool">
773 Unique items exist only one time on a server. If the item
774 is taken, lost or destroyed - it's gone for good.
775 </attribute>
776 <attribute arch="startequip" editor="godgiven item" type="bool">
777 A godgiven item vanishes as soon as the player
778 drops it to the ground.
779 </attribute>
780 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
781 This text may describe the object.
782 </attribute>
783 </type>
784
785 <!--####################################################################-->
786 <type number="110" name="Ability">
787 <ignore>
788 <ignore_list name="system_object" />
789 </ignore>
790 <description><![CDATA[
791 Abilities are to be put in a monster's inventory. They grant monsters the
792 knowledge to cast spells. Spells from abilities are usually magical in
793 nature, thus adding magic attacktype to the spell-damage they produce.
794 <br><br>
795 A particularly nice feature of abilities is that they can hold two
796 spells: One for short range- and one for long range use.
797 \n\n
798 You should know that spellcasting monsters receive abilities via
799 &lt;treasurelist&gt;. ]]>
800 </description>
801 <use><![CDATA[
802 If you want to create "customized" spellcasting monsters, you
803 should use abilities (rather than spellbooks/wands or something).
804 The long/short-range spell feature can make boss-monsters more
805 interesting and challenging.
806 <br><br>
807 You should keep in mind that magic abilities allow players
808 to get better resistance. You can turn off the magic part to
809 make the spells more dangerous. However, this really shouldn't
810 be neccessary unless you work on very high level maps.
811 And what fun is a magic resistance cloak when it has no effect? ]]>
812 </use>
813 <attribute arch="invisible" value="1" type="fixed" />
814 <attribute arch="no_drop" value="1" type="fixed" />
815 <attribute arch="sp" editor="short range spell" type="spell">
816 The monster will use the specified &lt;short range spell&gt;
817 when the player is within 6-square radius (of the
818 monster's head).
819 </attribute>
820 <attribute arch="hp" editor="long range spell" type="nz_spell">
821 The monster will use the specified &lt;long range spell&gt;
822 when the player is at least 6 squares away (from the
823 monster's head).
824
825 Setting a &lt;long range spell&gt; is optional. If unset, the
826 &lt;short range spell&gt; gets used all the time.
827 </attribute>
828 <attribute arch="maxsp" editor="importance" type="int">
829 Sometimes you'll want a monster to use one ability more than others.
830 To achieve this, set the &lt;importance&gt; to a value greater than
831 one. Abilities with this value zero/unset are counted to be of
832 &lt;importance&gt; one.
833
834 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
835 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
836 times the "small fireball".
837 </attribute>
838 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
839 This flag specifies whether the ability &lt;is magical&gt; in nature.
840 If enabled, all spells produced by this ability will have magic
841 attacktype added to the usual attacktypes.
842
843 This should always be set for spell-like abilities. "Natural"
844 abilities like a dragon's firebreath are an exception.
845 Note that non-magical abilities are more dangerous because
846 magic resistance does not protect from those.</attribute>
847 </type>
848
849 <!--####################################################################-->
850 <type number="18" name="Altar">
851 <ignore>
852 <ignore_list name="non_pickable" />
853 </ignore>
854 <description><![CDATA[
855 When a player puts a defined number of certain items on the altar,
856 then either a spell is casted (on the player) or a connector is
857 triggered. If the latter is the case, the altar works only once.
858 Either way, the sacrificed item disappears. ]]>
859 </description>
860 <attribute arch="no_pick" value="1" type="fixed" />
861 &move_on;
862 <attribute arch="slaying" editor="match item name" type="string">
863 This string specifies the item that must be put on the altar to
864 activate it. It can either be the name of an archetype, or directly
865 the name of an object. Yet, titles are not recognized by altars.
866 Remember to put a note somewhere, telling the player what he is
867 expected to drop on the altar. (Often this is put in the altar's
868 name: E.g. "drop 100 platinums")
869 </attribute>
870 <attribute arch="food" editor="drop amount" type="int">
871 The drop amount specifies the amount of items (specified
872 in &lt;match item name&gt;) that must be dropped to activate the altar.
873
874 If &lt;match item name&gt; is set to "money", then the value of the
875 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
876 200 silver, 20 gold, or 4 platinum will all work.)
877
878 Note that the maximum possible for &lt;drop amount&gt; is 32767.
879 </attribute>
880 <attribute arch="connected" editor="connection" type="int">
881 If a connection value is set, the altar will trigger all objects
882 with the same value, when activated. This will only work once.
883 </attribute>
884 <attribute arch="sp" editor="spell" type="spell">
885 When activated, the selected &lt;spell&gt; will be casted (once, on the
886 player). This should work for any given spell. The altar will work
887 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
888 one altar.
889 </attribute>
890 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
891 This text will be displayed to the player
892 in the exact moment when the altar is activated.
893 </attribute>
894 </type>
895
896 <!--####################################################################-->
897 <type number="31" name="Altar Trigger">
898 <ignore>
899 <ignore_list name="non_pickable" />
900 </ignore>
901 <description><![CDATA[
902 Altar_triggers work pretty much like normal altars
903 (drop sacrifice -> connection activated), except for the fact that
904 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
905 </description>
906 <use><![CDATA[
907 Altar_triggers are very useful if you want to charge a price for...
908 <UL>
909 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
910 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
911 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
912 </UL>
913 The big advantage over normal altars is the infinite usability
914 of altar_triggers! If there are ten players on one server, they're
915 quite grateful if things work more than once. =) ]]>
916 </use>
917 <attribute arch="no_pick" value="1" type="fixed" />
918 <attribute arch="slaying" editor="match item name" type="string">
919 This string specifies the item that must be put on the altar to
920 activate it. It can either be the name of an archetype, or directly
921 the name of an object. Yet, titles are not recognized by altars.
922 Remember to put a note somewhere, telling the player what he is
923 expected to drop on the altar. (Often this is put in the altar's
924 name: E.g. "drop 100 platinums")
925 </attribute>
926 <attribute arch="food" editor="drop amount" type="int">
927 The drop amount specifies the amount of items (specified
928 in &lt;match item name&gt;) that must be dropped to activate the altar.
929
930 If &lt;match item name&gt; is set to "money", then the value of the
931 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
932 200 silver, 20 gold, or 4 platinum will all work.)
933
934 Note that the maximum possible for &lt;drop amount&gt; is 32767.
935 </attribute>
936 <attribute arch="connected" editor="connection" type="int">
937 If a connection value is set, the altar will trigger all objects
938 with the same value, when activated. This will only work once.
939 </attribute>
940 <attribute arch="sp" editor="spell" type="spell">
941 When activated, this &lt;spell&gt; will be casted (once, on the player).
942 This should work for any given spell. The altar will work infinitely
943 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
944 </attribute>
945 <attribute arch="exp" editor="reset time" type="int">
946 Being activated, the altar will reset after &lt;reset time&gt; ticks.
947 After reset, the altar is ready to be activated once again.
948 The default &lt;reset time&gt; is 30.
949 </attribute>
950 <attribute arch="last_sp" editor="ignore reset" type="bool">
951 If this attribute is enabled, the altar_trigger won't push the
952 connected value by altar reset. Only ONCE by dropping the sacrifice.
953 This is typically used when the altar is connected to a creator,
954 e.g. for selling tickets.
955
956 If this attribute is disabled (default), the altar_trigger
957 will push the connected value TWICE per sacrifice: First by
958 dropping sacrifice, second by reset. This mode is typically
959 used for altars being connected to gates, resulting in the
960 gate being opened and closed again.
961 </attribute>
962 &move_on;
963 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
964 This text will be displayed to the player
965 in the exact moment when the altar is activated.
966 </attribute>
967 </type>
968
969 <!--####################################################################-->
970 <type number="74" name="Skill Tool">
971 <description><![CDATA[
972 Wearing a skill tool will give the player the ability to use a skill.
973 ]]>
974 </description>
975 <use><![CDATA[
976 Feel free to assign resistancies and stats to a skill tools or change
977 the skill that is given.
978 ]]>
979 </use>
980 <attribute arch="skill" editor="skill name" type="string">
981 This field describes which skill the player will be able to use wearing this item.
982 </attribute>
983 &player_stat_resist_sections;
984 </type>
985 <!--####################################################################-->
986 <type number="39" name="Amulet">
987 <description><![CDATA[
988 Wearing an amulet, the object's stats will directly be inherited to
989 the player. Amulets are usually meant for protection and defense. ]]>
990 </description>
991 <use><![CDATA[
992 Feel free to create your own special artifacts. However, it is very
993 important that you keep your artifact in balance with existing maps. ]]>
994 </use>
995 <attribute arch="ac" editor="armour class" type="int">
996 This value defines the amount of armour-class bonus for wearing
997 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
998 values are better. It should usually be set only for armour-like equipment.
999 </attribute>
1000 <attribute arch="wc" editor="weapon class" type="int">
1001 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
1002 melee attacks. Weapon class improves the chance of hitting the opponent.
1003 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
1004 be set only for weapon-like items. Lower values are better.
1005 </attribute>
1006 <attribute arch="item_power" editor="item power" type="int">
1007 The &lt;item power&gt; value measures how "powerful" an artifact is.
1008 Players will only be able to wear equipment with a certain total
1009 amount of &lt;item power&gt;, depending on their own level. This is the
1010 only way to prevent low level players to wear "undeserved" equipment
1011 (like gifts from other players or cheated items).
1012
1013 It is very important to adjust the &lt;item power&gt; value carefully
1014 for every artifact you create! If zero/unset, the CF server will
1015 calculate a provisional value at runtime, but this is never
1016 going to be an accurate measurement of &lt;item power&gt;.
1017 </attribute>
1018 <attribute arch="damned" editor="damnation" type="bool">
1019 A damned piece of equipment cannot be unwielded unless the curse
1020 is removed. Removing damnations is a tick harder than removing curses.
1021 </attribute>
1022 <attribute arch="cursed" editor="curse" type="bool">
1023 A cursed piece of equipment cannot be unwielded
1024 unless the curse is removed.
1025 </attribute>
1026 <attribute arch="lifesave" editor="save life" type="bool">
1027 An item with this flag enabled will save the players life
1028 for one time: When the player is wearing this item and his
1029 health points reach zero, the item disappears, replenishing
1030 half of the player's health.
1031
1032 An item with &lt;save life&gt; should not have
1033 any decent additional bonuses!
1034 </attribute>
1035 <attribute arch="unique" editor="unique item" type="bool">
1036 Unique items exist only one time on a server. If the item
1037 is taken, lost or destroyed - it's gone for good.
1038 </attribute>
1039 <attribute arch="startequip" editor="godgiven item" type="bool">
1040 A godgiven item vanishes as soon as the player
1041 drops it to the ground.
1042 </attribute>
1043 <attribute arch="applied" editor="is applied" type="bool">
1044 If you put this item into the inventory of a monster, and
1045 you want the monster to use/wear the item - you must set
1046 &lt;is applied&gt;.
1047 Enabling this flag doesn't make any sense if the item
1048 is NOT in a monster's inventory.
1049 </attribute>
1050 &player_stat_resist_sections;
1051 <section name="misc">
1052 <attribute arch="luck" editor="luck bonus" type="int">
1053 With positive luck bonus, the player is more likely to
1054 succeed in all sorts of things (spellcasting, praying,...).
1055 Unless the &lt;luck bonus&gt; is very high, the effect will be
1056 barely visible in-game. Luck bonus on one piece of equipment
1057 should never exceed 3, and such bonus should not be too
1058 frequently available.
1059 </attribute>
1060 <attribute arch="hp" editor="health regen." type="int">
1061 Positive &lt;health regen.&gt; bonus speeds up the
1062 player's healing process. Negative values slow it down.
1063 </attribute>
1064 <attribute arch="sp" editor="mana regen." type="int">
1065 Positive &lt;mana regen.&gt; bonus speeds up the
1066 player's mana regeneration. Negative values slow it down.
1067 </attribute>
1068 <attribute arch="grace" editor="grace regen." type="int">
1069 Positive &lt;grace regen.&gt; bonus speeds up the
1070 player's grace regeneration. Negative values slow it down.
1071 Since grace can be regenerated rather easy with praying,
1072 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
1073 </attribute>
1074 <attribute arch="food" editor="food bonus" type="int">
1075 Positive &lt;food bonus&gt; slows down the player's digestion,
1076 thus he consumes less food. Negative values speed it up.
1077
1078 Note that food is consumed not only for "being alive", but
1079 also for healing and mana-regeneration.
1080 &lt;food bonus&gt; only affects the amount of food consumed
1081 for "being alive". Hence, even with high &lt;food bonus&gt;,
1082 during a fight a player can run out of food quickly.
1083 </attribute>
1084 <attribute arch="xrays" editor="xray vision" type="bool">
1085 Xray vision allows the player to see through obstacles
1086 in a two-square-wide radius. This is extremely helpful and
1087 desirable, so don't give it away for cheap on equipment.
1088 </attribute>
1089 <attribute arch="stealth" editor="stealth" type="bool">
1090 Stealth allows the player to move silently.
1091 This comes to effect if a player turns himself
1092 invisible and tries to sneak around monsters.
1093 (At least that was the idea behind it)
1094 </attribute>
1095 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1096 If a player is wearing any piece of equipment with
1097 the ability to &lt;reflect spells&gt;, all kinds of
1098 spell-bullets and -beams will bounce off him.
1099 This works only about 90% of all times, to
1100 avoid players being completely immune to certain
1101 types of attacks.
1102
1103 This is a very powerful ability and it
1104 shouldn't be handed out cheap!
1105 </attribute>
1106 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1107 If a player is wearing any piece of equipment with
1108 the ability to &lt;reflect missiles&gt;, all kinds of
1109 projectiles (e.g. arrows, bolts, boulders) will
1110 bounce off him. This works only about 90% of all
1111 times, to avoid players being completely immune to
1112 certain types of attacks.
1113 </attribute>
1114 &move_type;
1115 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1116 Click on the &lt;attuned paths&gt; button to select spellpaths.
1117 The player will get attuned to the specified spellpaths
1118 while wearing this item.
1119 </attribute>
1120 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1121 Click on the &lt;repelled paths&gt; button to select spellpaths.
1122 The player will get repelled to the specified spellpaths
1123 while wearing this item.
1124 </attribute>
1125 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1126 Click on the &lt;denied paths&gt; button to select spellpaths.
1127 The specified spellpaths will be denied to the player
1128 while wearing this item.
1129 </attribute>
1130 </section>
1131 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1132 This text describes the item's "story". Every decent artifact
1133 should have such a description.
1134 </attribute>
1135 </type>
1136
1137 <!--####################################################################-->
1138 <type number="58" name="Battleground">
1139 <ignore>
1140 <ignore_list name="non_pickable" />
1141 </ignore>
1142 <description><![CDATA[
1143 Battleground is very special: In short, players can die on battleground
1144 without any death penalties. They don't loose or gain experience
1145 while on battleground. Acid, draining and depletion effects don't
1146 work either.
1147 When a player dies on battleground, he gets teleported to an exit
1148 location which is defined in the battleground object. ]]>
1149 </description>
1150 <use><![CDATA[
1151 Battleground is only meant for player vs. player duels. You can
1152 design combat arenas similiar to the one in scorn.<br>
1153 What should NEVER be done is placing battleground tiles in
1154 open dungeons or other free kinds of land.
1155 It must not be possible to gain significant treasure for fighting
1156 on battleground, because it bears no risk.<br><br>
1157 (Battleground will cease to work when the image or name is changed,
1158 or when it is placed beneath another floor tile.
1159 This is not a bug, it is there to prevent any attempts of placing
1160 "hidden" battleground tiles anywhere.) ]]>
1161 </use>
1162 <attribute arch="no_pick" value="1" type="fixed" />
1163 <attribute arch="is_floor" value="1" type="fixed" />
1164 <attribute arch="hp" editor="destination X" type="int">
1165 The exit destinations define the (x, y)-coordinates where players
1166 get teleported after they died on this battleground.
1167 </attribute>
1168 <attribute arch="sp" editor="destination Y" type="int">
1169 The exit destinations define the (x, y)-coordinates where players
1170 get teleported after they died on this battleground.
1171 </attribute>
1172 </type>
1173
1174 <!--####################################################################-->
1175 <type number="165" name="Safe ground (CF+)">
1176 <ignore>
1177 <ignore_list name="non_pickable" />
1178 </ignore>
1179 <description><![CDATA[
1180 Safe ground is a special object that prevents any effects that might
1181 be harmful for the map, other players or items on the map.
1182 It blocks all magic and prayers, usage of alchemy, prevents potions
1183 from being used and blocks bombs from exploding. Note that altars that
1184 do cast spells still work.
1185 (This is a Crossfire+ feature, and might not work elsewhere)
1186 ]]>
1187 </description>
1188 <use><![CDATA[
1189 Safe ground can be used to prevents any means of burning
1190 or destroying the items in a shop. Put this object below all floor tiles
1191 in your map and your shop will be safe. It's generally useful for making
1192 areas where really no kind of spell should be invoked by a player.
1193 ]]>
1194 </use>
1195 &movement_types_terrain;
1196 <attribute arch="no_pick" value="1" type="fixed" />
1197 </type>
1198
1199 <!--####################################################################-->
1200 <type number="8" name="Book">
1201 <description><![CDATA[
1202 Applying a book, the containing message is displayed to the player. ]]>
1203 </description>
1204 <attribute arch="level" editor="literacy level" type="int">
1205 If this value is set to be greater than zero, the player needs a
1206 certain literacy level to succeed reading the book. The book can be
1207 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1208 book can be a nice idea, personally I like it when a player needs
1209 more than his fighting skills to solve a quest. However, keep the
1210 booklevel at least below 15 because it is quite hard to gain high
1211 mental levels.
1212 </attribute>
1213 <attribute arch="startequip" editor="godgiven item" type="bool">
1214 A godgiven item vanishes as soon as the player
1215 drops it to the ground.
1216 </attribute>
1217 <attribute arch="unique" editor="unique item" type="bool">
1218 Unique items exist only one time on a server. If the item
1219 is taken, lost or destroyed - it's gone for good.
1220 </attribute>
1221 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1222 This is the text that appears "written" in the book.
1223 </attribute>
1224 <attribute arch="slaying" editor="key string" type="string">
1225 This is the key string of the book. The key string is checked by an inventory checker.
1226 (This is used eg. for the gate/port passes in scorn)
1227 </attribute>
1228 </type>
1229
1230 <!--####################################################################-->
1231 <type number="99" name="Boots">
1232 <import_type name="Amulet" />
1233 <description><![CDATA[
1234 Wearing boots, the object's stats will directly be inherited to
1235 the player. Usually enhancing his speed, or granting some minor
1236 protection bonus. ]]>
1237 </description>
1238 <use><![CDATA[
1239 Feel free to create your own special artifacts. However, it is very
1240 important that you keep your artifact in balance with existing maps. ]]>
1241 </use>
1242 <attribute arch="exp" editor="speed bonus" type="int">
1243 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1244 while worn. This kind of bonus is quite desirable for players of low-
1245 and medium level. High level players usually have fastest possible
1246 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1247 Still, this bonus is good for nice artifacts - not everything has
1248 to be for highest level.
1249 </attribute>
1250 <attribute arch="magic" editor="magic bonus" type="int">
1251 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1252 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1253 than direct armour-class bonus on the boots.
1254
1255 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1256 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1257 </attribute>
1258 </type>
1259
1260 <!--####################################################################-->
1261 <type number="104" name="Bracers">
1262 <import_type name="Amulet" />
1263 <description><![CDATA[
1264 Bracers are armour-plates worn around the wrists.
1265 Wearing bracer, the object's stats will directly be inherited to
1266 the player. Usually enhancing his defense. ]]>
1267 </description>
1268 <use><![CDATA[
1269 Feel free to create your own special artifacts. However, it is very
1270 important that you keep your artifact in balance with existing maps. ]]>
1271 </use>
1272 <attribute arch="magic" editor="magic bonus" type="int">
1273 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1274 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1275 than direct armour-class bonus on the bracers.
1276 </attribute>
1277 </type>
1278
1279 <!--####################################################################-->
1280 <type number="16" name="Brestplate Armour">
1281 <import_type name="Amulet" />
1282 <description><![CDATA[
1283 Wearing an armour, the object's stats will directly be inherited to
1284 the player. Usually enhancing his defense. ]]>
1285 </description>
1286 <use><![CDATA[
1287 Feel free to create your own special artifacts. However, it is very
1288 important that you keep your artifact in balance with existing maps. ]]>
1289 </use>
1290 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1291 This poses a penalty to spell regeneration speed, for wearing the armour.
1292 The bigger the spellpoint penalty, the worse.
1293 </attribute>
1294 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1295 Slowdown penalty reduces the player's walking speed when wearing the
1296 armour. Bigger values are worse - zero is best.
1297 </attribute>
1298 <attribute arch="magic" editor="magic bonus" type="int">
1299 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1300 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1301 than direct armour-class bonus on the armour.
1302 </attribute>
1303 </type>
1304
1305 <!--####################################################################-->
1306 <type number="92" name="Button">
1307 <ignore>
1308 <ignore_list name="non_pickable" />
1309 </ignore>
1310 <description><![CDATA[
1311 When a predefined amount of weigh is placed on a button, the
1312 &lt;connection&gt; value is triggered. In most cases this happens when a
1313 player or monster steps on it. When the button is "released", the
1314 &lt;connection&gt; value get's triggered a second time. ]]>
1315 </description>
1316 &move_on;
1317 &move_off;
1318 <attribute arch="no_pick" value="1" type="fixed" />
1319 <attribute arch="weight" editor="press weight" type="int">
1320 The button is pressed (triggered), as soon as
1321 &lt;press weigh&gt; gram are placed ontop of it.
1322 </attribute>
1323 <attribute arch="connected" editor="connection" type="int">
1324 Every time the button is pressed or released, all objects
1325 with the same &lt;connection&gt; value are activated.
1326 </attribute>
1327 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1328 This text may describe the item. You can use this
1329 message to explain the button's purpose to the player.
1330 </attribute>
1331 </type>
1332
1333 <!--####################################################################-->
1334 <type number="30" name="Button Trigger">
1335 <import_type name="Button" />
1336 <ignore>
1337 <ignore_list name="non_pickable" />
1338 </ignore>
1339 <description><![CDATA[
1340 Handle buttons are buttons which reset after a short period
1341 of time. Every time it is either applied or reset, the
1342 &lt;connection&gt; value is triggered. ]]>
1343 </description>
1344 </type>
1345
1346 <!--####################################################################-->
1347 <type number="37" name="Class Changer">
1348 <ignore>
1349 <ignore_list name="non_pickable" />
1350 </ignore>
1351 <description><![CDATA[
1352 Class changer are used while creating a character. ]]>
1353 </description>
1354 <attribute arch="randomitems" editor="class items" type="treasurelist">
1355 This entry determines which initial items the character receives.
1356 </attribute>
1357 <section name="stats">
1358 <attribute arch="Str" editor="strength" type="int">
1359 The player's strength will rise by the given value if he chooses this
1360 class. (Negative values make strength fall)
1361 </attribute>
1362 <attribute arch="Dex" editor="dexterity" type="int">
1363 The player's dexterity will rise by the given value if he chooses this
1364 class. (Negative values make dexterity fall)
1365 </attribute>
1366 <attribute arch="Con" editor="constitution" type="int">
1367 The player's constitution will rise by the given value if he chooses this
1368 class. (Negative values make constitution fall)
1369 </attribute>
1370 <attribute arch="Int" editor="intelligence" type="int">
1371 The player's intelligence will rise by the given value if he chooses this
1372 class. (Negative values make intelligence fall)
1373 </attribute>
1374 <attribute arch="Pow" editor="power" type="int">
1375 The player's power will rise by the given value if he chooses this
1376 class. (Negative values make power fall)
1377 </attribute>
1378 <attribute arch="Wis" editor="wisdom" type="int">
1379 The player's wisdom will rise by the given value if he chooses this
1380 class. (Negative values make wisdom fall)
1381 </attribute>
1382 <attribute arch="Cha" editor="charisma" type="int">
1383 The player's charisma will rise by the given value if he chooses this
1384 class. (Negative values make charisma fall)
1385 </attribute>
1386 </section>
1387 </type>
1388
1389 <!--####################################################################-->
1390 <type number="87" name="Cloak">
1391 <import_type name="Amulet" />
1392 <description><![CDATA[
1393 Wearing a cloak, the object's stats will directly be inherited to
1394 the player. Cloaks usually add minor &lt;armour class&gt; and
1395 sometimes a bit of resistance. ]]>
1396 </description>
1397 <use><![CDATA[
1398 Feel free to create your own special artifacts. However, it is very
1399 important that you keep your artifact in balance with existing maps. ]]>
1400 </use>
1401 <attribute arch="magic" editor="magic bonus" type="int">
1402 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1403 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1404 than direct armour-class bonus on the cloak.
1405
1406 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1407 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1408 </attribute>
1409 </type>
1410
1411 <!--####################################################################-->
1412 <type number="9" name="Clock">
1413 <description><![CDATA[
1414 Applying a clock, the time is displayed to the player. ]]>
1415 </description>
1416 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1417 This text may describe the item
1418 </attribute>
1419 </type>
1420
1421 <!--####################################################################-->
1422 <type number="122" name="Container">
1423 <description><![CDATA[
1424 A player can put (certain kinds of) items in the container.
1425 The overall weight of items is reduced when put inside a
1426 container, depending on the settings.
1427 <br><br>
1428 A special feature of containers is the "cauldron",
1429 capable of mixing alchemical receipes. ]]>
1430 </description>
1431 <use><![CDATA[
1432 Note on chests - There are two types of chests:
1433 <UL>
1434 <LI> First the random treasure chests - Those are NOT containers
1435 (but object type Treasure), they create random treasures when
1436 applied. Archetype name is "chest".
1437 <LI> Second there are the permanent chests - Those are containers,
1438 they can be opened and closed again. Archetype name is "chest_2".
1439 </UL> ]]>
1440 </use>
1441 <attribute arch="race" editor="container class" type="string">
1442 If set, the container will hold only certain types of objects.
1443 Possible choices for &lt;container class&gt; are: "gold and jewels",
1444 "arrows" and "keys".
1445
1446 Unfortunately it is not easy to create new container
1447 classes, because items need a matching counterpiece-attribute
1448 to the &lt;container class&gt; before they can be put inside a
1449 container. This attribute ("race") is set only for the existing
1450 container classes.
1451 </attribute>
1452 <attribute arch="slaying" editor="key string" type="string">
1453 If &lt;key string&gt; is set, only players with a special key
1454 of matching &lt;key string&gt; are able to open the container.
1455 </attribute>
1456 <attribute arch="container" editor="maximum weight" type="int">
1457 The container can hold a maximum total weight of the given value
1458 in gram. Note that this weight limit is calculated *after* the
1459 weight reduction (&lt;reduce weight&gt;) has been applied.
1460 </attribute>
1461 <attribute arch="Str" editor="reduce weight %" type="int">
1462 This value determines how much the weight of items is reduced in
1463 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1464 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1465 Most default values are in the range of ten.
1466 </attribute>
1467 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1468 If set, the container can be used as alchemy-cauldron.
1469 The player can put ingredients inside, close it, cast alchemy
1470 and if his formulae is true, he'll get what he longed for.
1471 </attribute>
1472 <attribute arch="unique" editor="unique item" type="bool">
1473 Unique items exist only one time on a server. If the item
1474 is taken, lost or destroyed - it's gone for good.
1475 All contents of a unique container are unique as well.
1476 </attribute>
1477 <attribute arch="startequip" editor="godgiven item" type="bool">
1478 A godgiven item vanishes as soon as the player
1479 drops it to the ground.
1480 </attribute>
1481 <attribute arch="other_arch" editor="animation arch" type="string">
1482 This is used for a certain kind of... "animation" when
1483 opening the container. Stick to the default arches here
1484 and you won't get into trouble.
1485 </attribute>
1486 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1487 This text may contain a description of the container.
1488 </attribute>
1489 </type>
1490
1491 <!--####################################################################-->
1492 <type number="103" name="Converter">
1493 <ignore>
1494 <attribute arch="value" />
1495 <attribute arch="nrof" />
1496 <attribute arch="name_pl" />
1497 <attribute arch="no_pick" />
1498 <attribute arch="unpaid" />
1499 <attribute arch="title" />
1500 </ignore>
1501 <description><![CDATA[
1502 Converters are like "exchange tables". When the player drops a
1503 specific type of items, they get converted into other items, at a
1504 predefined exchange-ratio. ]]>
1505 </description>
1506 <use><![CDATA[
1507 Converters are better than shopping with doormats, because the
1508 converters never get sold out. For some items like food or jewels
1509 those "exchange tables" are really nice, while for the more important
1510 stuff like potions converters should not exist.
1511 <br><br>
1512 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1513 items on a converter, the stuff you get must be of equal or lesser
1514 value than before! (Except if you are using "rare" items like
1515 dragonscales for payment). The code will not check if your ratio is
1516 sane, so the player could gain infinite wealth by using your converter. ]]>
1517 </use>
1518 <attribute arch="no_pick" value="1" type="fixed" />
1519 <attribute arch="slaying" editor="cost arch" type="string">
1520 &lt;cost arch&gt; is the name of the archetype the player has to
1521 put on the converter, as payment.
1522 </attribute>
1523 <attribute arch="food" editor="cost number" type="int">
1524 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1525 on the converter, in order to get &lt;receive number&gt; items
1526 of &lt;receive arch&gt;.
1527 </attribute>
1528 <attribute arch="other_arch" editor="receive arch" type="string">
1529 &lt;receive arch&gt; is the name of the archetype to convert into.
1530 This field is ignored if the converter has items in inventory. In this
1531 case one of the inventory items is duplicated. The duplicated item is
1532 randomly chosen from all items present.
1533 </attribute>
1534 <attribute arch="sp" editor="receive number" type="int">
1535 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1536 on the converter, in order to get &lt;receive number&gt; items
1537 of &lt;receive arch&gt;.
1538 </attribute>
1539 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1540 This text may contain a description of the converter.
1541 </attribute>
1542 </type>
1543
1544 <!--####################################################################-->
1545 <type number="42" name="Creator">
1546 <ignore>
1547 <ignore_list name="system_object" />
1548 </ignore>
1549 <description><![CDATA[
1550 A creator is an object which creates another object when it
1551 is triggered. The child object can be anything. Creators are
1552 VERY useful for all kinds of map-mechanisms. They can even
1553 periodically create things. ]]>
1554 </description>
1555 <use><![CDATA[
1556 Don't hesitate to hide your creators under the floor.
1557 The created items will still always appear ontop of the floor. ]]>
1558 </use>
1559 <attribute arch="no_pick" value="1" type="fixed" />
1560 <attribute arch="other_arch" editor="create arch" type="string">
1561 This string defines the object that will be created.
1562 You can choose any of the existing arches.
1563 This field is ignored if the creator has items in inventory. In this case
1564 one of the inventory items is duplicated. The duplicated item is randomly
1565 chosen from all items present.
1566 </attribute>
1567 <attribute arch="connected" editor="connection" type="int">
1568 Whenever the connection value is activated,
1569 the creator gets triggered.
1570 </attribute>
1571 &activate_on;
1572 <attribute arch="lifesave" editor="infinit uses" type="bool">
1573 If &lt;infinit uses&gt; is set, the creator will work
1574 infinitely, regardless of the value in &lt;number of uses&gt;.
1575 </attribute>
1576 <attribute arch="speed" editor="speed" type="float">
1577 When this field is set the creator will periodically create stuff
1578 (and will still do so when the connection is triggered).
1579 A value of 1 means roughly 8 times a second.
1580 </attribute>
1581 <attribute arch="hp" editor="number of uses" type="int">
1582 The creator can be triggered &lt;number of uses&gt; times, thus
1583 creating that many objects, before it dissappears.
1584 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1585 </attribute>
1586 <attribute arch="slaying" editor="name of creation" type="string">
1587 The created object will bear the name and title specified in &lt;name of
1588 creation&gt;. If nothing is set, the standard name and title of the
1589 archetype is used.
1590 </attribute>
1591 <attribute arch="level" editor="level of creation" type="int">
1592 The created object will be of that level. If zero/unset,
1593 the standard level of the archetype is used.
1594 </attribute>
1595 </type>
1596
1597 <!--####################################################################-->
1598 <type number="51" name="Detector">
1599 <ignore>
1600 <ignore_list name="system_object" />
1601 </ignore>
1602 <description><![CDATA[
1603 Detectors work quite much like inv. checkers/pedestals: If the detector
1604 finds a specific object, it toggles its connected value.
1605 <br><br>
1606 What is "unique" about them, compared to inv. checkers/ pedestals?
1607 - First, detectors check their square for a match periodically, not
1608 instantly. Second, detectors check directly for object names. Third,
1609 detectors do not check the inventory of players/monsters. ]]>
1610 </description>
1611 <use><![CDATA[
1612 There is one major speciality about detectors: You can detect spells
1613 blown over a detector! To detect a lighting bolt for example, set
1614 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1615 walls, this can be very useful for map-mechanisms. ]]>
1616 </use>
1617 <attribute arch="no_pick" value="1" type="fixed" />
1618 <attribute arch="slaying" editor="match name" type="string">
1619 &lt;match name&gt; specifies the name of the object we are looking for.
1620 Actually it does also check for the &lt;key string&gt; in key-objects,
1621 but for this case inventory checkers are often more powerful to use.
1622 </attribute>
1623 <attribute arch="connected" editor="connection" type="int">
1624 When the detector is triggered, all objects with the same
1625 connection value get activated.
1626 </attribute>
1627 <attribute arch="speed" editor="detection speed" type="float">
1628 This value defines the time between two detector-checks.
1629 If you want the detector to behave almost like pedestals/buttons,
1630 set speed rather high, like &lt;detection speed&gt; 1.0.
1631 </attribute>
1632 &speed_left;
1633 <attribute arch="speed_left" editor="speed left" type="float">
1634 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1635 If it is larger than 0, the detector checks, and the speed is decremented
1636 by 1.
1637 </attribute>
1638 </type>
1639
1640 <!--####################################################################-->
1641 <type number="112" name="Director">
1642 <ignore>
1643 <ignore_list name="non_pickable" />
1644 </ignore>
1645 <description><![CDATA[
1646 Directors change the direction of spell objects and other projectiles
1647 that fly past. Unlike spinners, directors always move objects in the
1648 same direction. It does not make a difference from what angle you
1649 shoot into it.<br>
1650 Directors are visible per default. ]]>
1651 </description>
1652 <use><![CDATA[
1653 Directors are rarely used in maps. Sometimes they are placed to
1654 change the direction of spells coming out of magic walls,
1655 "channeling" spell-projectiles in some direction. When doing this,
1656 <B>never place directors facing each other with magic walls fireing
1657 into them!</B> The spell-projectiles bouncing between the directors
1658 would accumulate to huge numbers and at some point slow down the
1659 server by eating memory- and CPU-time.
1660 <br><br>
1661 You'd better not place directors in monster vs. player combat
1662 areas too much, because that freaks out wizard-type players. ]]>
1663 </use>
1664 <attribute arch="sp" editor="direction" type="list_direction">
1665 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1666 A director with direction &lt;none&gt; simply stops projectiles.
1667 (The latter works out a bit strange for some spells).
1668 </attribute>
1669 &move_on;
1670 </type>
1671
1672 <!--####################################################################-->
1673 <type number="158" name="Disease">
1674 <ignore>
1675 <ignore_list name="system_object" />
1676 </ignore>
1677 <description><![CDATA[
1678 Diseases are an intersting form of spellcraft in Crossfire.
1679 Once casted, they can spread out and infect creatures in a large
1680 area. Being infected can have various effects, from amusing farts
1681 to horrible damage - almost everything is possible. ]]>
1682 </description>
1683 <use><![CDATA[
1684 Diseases are extremely flexible and usable in a many ways.
1685 So far they are mostly used for causing bad, unwanted effects.
1686 You could just as well create a disease which helps the player
1687 (recharging mana for example).
1688 Infection with a "positive disease" could even be a quest reward. ]]>
1689 </use>
1690 <attribute arch="invisible" value="1" type="fixed" />
1691 <attribute arch="level" editor="plaque level" type="int">
1692 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1693 This mainly reflects in the &lt;damage&gt;. It has no effect on
1694 most other symptoms. Neverthless, it is a very important value for
1695 all damage-inflicting diseases.
1696 </attribute>
1697 <attribute arch="race" editor="infect race" type="string">
1698 The disease will only infect creatures of the specified &lt;race&gt;.
1699 "&lt;race&gt; *" means every creature can be infected.
1700 </attribute>
1701 <attribute arch="ac" editor="progressiveness" type="int">
1702 Every time the disease "moves" the severity of the symptoms are increased
1703 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1704 </attribute>
1705 <section name="spreading">
1706 <attribute arch="wc" editor="infectiosness" type="int">
1707 The &lt;infectiosness&gt; defines the chance of new creatures getting
1708 infected. If you set this too high, the disease is very likely to
1709 be too effective.
1710
1711 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1712 </attribute>
1713 <attribute arch="last_grace" editor="attenuation" type="int">
1714 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1715 everytime it infects someone new. This limits how many generations
1716 a disease can propagate.
1717 </attribute>
1718 <attribute arch="magic" editor="infection range" type="int">
1719 &lt;infection range&gt; sets the range at which infection may occur.
1720 If positive, the &lt;infection range&gt; is level dependant - If negative,
1721 it is not:
1722 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1723 six square range, and &lt;plaque level&gt; doesn't modify that.
1724 </attribute>
1725 <attribute arch="maxhp" editor="persistence" type="int">
1726 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1727 The disease can "move" &lt;persistence&gt; times outside a host before it
1728 vanishes. A negative value means the disease lasts for permanent
1729 (which is only recommended to use in maps without monsters).
1730 </attribute>
1731 <attribute arch="maxgrace" editor="curing duration" type="int">
1732 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1733 (Assuming the host survives and doesn't use a curing spell).
1734 After this period the disease is naturally cured, which provides the
1735 host with immunity from this particular disease of lower or equal level.
1736
1737 A negative value means the disease can never be cured naturally.
1738
1739 Note that this value can be further modulated by spell-parameters,
1740 if the disease is registered as spell in the code. Due to that,
1741 most default diseases take a lot longer to cure than it seems.
1742 </attribute>
1743 <attribute arch="speed" editor="moving speed" type="float">
1744 The &lt;speed&gt; of the disease determines how fast the disease will
1745 "move", thus how fast the symptoms strike the host.
1746 </attribute>
1747 &speed_left;
1748 </section>
1749 <section name="symptoms">
1750 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1751 The disease will attack the host with the given &lt;attacktype&gt;.
1752 Godpower attacktype is commonly used for "unresistable" diseases.
1753 </attribute>
1754 <attribute arch="dam" editor="damage" type="int">
1755 A disease with a positive &lt;damage&gt; value will strike the player for that
1756 amount of damage every time the symptoms occur.
1757 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1758 the player's health is reduced by 10% every time the symptoms strike.
1759
1760 Diseases with %-based damage can be dangerous - but not deadly -
1761 for players of all levels.
1762 </attribute>
1763 <attribute arch="other_arch" editor="create arch" type="string">
1764 If set, the specified arch is created and dropped every time the
1765 symptoms strike.
1766
1767 This can be various things: farts, body pieces, eggs ...
1768 Even monsters can be created that way. You could also make a
1769 disease where some exotic stuff like money/gems is created.
1770 </attribute>
1771 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1772 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1773 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1774 </attribute>
1775 <attribute arch="exp" editor="exp. for curing" type="int">
1776 When the player manages to cure this disease (with a curing spell),
1777 he is awarded with &lt;exp. for curing&gt; experience.
1778 </attribute>
1779 <attribute arch="maxsp" editor="mana depletion" type="int">
1780 Every time the disease "moves", the player's mana is
1781 reduced by the value of &lt;mana depletion&gt;.
1782 For negative values, a %-based amount is taken.
1783 </attribute>
1784 <attribute arch="last_eat" editor="food depletion" type="int">
1785 Every time the disease "moves", the player's food is
1786 reduced by the value of &lt;food depletion&gt;.
1787 For negative values, a %-based amount is taken.
1788 </attribute>
1789 <attribute arch="hp" editor="health regen." type="int">
1790 This value increases the player's healing rate.
1791 Negative values decrease it.
1792 </attribute>
1793 <attribute arch="sp" editor="mana regen." type="int">
1794 This value increases the player's rate of mana regeneration.
1795 Negative values decrease it.
1796 </attribute>
1797 </section>
1798 <section name="disability">
1799 <attribute arch="Str" editor="strength" type="int">
1800 The player's strength will rise by the given value
1801 while being infected. (Negative values make strength fall)
1802 </attribute>
1803 <attribute arch="Dex" editor="dexterity" type="int">
1804 The player's dexterity will rise by the given value
1805 while being infected. (Negative values make dexterity fall)
1806 </attribute>
1807 <attribute arch="Con" editor="constitution" type="int">
1808 The player's constitution will rise by the given value
1809 while being infected. (Negative values make constitution fall)
1810 </attribute>
1811 <attribute arch="Int" editor="intelligence" type="int">
1812 The player's intelligence will rise by the given value
1813 while being infected. (Negative values make intelligence fall)
1814 </attribute>
1815 <attribute arch="Pow" editor="power" type="int">
1816 The player's power will rise by the given value
1817 while being infected. (Negative values make power fall)
1818 </attribute>
1819 <attribute arch="Wis" editor="wisdom" type="int">
1820 The player's wisdom will rise by the given value
1821 while being infected. (Negative values make wisdom fall)
1822 </attribute>
1823 <attribute arch="Cha" editor="charisma" type="int">
1824 The player's charisma will rise by the given value
1825 while being infected. (Negative values make charisma fall)
1826 </attribute>
1827 </section>
1828 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1829 This text is displayed to the player every time the
1830 symptoms strike.
1831 </attribute>
1832 </type>
1833
1834 <!--####################################################################-->
1835 <type number="23" name="Door">
1836 <ignore>
1837 <ignore_list name="non_pickable" />
1838 </ignore>
1839 <description><![CDATA[
1840 A door can be opened with a normal key. It also can be broken by attacking
1841 it, and it can be defeated with the lockpicking skill. If a door is
1842 defeated, horizontally and vertically adjacent doors are automatically
1843 removed. ]]>
1844 </description>
1845 <attribute arch="no_pick" value="1" type="fixed" />
1846 <attribute arch="alive" value="1" type="fixed" />
1847 &movement_types_terrain;
1848 <attribute arch="hp" editor="hitpoints" type="int">
1849 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1850 </attribute>
1851 <attribute arch="ac" editor="armour class" type="int">
1852 Doors of high &lt;armour class&gt; are less likely to get hit.
1853 &lt;armour class&gt; can be considered the "counterpiece" to
1854 &lt;weapon class&gt;.
1855 </attribute>
1856 <attribute arch="other_arch" editor="drop arch" type="string">
1857 This string defines the object that will be created when the door was
1858 defeated.
1859 </attribute>
1860 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1861 This entry determines what kind of traps will appear in the door.
1862 </attribute>
1863 <attribute arch="treasure_env" editor="treasure in env" type="bool">
1864 Set this flag to move treasure items created into the environment (map)
1865 instead of putting them into the object.
1866 </attribute>
1867 </type>
1868
1869 <!--####################################################################-->
1870 <type number="83" name="Duplicator">
1871 <ignore>
1872 <ignore_list name="system_object" />
1873 </ignore>
1874 <description><![CDATA[
1875 When activated, a duplicator can duplicate, multiply or destroy a pile of
1876 objects which lies somewhere on top of the duplicator.
1877 The duplicator has one arch name specified as &lt;target arch&gt;,
1878 and only objects of this archetype can be affected.<br>
1879 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1880 If the latter is set to zero, it will destroy objects. ]]>
1881 </description>
1882 <use><![CDATA[
1883 I hope it is clear that one must be very cautious when inserting a duplicator
1884 anywhere with &lt;multiply factor&gt; greater than one.
1885 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1886 It is <b>not acceptable</b> to allow duplication of anything other than
1887 coins, gold and jewels. Besides, it is very important that the chance to
1888 loose the input matches the chance to earn winnings.<br>
1889 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1890 loosing rate of 2/3 = 67%. ]]>
1891 </use>
1892 <attribute arch="other_arch" editor="target arch" type="string">
1893 Only objects of matching archtype, lying ontop of the duplicator will be
1894 duplicated, multiplied or removed. All other objects will be ignored.
1895 </attribute>
1896 <attribute arch="level" editor="multiply factor" type="int">
1897 The number of items in the target pile will be multiplied by the
1898 &lt;multiply factor&gt;. If it is set to zero, all target objects
1899 will be destroyed.
1900 </attribute>
1901 <attribute arch="connected" editor="connection" type="int">
1902 An activator (lever, altar, button, etc) with matching connection value
1903 is able to trigger this duplicator. Be very careful that players cannot
1904 abuse it to create endless amounts of money or other valuable stuff!
1905 </attribute>
1906 &activate_on;
1907 </type>
1908
1909 <!--####################################################################-->
1910 <type number="66" name="Exit">
1911 <ignore>
1912 <ignore_list name="non_pickable" />
1913 </ignore>
1914 <description><![CDATA[
1915 When the player applies an exit, he is transferred to a different location.
1916 (Monsters cannot use exits.) Depending on how it is set, the player applies
1917 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1918 the exit. ]]>
1919 </description>
1920 <use><![CDATA[
1921 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1922 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1923 detected with the show_invisible spell.
1924 <br><br>
1925 You can be quite creative with the outlook of secret exits (their "face").
1926 Don't forget to give the player relyable hints about them though. ]]>
1927 </use>
1928 <attribute arch="slaying" editor="exit path" type="string">
1929 The exit path defines the map that the player is transferred to.
1930 You can enter an absolute path, beginning with '/' (for example
1931 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1932 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1933 relative path "Fire1"). Use relative paths whenever possible! Note that
1934 upper/lower case must always be set correctly. However, please use lower
1935 case only.
1936 It is well possible to have an exit pointing to the same map that the exit
1937 is on. If slaying is not set in an exit, the player will see a message like
1938 "the exit is closed".
1939 </attribute>
1940 <attribute arch="hp" editor="destination X" type="int">
1941 The exit destinations define the (x, y)-coordinates where the exit
1942 leads to.
1943 If both are set to zero, the player will be transferred to the "default
1944 enter location" of the destined map. The latter can be set in the map-
1945 properties as "Enter X/Y". Though, please DO NOT use that.
1946 It turned out to be a source for numerous map-bugs.
1947 </attribute>
1948 <attribute arch="sp" editor="destination Y" type="int">
1949 The exit destinations define the (x, y)-coordinates where the exit
1950 leads to.
1951 If both are set to zero, the player will be transferred to the "default
1952 enter location" of the destined map. The latter can be set in the map-
1953 properties as "Enter X/Y". Though, please DO NOT use that.
1954 It turned out to be a source for numerous map-bugs.
1955 </attribute>
1956 &move_on;
1957 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1958 If set, this message will be displayed to the player when he applies the exit.
1959 This is quite useful to throw in some "role-play feeling": "As you enter the
1960 dark cave you hear the sound of rustling dragonscales...". Well, my english
1961 is poor, but you get the point. =)
1962 </attribute>
1963 <attribute arch="damned" editor="set savebed" type="bool">
1964 If set, then players using this exit will have their savebed position
1965 set to the destination of the exit when passing through.
1966 </attribute>
1967 </type>
1968
1969 <!--####################################################################-->
1970 <type number="72" name="Flesh">
1971 <description><![CDATA[
1972 Just like with food, the player can fill his stomache and gain a
1973 little health by eating flesh-objects. <br>
1974 For dragon players, flesh plays a very special role though: If the
1975 flesh has resistances set, a dragon player has a chance to gain resistance in
1976 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1977 Don't forget that flesh items with resistances have to be balanced
1978 according to map/monster difficulty. ]]>
1979 </description>
1980 <use><![CDATA[
1981 For dragon players, flesh items can be highly valuable. Note that many
1982 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1983 These flesh items "inherit" resistances and level from the monster they belong to.
1984 When you add special flesh items to the inventory of a monster, this is
1985 not the case - so you have to set it manually.
1986 <br><br>
1987 Generally adding special flesh-treaties for dragon players is a great thing
1988 to do. Always consider that dragon players might really not be interested
1989 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1990 out on the reward completely. ]]>
1991 </use>
1992 <attribute arch="food" editor="foodpoints" type="int">
1993 The player's stomache will get filled with this amount of foodpoints.
1994 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1995 </attribute>
1996 <attribute arch="level" editor="flesh level" type="int">
1997 The &lt;flesh level&gt; is not visible to the players and it affects only
1998 dragon players. Normally this value reflects the level of the monster
1999 from which the flesh item originates.
2000 Dragon players always search for flesh of highest level possible,
2001 because it bears the best chance to gain high resistances.
2002 </attribute>
2003 <attribute arch="startequip" editor="godgiven item" type="bool">
2004 A godgiven item vanishes as soon as the player
2005 drops it to the ground.
2006 </attribute>
2007 &resistances_flesh_section;
2008 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2009 This text may describe the item.
2010 </attribute>
2011 </type>
2012
2013 <!--####################################################################-->
2014 <type number="0" name="Floor">
2015 <required>
2016 <attribute arch="is_floor" value="1" />
2017 <attribute arch="alive" value="0" />
2018 </required>
2019 <ignore>
2020 <ignore_list name="non_pickable" />
2021 </ignore>
2022 <description><![CDATA[
2023 Floor is a very basic thing whithout too much
2024 functionality. It's a floor - you stand on it. ]]>
2025 </description>
2026 <attribute arch="is_floor" value="1" type="fixed" />
2027 <attribute arch="no_pick" value="1" type="fixed" />
2028 <section name="terrain">
2029 &movement_types_terrain;
2030 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2031 This flag indicates this spot contains wood or high grass.
2032 Players with activated woodsman skill can move faster here.
2033 </attribute>
2034 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2035 This flag indicates this spot contains hills or large rocks.
2036 Players with activated mountaineer skill can move faster here.
2037 </attribute>
2038 </section>
2039 <attribute arch="no_magic" editor="no spells" type="bool">
2040 If enabled, it is impossible for players to use (wizard-)
2041 spells on that spot.
2042 </attribute>
2043 <attribute arch="damned" editor="no prayers" type="bool">
2044 If enabled, it is impossible for players to use prayers
2045 on that spot. It also prevents players from saving.
2046 </attribute>
2047 <attribute arch="unique" editor="unique map" type="bool">
2048 Unique floor means that any items dropped on that spot
2049 will be saved byond map reset. For permanent apartments,
2050 all floor tiles must be set &lt;unique map&gt;.
2051 </attribute>
2052 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2053 This text may describe the object.
2054 </attribute>
2055 </type>
2056
2057 <!--####################################################################-->
2058 <type number="67" name="Floor (Encounter)">
2059 <ignore>
2060 <ignore_list name="non_pickable" />
2061 </ignore>
2062 <description><![CDATA[
2063 Encounter-Floor is pretty much the same as normal floor.
2064 Most outdoor floor/ground-arches are set to be "encounters".
2065 That is kind of a relict from former code: When walking over
2066 encounter-floor, players sometimes got beamed to little maps
2067 with monsters on them. Nowadays this feature is disabled -
2068 Hence encounter floor is not different from normal floor. ]]>
2069 </description>
2070 <attribute arch="is_floor" value="1" type="fixed" />
2071 <attribute arch="no_pick" value="1" type="fixed" />
2072 <section name="terrain">
2073 &movement_types_terrain;
2074 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2075 This flag indicates this spot contains wood or high grass.
2076 Players with activated woodsman skill can move faster here.
2077 </attribute>
2078 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2079 This flag indicates this spot contains hills or large rocks.
2080 Players with activated mountaineer skill can move faster here.
2081 </attribute>
2082 </section>
2083 <attribute arch="no_magic" editor="no spells" type="bool">
2084 If enabled, it is impossible for players to use (wizard-)
2085 spells on that spot.
2086 </attribute>
2087 <attribute arch="damned" editor="no prayers" type="bool">
2088 If enabled, it is impossible for players to use prayers
2089 on that spot. It also prevents players from saving.
2090 </attribute>
2091 <attribute arch="unique" editor="unique map" type="bool">
2092 Unique floor means that any items dropped on that spot
2093 will be saved byond map reset. For permanent apartments,
2094 all floor tiles must be set &lt;unique map&gt;.
2095 </attribute>
2096 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2097 This text may describe the object.
2098 </attribute>
2099 </type>
2100
2101 <!--####################################################################-->
2102 <type number="6" name="Food">
2103 <description><![CDATA[
2104 By eating/drinking food-objects, the player can fill his
2105 stomache and gain a little health. ]]>
2106 </description>
2107 <attribute arch="food" editor="foodpoints" type="int">
2108 The player's stomache will get filled with this amount of foodpoints.
2109 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2110 </attribute>
2111 <attribute arch="startequip" editor="godgiven item" type="bool">
2112 A godgiven item vanishes as soon as the player
2113 drops it to the ground.
2114 </attribute>
2115 </type>
2116
2117 <!--####################################################################-->
2118 <type number="91" name="Gate">
2119 <ignore>
2120 <ignore_list name="non_pickable" />
2121 </ignore>
2122 <description><![CDATA[
2123 Gates play an important role in Crossfire. Gates can be opened
2124 by activating a button/trigger, by speaking passwords (-> magic_ear)
2125 or carrying special key-objects (-> inventory checker).
2126 Unlike locked doors, gates can get shut again after a player has
2127 passed, which makes them more practical in many cases. ]]>
2128 </description>
2129 <use><![CDATA[
2130 Use gates to divide your maps into seperated areas. After solving
2131 area A, the player gains access to area B, and so on. Make your
2132 maps more complex than "one-way". ]]>
2133 </use>
2134 <attribute arch="no_pick" value="1" type="fixed" />
2135 <attribute arch="speed" value="1" type="float">
2136 The speed of the gate affects how fast it is closing/opening.
2137 </attribute>
2138 <attribute arch="connected" editor="connection" type="int">
2139 Whenever the inventory checker is triggered, all objects with identical
2140 &lt;connection&gt; value get activated. This only makes sense together with
2141 &lt;blocking passage&gt; disabled.
2142 </attribute>
2143 <attribute arch="wc" editor="position state" type="int">
2144 The &lt;position state&gt; defines the position of the gate:
2145 Zero means completely open/down, the "number of animation-steps" (usually
2146 about 6 or 7) means completely closed/up state. I suggest you don't
2147 mess with this value - Leave the default in place.
2148 </attribute>
2149 &movement_types_terrain;
2150 <attribute arch="no_magic" editor="restrict spells" type="bool">
2151 Restricting the use of spells to pass this gate. This has
2152 an effect only if &lt;block view&gt; is disabled.
2153 </attribute>
2154 <attribute arch="damned" editor="restrict prayers" type="bool">
2155 Restricting the use of prayers to pass this door. This has
2156 an effect only if &lt;block view&gt; is disabled.
2157 </attribute>
2158 </type>
2159
2160 <!--####################################################################-->
2161 <type number="113" name="Girdle">
2162 <import_type name="Amulet" />
2163 <description><![CDATA[
2164 Wearing a girdle, the object's stats will directly be inherited to
2165 the player. Girdles usually provide stats- or damage bonuses and no
2166 defense. ]]>
2167 </description>
2168 <use><![CDATA[
2169 Feel free to create your own special artifacts. However, it is very
2170 important that you keep your artifact in balance with existing maps. ]]>
2171 </use>
2172 <attribute arch="magic" editor="magic bonus" type="int">
2173 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2174 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2175 than direct armour-class bonus on the helmet.
2176
2177 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2178 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2179 &lt;magic bonus&gt; is pointless here.
2180 </attribute>
2181 </type>
2182
2183 <!--####################################################################-->
2184 <type number="100" name="Gloves">
2185 <import_type name="Amulet" />
2186 <description><![CDATA[
2187 Wearing gloves, the object's stats will directly be inherited to
2188 the player. Gloves can add defense or damage bonuses. ]]>
2189 </description>
2190 <use><![CDATA[
2191 Feel free to create your own special artifacts. However, it is very
2192 important that you keep your artifact in balance with existing maps. ]]>
2193 </use>
2194 <attribute arch="magic" editor="magic bonus" type="int">
2195 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2196 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2197 will increase that.
2198 </attribute>
2199 </type>
2200
2201 <!--####################################################################-->
2202 <type number="93" name="Handle">
2203 <ignore>
2204 <ignore_list name="non_pickable" />
2205 </ignore>
2206 <description><![CDATA[
2207 A handle can be applied by players and (certain) monsters.
2208 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2209 </description>
2210 <use><![CDATA[
2211 Handles are commonly used to move gates. When placing your lever,
2212 don't forget that some monsters are able to apply it.
2213 The ability to apply levers is rare among monsters -
2214 but vampires can do it for example. ]]>
2215 </use>
2216 <attribute arch="no_pick" value="1" type="fixed" />
2217 <attribute arch="connected" editor="connection" type="int">
2218 Every time the handle is applied, all objects
2219 with the same &lt;connection&gt; value are activated.
2220 </attribute>
2221 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2222 This text may describe the item. You can use this
2223 message to explain the handle's purpose to the player.
2224 </attribute>
2225 </type>
2226
2227 <!--####################################################################-->
2228 <type number="27" name="Handle Trigger">
2229 <import_type name="Handle" />
2230 <ignore>
2231 <ignore_list name="non_pickable" />
2232 </ignore>
2233 <description><![CDATA[
2234 Handle triggers are handles which reset after a short period
2235 of time. Every time it is either applied or reset, the
2236 &lt;connection&gt; value is triggered. ]]>
2237 </description>
2238 <use><![CDATA[
2239 When you connect an ordinary handle to a gate, the gate normally remains
2240 opened after the first player passed. If you want to keep the gate shut,
2241 connecting it to a handle trigger is an easy solution. ]]>
2242 </use>
2243 </type>
2244
2245 <!--####################################################################-->
2246 <type number="88" name="Hazard Floor">
2247 <required>
2248 <attribute arch="is_floor" value="1" />
2249 </required>
2250 <ignore>
2251 <ignore_list name="non_pickable" />
2252 </ignore>
2253 <description><![CDATA[
2254 The best example for Hazard Floor is lava. It works like standard
2255 floor, but damages all creatures standing on it.
2256 Damage is taken in regular time intervals. ]]>
2257 </description>
2258 <use><![CDATA[
2259 The default lava for example does minor damage. But you can turn
2260 it up so that your hazard floor poses a real threat.<br>
2261 Like magic walls, such floors add a permanent thrill to your map.
2262 You can use that to safely chase off too-weak players, or just
2263 to have something different. ]]>
2264 </use>
2265 <attribute arch="is_floor" value="1" type="fixed" />
2266 <attribute arch="lifesave" value="1" type="fixed" />
2267 &move_on;
2268 <attribute arch="no_pick" value="1" type="fixed" />
2269 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2270 This attribute specifys the attacktypes that this floor uses to
2271 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2272 If you want a real tough hazard floor, add more than just one attacktype.
2273 </attribute>
2274 <attribute arch="dam" editor="base damage" type="int">
2275 The &lt;base damage&gt; defines how much damage is inflicted to the
2276 victim per hit. The final damage is influenced by several other
2277 factors like the victim's resistance and level.
2278 </attribute>
2279 <attribute arch="wc" editor="weaponclass" type="int">
2280 &lt;weapon class&gt; improves the chance of hitting the victim.
2281 Lower values are better.
2282 Usually, hazard floors like lava are supposed to hit the
2283 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2284 to something like -30.
2285 </attribute>
2286 <attribute arch="level" editor="attack level" type="int">
2287 I guess this value is supposed to work similar to monster levels.
2288 But in fact, it does not seem to have an effect. Set any non-zero
2289 value to be on the safe side.
2290 </attribute>
2291 <section name="terrain">
2292 &movement_types_terrain;
2293 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2294 This flag indicates this spot contains wood or high grass.
2295 Players with activated woodsman skill can move faster here.
2296 </attribute>
2297 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2298 This flag indicates this spot contains hills or large rocks.
2299 Players with activated mountaineer skill can move faster here.
2300 </attribute>
2301 </section>
2302 <attribute arch="no_magic" editor="no spells" type="bool">
2303 If enabled, it is impossible for players to use (wizard-)
2304 spells on that spot.
2305 </attribute>
2306 <attribute arch="damned" editor="no prayers" type="bool">
2307 If enabled, it is impossible for players to use prayers
2308 on that spot. It also prevents players from saving.
2309 </attribute>
2310 <attribute arch="unique" editor="unique map" type="bool">
2311 Unique floor means that any items dropped on that spot
2312 will be saved byond map reset. For permanent apartments,
2313 all floor tiles must be set &lt;unique map&gt;.
2314 </attribute>
2315 </type>
2316
2317 <!--####################################################################-->
2318 <type number="34" name="Helmet">
2319 <import_type name="Amulet" />
2320 <description><![CDATA[
2321 Wearing a helmet, the object's stats will directly be inherited to
2322 the player. Normal helmets usually increase defense, while crowns
2323 add more special bonuses like stats/resistances paired with
2324 low defense. ]]>
2325 </description>
2326 <use><![CDATA[
2327 Feel free to create your own special artifacts. However, it is very
2328 important that you keep your artifact in balance with existing maps. ]]>
2329 </use>
2330 <attribute arch="magic" editor="magic bonus" type="int">
2331 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2332 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2333 than direct armour-class bonus on the helmet.
2334
2335 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2336 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2337 Crowns for instance typically provide no &lt;amour class&gt;.
2338 </attribute>
2339 </type>
2340
2341 <!--####################################################################-->
2342 <type number="56" name="Holy Altar">
2343 <ignore>
2344 <ignore_list name="non_pickable" />
2345 </ignore>
2346 <description><![CDATA[
2347 Holy_altars are altars for the various religions. Praying
2348 at a Holy_altar will make you a follower of that god, and
2349 if you already follow that god, you may get some extra bonus. ]]>
2350 </description>
2351 <attribute arch="no_pick" value="1" type="fixed" />
2352 <attribute arch="other_arch" editor="god name" type="string">
2353 The altar belongs to the god of the given name. Possible options for
2354 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2355 Gorokh, Valriel and Sorig.
2356
2357 If you want to have an unconsecrated altar, set
2358 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2359 </attribute>
2360 <attribute arch="level" editor="reconsecrate level" type="int">
2361 To re-consecrate an altar, the player's wisdom level must be as
2362 high or higher than this value. In that way, some altars can not
2363 be re-consecrated, while other altars, like those in dungeons, could be.
2364
2365 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2366 Some characters might need those altars, they would be very unhappy to
2367 see them re-consecrated to another cult.
2368 </attribute>
2369 </type>
2370
2371 <!--####################################################################-->
2372 <type number="35" name="Horn">
2373 <ignore>
2374 <attribute arch="title" />
2375 </ignore>
2376 <description><![CDATA[
2377 Horns are very similar to rods. The difference is that horns regenerate
2378 spellpoints faster and thus are more valuable than rods.
2379 <br><br>
2380 A horn contains a spell. The player can use this spell by applying and
2381 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2382 used endlessly. ]]>
2383 </description>
2384 <use><![CDATA[
2385 Horns are powerful due to their fast recharge rate. They should
2386 never contain high level attacking spells. Even curing/healing spells
2387 are almost too good on a horn. ]]>
2388 </use>
2389 <attribute arch="sp" editor="spell" type="spell">
2390 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2391 horns to players, since they can be used endlessly without any mana cost!
2392 Horns with heal/ restoration/ protection spells, IF available, MUST be
2393 very very VERY hard to get!
2394 </attribute>
2395 <attribute arch="level" editor="casting level" type="int">
2396 The casting level of the &lt;spell&gt; determines it's power.
2397 For attack spells, level should not be set too high.
2398 </attribute>
2399 <attribute arch="hp" editor="initial spellpoints" type="int">
2400 This value represents the initial amount of spellpoints in the horn.
2401 Naturally, this is quite unimportant.
2402 </attribute>
2403 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2404 When the horn is fully charged up, it will hold this maximum amount of
2405 spellpoints. Make sure it is enough to cast the contained spell at least
2406 once. But don't set the value too high, as that might make the horn way
2407 too effective.
2408 </attribute>
2409 <attribute arch="startequip" editor="godgiven item" type="bool">
2410 A godgiven item vanishes as soon as the player
2411 drops it to the ground.
2412 </attribute>
2413 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2414 This text may contain a description of the horn.
2415 </attribute>
2416 </type>
2417
2418 <!--####################################################################-->
2419 <type number="73" name="Inorganic">
2420 <description><![CDATA[
2421 Inorganic materials are generally used as ingredients for
2422 alchemical receipes. By themselves, they have no special
2423 functionalities. ]]>
2424 </description>
2425 <attribute arch="is_dust" editor="is dust" type="bool">
2426 </attribute>
2427 &resistances_basic;
2428 </type>
2429
2430 <!--####################################################################-->
2431 <type number="64" name="Inventory Checker">
2432 <ignore>
2433 <ignore_list name="system_object" />
2434 </ignore>
2435 <description><![CDATA[
2436 Inventory checkers passively check the players inventory for a
2437 specific object. You can set a connected value that is triggered
2438 either if that object is present or missing (-&gt; "last_sp") when a
2439 player walks over the inv. checker. A valid option is to remove the
2440 matching object (usually not recommended, see "last_heal").
2441 <br><br>
2442 Alternatively, you can set your inv. checker to block all players
2443 that do/don't carry the matching object.
2444 <br><br>
2445 As you can see, inv. checkers are quite powerful, holding a
2446 great variety of possibilities. ]]>
2447 </description>
2448 <use><![CDATA[
2449 Putting a check_inventory space in front of a gate (one below) and
2450 one on the opposite side works reasonably well as a control mechanism.
2451 Unlike the key/door-combo, this one works infinite since it is
2452 independant from map reset. Use it to put a "structure" into your
2453 maps: Player must solve area A to gain access to area B. This concept
2454 can be found in nearly every RPG - simple but effective. ]]>
2455 </use>
2456 <attribute arch="no_pick" value="1" type="fixed" />
2457 <attribute arch="slaying" editor="match key string" type="string">
2458 This string specifies the object we are looking for: We have a match
2459 if the player does/don't carry a key object or a mark with identical
2460 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2461 this context. A typical example is the city gate mechanism of scorn.
2462 </attribute>
2463 <attribute arch="race" editor="match arch name" type="string">
2464 This string specifies the object we are looking for: We have a match
2465 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2466 </attribute>
2467 <attribute arch="hp" editor="match type" type="int">
2468 This value specifies the object we are looking for: We have a match
2469 if the player does/don't carry an object that is of type &lt;match type&gt;.
2470
2471 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2472 enabled. Now you have an inv. checker blocking all players that carry any
2473 kind of melee weapon. To pass, a player is forced to leave behind all
2474 his weaponry... bad news for a warrior. ;)
2475 </attribute>
2476 <attribute arch="last_sp" editor="match = having" type="bool">
2477 Enabled means having that object is a match.
2478 Disabled means not having that object is a match.
2479 </attribute>
2480 <attribute arch="connected" editor="connection" type="int">
2481 Whenever the inventory checker is triggered, all objects with identical
2482 &lt;connection&gt; value get activated. This only makes sense together with
2483 &lt;blocking passage&gt; disabled.
2484 </attribute>
2485 &movement_types_terrain;
2486 <attribute arch="last_heal" editor="remove match" type="bool">
2487 &lt;remove match&gt; means remove object if found. Setting this is usually not
2488 recommended because inv. checkers are in general invisible. So, unlike
2489 for altars/ locked doors, the player won't expect to lose an object when
2490 walking over that square. And he doesn't even get a message either.
2491
2492 So, *if* you enable &lt;remove match&gt;, make sure
2493 to inform the player what's going on!
2494 </attribute>
2495 </type>
2496
2497 <!--####################################################################-->
2498 <type number="163" name="Item Transformer">
2499 <description><![CDATA[
2500 An item transformer is simply applied, after having marked a 'victim'
2501 item. If the victim is suitable, it will be transformed into something
2502 else.]]>
2503 </description>
2504 <use><![CDATA[
2505 To make an item transformable, you just have to fill the 'slaying' field.
2506 The syntax is:
2507 <br>
2508 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2509 <br>
2510 with [] denoting optional part, and * any number of preceding [].
2511 'new_item' must be the name of an existing archetype.
2512 <br><br>
2513 Example, for object apple: slaying knife:2 half_apple
2514 <br><br>
2515 This means that, when applying a knife (should be an Item Transformer),
2516 one 'apple' will be transformed into 2 'half_apple'.]]>
2517 </use>
2518 <attribute arch="food" editor="number of uses" type="int">
2519 &lt;number of uses&gt; controls how many times the item transformer can
2520 be used. The value 0 means "unlimited"
2521 </attribute>
2522 <attribute arch="slaying" editor="verb" type="string">
2523 Contains the verb that is used to construct a message to the player
2524 applying the item transformer.
2525 </attribute>
2526 <attribute arch="startequip" editor="godgiven item" type="bool">
2527 A godgiven item vanishes as soon as the player
2528 drops it to the ground.
2529 </attribute>
2530 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2531 This text may contain a description of the item transformer.
2532 </attribute>
2533 </type>
2534
2535 <!--####################################################################-->
2536 <type number="60" name="Jewel">
2537 <description><![CDATA[
2538 Items of the type Gold &amp; Jewels are handled like a currency.
2539 Unlike for any other type of item, in shops, the buy- and selling
2540 prices differ only marginally. ]]>
2541 </description>
2542 <attribute arch="race" value="gold and jewels" type="fixed" />
2543 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2544 This text may describe the object.
2545 </attribute>
2546 </type>
2547
2548 <!--####################################################################-->
2549 <type number="24" name="Key">
2550 <description><![CDATA[
2551 When carrying a key, a normal door can be opened. The key will
2552 disappear. ]]>
2553 </description>
2554 <attribute arch="startequip" editor="godgiven item" type="bool">
2555 A godgiven item vanishes as soon as the player
2556 drops it to the ground.
2557 </attribute>
2558 </type>
2559
2560 <!--####################################################################-->
2561 <type number="20" name="Locked Door">
2562 <ignore>
2563 <ignore_list name="non_pickable" />
2564 </ignore>
2565 <description><![CDATA[
2566 A locked door can be opened only when carrying
2567 the appropriate special key. ]]>
2568 </description>
2569 <use><![CDATA[
2570 If you want to create a locked door that cannot be opened (no key),
2571 set a &lt;key string&gt; like "no_key_available". This will clearify things
2572 and only a fool would create a key matching that string.
2573
2574 Door-objects can not only be used for "doors". In many maps these
2575 are used with all kinds of faces/names, especially often as
2576 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2577 There you have magic forces (door objects) put under certain artifact
2578 items. To get your hands on the artifacts, you need to bring up the
2579 appropriate quest items (key objects). ]]>
2580 </use>
2581 <attribute arch="move_type" value="0" type="fixed" />
2582 <attribute arch="no_pick" value="1" type="fixed" />
2583 <attribute arch="slaying" editor="key string" type="string">
2584 The &lt;key string&gt; in the door must be identical with the
2585 &lt;key string&gt; in the special key, then the door is unlocked.
2586 It is VERY important to set the &lt;key string&gt; to something that
2587 is unique among the CF mapset.
2588
2589 DONT EVER USE the default string "set_individual_value".
2590 </attribute>
2591 <attribute arch="no_magic" editor="restrict spells" type="bool">
2592 Restricting the use of spells to pass this door.
2593 This should be set in most cases.
2594 (Don't forget that the spell "dimension door" is easily
2595 available at about wisdom level 10).
2596 </attribute>
2597 <attribute arch="damned" editor="restrict prayers" type="bool">
2598 Restricting the use of prayers to pass this door.
2599 This should be set in most cases.
2600 </attribute>
2601 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2602 When a player is trying to open the door without carrying the
2603 appropriate key, this text is displayed to the player. This is
2604 a good opportunity to place hints about the special key needed
2605 to unlock the door.
2606 </attribute>
2607 </type>
2608
2609 <!--####################################################################-->
2610 <type number="29" name="Magic Ear">
2611 <ignore>
2612 <ignore_list name="system_object" />
2613 </ignore>
2614 <description><![CDATA[
2615 Magic_ears trigger a connected value
2616 when the player speaks a specific keyword. ]]>
2617 </description>
2618 <use><![CDATA[
2619 Whenever you put magic_ears on your maps, make sure there are
2620 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2621 something like a gate that is opened by speaking "open" or
2622 "sesame", expecting the player to figure this out all by himself.
2623 <br><br>
2624 Magic_ears are typically used for interaction with NPCs. You
2625 can create the impression that the NPC actually *does* something
2626 according to his conversation with a player. Mostly this means
2627 opening a gate or handing out some item, but you could be quite
2628 creative here. ]]>
2629 </use>
2630 <attribute arch="no_pick" value="1" type="fixed" />
2631 <attribute arch="connected" editor="connection" type="int">
2632 The Magic_ear will trigger all objects with the
2633 same connection value, every time it is activated.
2634 </attribute>
2635 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2636 This textfield contains the keyword-matching-syntax. The text should
2637 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2638 Any number of keywords from one to infinite is allowed. Make sure
2639 they are seperated by a '|'.
2640
2641 Examples: "@match yes", "@match gold|treasure". The connected
2642 value will be triggerd when the player speaks any of the given
2643 keywords within a two-square radius. IMPORTANT: Upper/lower case
2644 does not make a difference!
2645 </attribute>
2646 </type>
2647
2648 <!--####################################################################-->
2649 <type number="62" name="Magic Wall">
2650 <ignore>
2651 <ignore_list name="non_pickable" />
2652 </ignore>
2653 <description><![CDATA[
2654 Magic walls fire spells in a given direction, in regular intervals.
2655 Magic walls can contain any spell. However, some spells do not
2656 operate very successfully in them. The only way to know is to test
2657 the spell you want to use with a wall.
2658 <br><br>
2659 Several types of magical walls are predefined for you in the
2660 archetypes, and can be found on the "connected" Pickmap. ]]>
2661 </description>
2662 <use><![CDATA[
2663 Spellcasting walls pose an interesting alternative to monsters.
2664 Usually they are set to be undestroyable. Thus, while monsters
2665 in a map can be cleared out, the magic walls remain. Low level
2666 characters for example will not be able to pass through their
2667 spell-area, hence they cannot loot a map that a high level character
2668 might have cleared out.
2669 <br><br>
2670 Another point of magic walls is that if the player dies, he has to face
2671 them all again. Magic walls can add a kind of "permanent thrill" to
2672 your maps.
2673 <br><br>
2674 Be careful that your magic walls don't kill the monsters on a map. If
2675 placing monsters, eventually take ones that are immune to the
2676 walls' spell(s).
2677 <br><br>
2678 It is possible to make walls rotate when triggered. But that is so
2679 confusing (and useless IMHO) that I did not mention it above. You
2680 can find a working example on the map
2681 "/pup_land/castle_eureca/castle_eureca8". ]]>
2682 </use>
2683 <attribute arch="dam" editor="spell" type="spell">
2684 The magic wall will cast this &lt;spell&gt;.
2685 </attribute>
2686 <attribute arch="level" editor="spell level" type="int">
2687 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2688 walls cast spells at minimal strength. "level 100" walls cast deadly
2689 spells. Arch default is level 1 - you should always set this value
2690 to meet the overall difficulty of your map.
2691 </attribute>
2692 <attribute arch="connected" editor="connection" type="int">
2693 Every time the &lt;connection&gt; value is triggered, the wall will cast
2694 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2695 have much visible effect.
2696 </attribute>
2697 &activate_on;
2698 <attribute arch="speed" editor="casting speed" type="float">
2699 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2700 You can fine-tune how long the duration between two casts shall
2701 be. If you want to create a wall that can be activated (cast per
2702 trigger) via connected lever/button/etc, you must set "speed 0".
2703 </attribute>
2704 &speed_left;
2705 <attribute arch="sp" editor="direction" type="list_direction">
2706 The magic wall will cast it's spells always in the specified
2707 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2708 always fire in a random direction.
2709 </attribute>
2710 &movement_types_terrain;
2711 <section name="destroyable">
2712 <attribute arch="alive" editor="is destroyable" type="bool">
2713 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2714 destroyed by the player. If disabled, all other attributes on
2715 this tab, as well as resistances, are meaningless.
2716 </attribute>
2717 <attribute arch="hp" editor="hitpoints" type="int">
2718 The more &lt;hitpoints&gt; the wall has, the longer
2719 it takes to be destroyed.
2720 </attribute>
2721 <attribute arch="maxhp" editor="max hitpoints" type="int">
2722 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2723 can have. This only makes sense if the wall can regain health.
2724 </attribute>
2725 <attribute arch="ac" editor="armour class" type="int">
2726 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2727 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2728 to &lt;weapon class&gt;.
2729 </attribute>
2730 </section>
2731 &resistances_basic;
2732 </type>
2733
2734 <!--####################################################################-->
2735 <type number="55" name="Marker">
2736 <ignore>
2737 <ignore_list name="system_object" />
2738 </ignore>
2739 <description><![CDATA[
2740 A marker is an object that inserts an invisible force (a mark) into a
2741 player stepping on it. This force does nothing except containing a
2742 &lt;key string&gt; which can be discovered by detectors or inventory
2743 checkers. It is also possible to use markers for removing marks again.
2744 <br><br>
2745 Note that the player has no possibility to "see" his own marks,
2746 except by the effect that they cause on the maps. ]]>
2747 </description>
2748 <use><![CDATA[
2749 Markers hold real cool possibilities for map-making. I encourage
2750 you to use them frequently. However there is one negative point
2751 about markers: Players don't "see" what's going on with them. It is
2752 your task, as map-creator, to make sure the player is always well
2753 informed and never confused.
2754 <br><br>
2755 Please avoid infinite markers when they aren't needed. They're
2756 using a little space in the player file after all, so if there
2757 is no real purpose, set an expire time. ]]>
2758 </use>
2759 <attribute arch="no_pick" value="1" type="fixed" />
2760 <attribute arch="slaying" editor="key string" type="string">
2761 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2762 If the player already has a force with that &lt;key string&gt;,
2763 there won't be inserted a second one.
2764 </attribute>
2765 <attribute arch="connected" editor="connection" type="int">
2766 When the detector is triggered, all objects with the same
2767 connection value get activated.
2768 </attribute>
2769 <attribute arch="speed" editor="marking speed" type="float">
2770 The &lt;marking speed&gt; defines how quickly it will mark something
2771 standing on the marker. Set this value rather high to make
2772 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2773 should do fine.
2774 </attribute>
2775 &speed_left;
2776 <attribute arch="food" editor="mark duration" type="int">
2777 This value defines the duration of the force it inserts.
2778 If nonzero, the duration of the player's mark is finite:
2779 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2780 means the mark will stay on the player forever.
2781 </attribute>
2782 <attribute arch="name" editor="delete mark" type="string">
2783 When the player steps onto the marker, all existing forces in
2784 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2785 will be removed. If you don't want to remove any marks, leave
2786 this textfield empty.
2787
2788 Note that the string &lt;delete mark&gt; is set as the name of
2789 this marker. So don't be confused, and remember changing the
2790 name will take effect on the marker's functionality.
2791 </attribute>
2792 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2793 In the moment when the player gets marked, this text is displayed
2794 to him. You should really set a message in any marker you create,
2795 because it's the only way for the player to notice what's going on.
2796 </attribute>
2797 </type>
2798
2799 <!--####################################################################-->
2800 <type number="36" name="Money">
2801 <ignore>
2802 <attribute arch="unpaid" />
2803 </ignore>
2804 <description><![CDATA[
2805 Items of the type Money are handled as currency.
2806 Money cannot be sold/bought in shops. When money is dropped
2807 in a shop, it stays the same.<br>
2808 When a player picks an item from a shop and attempts to
2809 walk over the shop mat, the item's selling-price is automatically
2810 subtracted from the player's money.
2811 <br><br>
2812 For money, always use the default arches.
2813 Don't modify them. ]]>
2814 </description>
2815 <attribute arch="race" value="gold and jewels" type="fixed" />
2816 </type>
2817
2818 <!--####################################################################-->
2819 <type number="0" name="Monster &amp; NPC">
2820 <required>
2821 <attribute arch="is_floor" value="0" />
2822 <attribute arch="alive" value="1" />
2823 <attribute arch="tear_down" value="0" />
2824 </required>
2825 <ignore>
2826 <attribute arch="material" />
2827 <attribute arch="name_pl" />
2828 <attribute arch="nrof" />
2829 <attribute arch="value" />
2830 <attribute arch="unpaid" />
2831 </ignore>
2832 <description><![CDATA[
2833 Monsters can behave in various kinds of ways.
2834 They can be aggressive, attacking the player. Or peaceful,
2835 helping the player - maybe joining him as pet.
2836 The unagressive creatures who communicate with players are
2837 usually called "NPCs" (Non Player Character), a well-known
2838 term in role-play environments. ]]>
2839 </description>
2840 <use><![CDATA[
2841 Monsters play a central role in most maps. Choosing the right
2842 combination of monsters for your map is vital:
2843 <UL>
2844 <LI> Place only monsters of slightly varying (increasing) strength.
2845 It's no fun to play for two hours just to find out the last
2846 monster is unbeatable. Similar, it's not exciting to fight orcs
2847 after passing a room of dragons.<br>
2848 This rule applies only for linear maps (one room after the other),
2849 with treasure at the end. You can sprinkle the treasure around,
2850 or make non-linear maps - That is often more entertaining.
2851 <LI> Places with high level monsters must not be easy to reach.
2852 Balrogs, Dragonmen and the likes should be at the end of a quest,
2853 not at the beginning.
2854 <LI> Don't stick monsters together that tend to kill each other.
2855 Fire- and cold dragons in one room for example is a bad idea.
2856 By weakening and killing each other they are easy prey for players,
2857 not worth the experience they hold.
2858 <LI> Create your own monsters, especially for "boss"-type monsters.
2859 Having stage-bosses guarding treasure is a lot of fun when done right.
2860 Avoid to create monsters with completely non-intuitive abilities:
2861 Don't give ice-spells to firedragons or vice versa. Don't add
2862 draining attack to trolls, etc. Additionally, you should inform the
2863 player before he bumps right into some very special/unusual monster.
2864 <LI> Last but not least: Always keep an eye on the experience your monsters
2865 hold. Design your maps in a way that high experience
2866 is always well-defended. Don't make large rooms full with only one kind
2867 of monster. Keep in mind the different abilities/techniques players
2868 can use.
2869 </UL>
2870 I know it's impossible to make the perfectly balanced map. There's always
2871 some part which is found too easy or too hard for a certain kind of player.
2872 Just give it your best shot. And listen to feedback from players if you
2873 receive some. :-) ]]>
2874 </use>
2875 <attribute arch="alive" value="1" type="fixed" />
2876 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2877 When the monster is killed, items from the treasurelist will
2878 drop to the ground. This is a common way to reward players
2879 for killing (masses of) monsters.
2880
2881 Note that you can always put items into the monster's
2882 inventory. Those will drop-at-kill just like the stuff
2883 from the &lt;treasurelist&gt;.
2884 </attribute>
2885 <attribute arch="treasure_env" editor="treasure in env" type="bool">
2886 Set this flag to move treasure items created into the environment (map)
2887 instead of putting them into the object.
2888 </attribute>
2889 <attribute arch="level" editor="level" type="int">
2890 A monster's &lt;level&gt; is the most important attribute.
2891 &lt;level&gt; affects the power of a monster in various ways.
2892 </attribute>
2893 <attribute arch="race" editor="race" type="string">
2894 Every monster should have a race set to categorize it.
2895 The monster's &lt;race&gt; can have different effects:
2896 Slaying weapons inflict tripple damage against enemy races
2897 and holy word kills only enemy races of the god.
2898 </attribute>
2899 <attribute arch="exp" editor="experience" type="int">
2900 When a player kills this monster, he will get exactly this
2901 amount of &lt;experience&gt;. The experience will flow into
2902 the skill-category the player used for the kill.
2903
2904 If you create special monsters of tweaked strenght/abilities,
2905 always make sure that the &lt;experience&gt; is set to a
2906 reasonable value. Compare with existing arches to get a feeling
2907 what reasonable means. Keep in mind that spellcasting monsters
2908 are a lot harder to kill than non-spellcasters!
2909 </attribute>
2910 <attribute arch="speed" editor="speed" type="float">
2911 The &lt;speed&gt; determines how fast a monster will both move
2912 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2913 </attribute>
2914 &speed_left;
2915 <attribute arch="other_arch" editor="breed monster" type="string">
2916 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2917 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2918 can be set to any valid arch-name of a monster. Multipart monster
2919 should not be used.
2920 </attribute>
2921 <attribute arch="generator" editor="multiply" type="bool">
2922 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2923 every once in a while. Mice are a good example for this effect.
2924 If enabled, you must also set &lt;breed monster&gt; or check
2925 &lt;template generation&gt; and put other monsters in the inventory.
2926 </attribute>
2927 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2928 This only takes effect if &lt;multiply&gt; is enabled. The monster
2929 will create a new monster every once in a while by duplicating it's inventory.
2930 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2931 Each time the monster need to generate an object, it will be
2932 a randomly chosen item from the inventory. When generator is destroyed,
2933 inventory is destroyed.
2934 </attribute>
2935 &move_type;
2936 <attribute arch="undead" editor="undead" type="bool">
2937 Several spells only affect undead monsters:
2938 turn undead, banish undead, holy word, etc.
2939 </attribute>
2940 <attribute arch="carrying" editor="carries weight" type="int">
2941 If a monster has something in the inventory, this
2942 value can be set to reflect the slowdown due to
2943 the carried weight.
2944 </attribute>
2945 <attribute arch="precious" editor="precious" type="bool">
2946 Set this flag to indicate that this monster is precious, i.e.
2947 it should not be lightly destroyed. This is most useful on pets and
2948 keeps the server from destroying them on destroy_pets/monster floors
2949 and will try to save them when the player logs out.
2950 </attribute>
2951
2952 <section name="melee">
2953 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2954 This number is a bitmask, specifying the monster's attacktypes
2955 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2956 Strong monsters often have more than just physical attacktype.
2957
2958 When a monster with multiple attacktypes hits aan oponent, it will do
2959 as much damage as the "best" of it's attacktypes does. So, the more
2960 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2961 somehow exceptions.
2962 </attribute>
2963 <attribute arch="dam" editor="damage" type="int">
2964 Among other parameters, &lt;damage&gt; affects how much melee damage
2965 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2966 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2967 take effect on the melee damage of a monster.
2968 </attribute>
2969 <attribute arch="wc" editor="weapon class" type="int">
2970 Monsters of high &lt;weapon class&gt; are more likely to really hit
2971 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2972 to &lt;armour class&gt;.
2973 </attribute>
2974 <attribute arch="hp" editor="health points" type="int">
2975 The &lt;health points&gt; of a monster define how long it takes to
2976 kill it. With every successful hit from an opponent, &lt;health points&gt;
2977 get drained - The monster dies by zero &lt;health points&gt;.
2978 </attribute>
2979 <attribute arch="maxhp" editor="max health" type="int">
2980 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2981 monster can have.
2982 </attribute>
2983 <attribute arch="ac" editor="armour class" type="int">
2984 Monsters of low &lt;armour class&gt; are less likely to get hit from
2985 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2986 to &lt;weapon class&gt;.
2987 Values typically range between +20 (very bad) to -20 (quite good).
2988 </attribute>
2989 <attribute arch="Con" editor="healing rate" type="int">
2990 Monsters regenerate this many health points each 4 ticks. Hence, the
2991 healing rate is independent of &lt;speed&gt;.
2992 </attribute>
2993 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2994 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2995 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2996 bounce off.
2997 </attribute>
2998 <attribute arch="hitback" editor="hitback" type="bool">
2999 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3000 to the amount of damage the *attacker* inflicted. This damage
3001 is additional to the regular melee damage of the monster.
3002 As far as I know, hitback uses acid attacktype, and it only takes
3003 effect if the monster actually has acid attacktype at it's disposal.
3004 Acid spheres for example use this feature.
3005 </attribute>
3006 <attribute arch="one_hit" editor="one hit only" type="bool">
3007 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3008 to a player.
3009 </attribute>
3010 </section>
3011
3012 <section name="spellcraft">
3013 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3014 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3015 Only wands/rods/etc can be used, given the appropriate abilities.
3016 </attribute>
3017 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3018 A monster with this flag has the ability to &lt;reflect spells&gt;,
3019 all kinds of spell-bullets and -beams will bounce off.
3020
3021 Generally this flag should not be set because it puts
3022 wizard-type players at an unfair disadvantage.
3023 </attribute>
3024 <attribute arch="sp" editor="spellpoints" type="int">
3025 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3026 them for both wizard- and prayer-spells. However, this value defines
3027 only the amount of *initial* spellpoints the monster starts with.
3028 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3029 and &lt;spellpoint regen.&gt; are more important than just initial
3030 &lt;spellpoints&gt;.
3031 </attribute>
3032 <attribute arch="maxsp" editor="max spellpoints" type="int">
3033 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3034 can hold. Setting this to high values has little effect unless
3035 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3036 "regenerate mana" at it's disposal.
3037 </attribute>
3038 <attribute arch="Pow" editor="spellpoint regen." type="int">
3039 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3040 spellpoint regeneration rate is independent of &lt;speed&gt;.
3041
3042 To make a real tough spellcasting monster, the rate of spellpoint
3043 regeneration is most important. If your monster is still not casting
3044 fast enough, give it the spell-ability of "regenerate mana".
3045 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3046 </attribute>
3047 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3048 Click on the &lt;attuned paths&gt; button to select spellpaths.
3049 The creature will get attuned to the specified spellpaths.
3050 </attribute>
3051 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3052 Click on the &lt;repelled paths&gt; button to select spellpaths.
3053 The creature will get repelled to the specified spellpaths.
3054 </attribute>
3055 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3056 Click on the &lt;denied paths&gt; button to select spellpaths.
3057 The creature won't be able to cast spells of the specified paths.
3058 </attribute>
3059 </section>
3060
3061 <section name="ability">
3062 <attribute arch="Int" editor="detect hidden" type="int">
3063 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3064 hidden/invisible creatures. Higher values make for better
3065 detection-skills. Enabling &lt;see invisible&gt; makes this value
3066 obsolete.
3067 </attribute>
3068 <attribute arch="see_invisible" editor="see invisible" type="bool">
3069 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3070 with by invisible or hiding players. This flag is a must-have
3071 for high-level monsters. When a monster is unable to detect
3072 invisible players, it can be killed without fighting back.
3073 </attribute>
3074 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3075 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3076 by spells of darkness or dark maps. This flag is a "should-have"
3077 for high-level monsters. When a monster is unable to see in
3078 darkness, players can cast darkness and sneak around it safely.
3079 </attribute>
3080 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3081 Monster is able to wield weapon type objects.
3082 </attribute>
3083 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3084 Monster is able to use missile-weapon type objects.
3085 </attribute>
3086 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3087 Monster is able to wear protective equipment like brestplate
3088 armour, shields, helmets etc.
3089 </attribute>
3090 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3091 Monster is able to wear rings.
3092 </attribute>
3093 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3094 Monster is able to use wands and staves.
3095 </attribute>
3096 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3097 Monster is able to use rods.
3098 </attribute>
3099 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3100 Monster is able to read scrolls.
3101 </attribute>
3102 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3103 Monster is able to use skills from it's inventory.
3104 For example, you can put a throwing skill object and some
3105 boulders into the monster's object and set &lt;can use skills&gt;.
3106 </attribute>
3107 </section>
3108
3109 <section name="behave">
3110 <attribute arch="monster" editor="monster behaviour" type="bool">
3111 When &lt;monster behaviour&gt; is enabled, this object will behave
3112 like a monster: It can move and attack enemies (which are
3113 typically players).
3114 This flag should be set for all monsters as-such.
3115 Monsters which don't move, like guards, should also have
3116 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3117 It should *not* be set for things like immobile generators.
3118 </attribute>
3119 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3120 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3121 </attribute>
3122 <attribute arch="friendly" editor="friendly" type="bool">
3123 &lt;friendly&gt; monsters help the player, attacking any
3124 non-friendly monsters in range.
3125 </attribute>
3126 <attribute arch="stand_still" editor="stand still" type="bool">
3127 Monsters which &lt;stand still&gt; won't move to leave their position.
3128 When agressive, they will attack all enemies who get close to
3129 them. This behaviour is commonly known from castle guards.
3130
3131 In older versions of Crossfire it was possible to eventually
3132 push a &lt;stand still&gt;-monster out of position by force.
3133 I believe this is no longer possible. Neverthless, you should
3134 still be cautious when lining up &lt;stand still&gt;-monster in order
3135 to "defend" something: Such monsters are rather easy to kill.
3136 It's good for low level maps, but not much more.
3137 </attribute>
3138 <attribute arch="sleep" editor="asleep" type="bool">
3139 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3140 &lt;sensing range&gt; of the monster. Usually the sensing range is
3141 larger than the players line of sight. Due to that, in most cases
3142 the player won't ever notice weither a monster was asleep or not.
3143 </attribute>
3144 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3145 This entry defines which kinds of environment actions the
3146 creature is able to perform.
3147 </attribute>
3148 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3149 Click on the &lt;pick up&gt; button and select which types of objects
3150 the creature should try to pick up.
3151
3152 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3153 etc are set, then the creature will pick up the matching items even
3154 if this is not set here.
3155 </attribute>
3156 <attribute arch="Wis" editor="sensing range" type="int">
3157 &lt;sensing range&gt; determines how close a player needs to be before
3158 the creature wakes up. This is done as a square, for reasons of speed.
3159 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3160 11x11 square of the monster will wake the monster up. If the player
3161 has stealth, the size of this square is reduced in half plus 1.
3162 </attribute>
3163 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3164 If this is set to default, the standard mode of movement will be used.
3165 </attribute>
3166 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3167 This movement is not in effect when the monster has an enemy and should
3168 only be used for non agressive monsters.
3169 </attribute>
3170 <attribute arch="run_away" editor="run at % health" type="int">
3171 This is a percentage value in the range 0-100.
3172 When the monster's health points drop below this percentage
3173 (relative to max health), it attempts to run away from the
3174 attacker.
3175 </attribute>
3176 </section>
3177 &resistances_basic;
3178 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3179 </attribute>
3180 </type>
3181
3182 <!--####################################################################-->
3183 <type number="28" name="Monster (Grimreaper)">
3184 <import_type name="Monster &amp; NPC" />
3185 <ignore>
3186 <attribute arch="material" />
3187 <attribute arch="name_pl" />
3188 <attribute arch="nrof" />
3189 <attribute arch="value" />
3190 <attribute arch="unpaid" />
3191 </ignore>
3192 <description>
3193 A grimreaper is a monster that vanishes after it did some number of
3194 draining attacks.
3195 </description>
3196 <section name="grimreaper">
3197 <attribute arch="value" editor="attacks" type="int">
3198 The object vanishes after this number of draining attacks.
3199 </attribute>
3200 </section>
3201 </type>
3202
3203 <!--####################################################################-->
3204 <type number="65" name="Mood Floor">
3205 <ignore>
3206 <ignore_list name="system_object" />
3207 </ignore>
3208 <description><![CDATA[
3209 As the name implies, mood floors can change the "mood" of
3210 a monsters/NPC. For example, an unagressive monster could be
3211 turned mad to start attacking. Similar, an agressive monster
3212 could be calmed. ]]>
3213 </description>
3214 <use><![CDATA[
3215 Mood floors are absolutely cool for NPC interaction. To make an
3216 unaggressive monster/NPC attack, put a creator with "other_arch
3217 furious_floor" under it. Connect the creator to a magic_ear, so the
3218 player speaks a keyword like "stupid sucker" - and the monster attacks.
3219 <br><br>
3220 To turn an NPC into a pet, put a charm_floor under it and connect
3221 it directly to a magic_ear. Then the player speaks a keyword like
3222 "help me" - and the NPC joins him as pet.
3223 <br><br>
3224 (Of course you must always give clear hints about keywords!
3225 And there is no reason why you couldn't use a button/lever/pedestal
3226 etc. instead of a magic_ear.) ]]>
3227 </use>
3228 <attribute arch="no_pick" value="1" type="fixed" />
3229 <attribute arch="last_sp" editor="mood" type="list_mood">
3230 &lt;mood&gt; is used to determine what will happen to the
3231 monster when affected by the mood floor:
3232
3233 &lt;mood&gt; 'furious': Makes all monsters aggressive
3234
3235 &lt;mood&gt; 'angry': As above but pets are unaffected
3236
3237 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3238
3239 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3240
3241 &lt;mood&gt; 'charm': Turns monster into a pet of person
3242 who triggers the square. This setting is not
3243 enabled for continous operation, you need to
3244 insert a &lt;connection&gt; value!
3245 </attribute>
3246 <attribute arch="connected" editor="connection" type="int">
3247 This should only be set in combination with &lt;mood number&gt; 4.
3248 Normally, monsters are affected by the mood floor as soon as they
3249 step on it. But charming (monster -&gt; pet) is too powerful,
3250 so it needs to be activated.
3251
3252 Typically it is connected to an altar, for buying a "hireling".
3253 But a powerful pet could as well be the reward for solving a
3254 quest. Or even better: It could be *part* of a quest!
3255 </attribute>
3256 <attribute arch="no_magic" editor="no spells" type="bool">
3257 If enabled, it is impossible for players to use (wizard-)
3258 spells on that spot.
3259 </attribute>
3260 <attribute arch="damned" editor="no prayers" type="bool">
3261 If enabled, it is impossible for players to use prayers
3262 on that spot. It also prevents players from saving.
3263 </attribute>
3264 </type>
3265
3266 <!--####################################################################-->
3267 <type number="40" name="Mover">
3268 <ignore>
3269 <ignore_list name="non_pickable" />
3270 </ignore>
3271 <description><![CDATA[
3272 Movers move the objects above them. However, only living objects
3273 are affected (monsters/NPCs always, players optional). Movers have
3274 a direction, so players can be made to move in a pattern, and so
3275 can monsters. Motion is involuntary. Additionally, players or
3276 monsters can be "frozen" while ontop of movers so that they MUST
3277 move along a chain of them.
3278 <br><br>
3279 Multisquare monsters can be moved as well, given
3280 enough space. Movers are usually invisible. ]]>
3281 </description>
3282 <use><![CDATA[
3283 NEVER EVER consider a mover being unpassable in the backwards
3284 direction. Setting "forced movement" makes it seemingly impossible
3285 but there is still a trick: One player can push a second player
3286 past the mover, in opposite to the mover's direction! The more
3287 movers, the more players needed. Hence, don't make a treasure
3288 room that is surrounded by movers instead of solid walls/gates.
3289 <br><br>
3290 Btw, it does not make a difference putting movers above or
3291 below the floor. Moreover, movers that are set to be invisible
3292 cannot be discovered with the show_invisible spell.
3293 <br><br>
3294 Note that Movers and Directors are seperate objects, even though
3295 they look and act similar. Directors only do spells/missiles,
3296 while movers only do living creatures (depending on how it
3297 is set: monsters and players). ]]>
3298 </use>
3299 <attribute arch="attacktype" editor="forced movement" type="bool">
3300 If forced movement is enabled, the mover "freezes" anyone it
3301 moves (so they are forced to move along a chain).
3302 For players there is no way to escape this forced movement,
3303 except being pushed by a second player.
3304 </attribute>
3305 <attribute arch="maxsp" editor="freeze duration" type="int">
3306 The player will be "frozen" for that many moves.
3307 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3308 enabled, then &lt;freeze duration&gt; gets assigned the
3309 "default value" 2 automatically.
3310 </attribute>
3311 <attribute arch="speed" editor="movement speed" type="float">
3312 The movement speed value determines how fast a chain of
3313 these movers will push a player along (default is -0.2).
3314 </attribute>
3315 &speed_left;
3316 <attribute arch="sp" editor="direction" type="list_direction">
3317 The mover will push creatures in the specified &lt;direction&gt;.
3318 A mover with direction set to &lt;none&gt; will spin clockwise,
3319 thus pushing creatures in unpredictable directions.
3320 </attribute>
3321 <attribute arch="lifesave" editor="gets used up" type="bool">
3322 If enabled, the mover gets "used up" after a certain number of moves
3323 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3324 </attribute>
3325 <attribute arch="hp" editor="number of uses" type="int">
3326 This value has only a meaning if &lt;gets used up&gt; is set:
3327 &lt;number of uses&gt; is the number of times minus one, that it
3328 will move a creature before disappearing. (It will move
3329 someone &lt;number of uses&gt;+1 times, then vanish).
3330 </attribute>
3331 <section name="targets">
3332 <attribute arch="level" editor="move players" type="bool">
3333 If &lt;move players&gt; is enabled, both players and monsters will be
3334 moved. In the arches' default it is disabled - thus ONLY monsters
3335 get moved. Remember that "monsters" includes NPCs!
3336
3337 This feature provides you with the possibility to make NPCs
3338 literally "come to life". Example: The player is talking with an
3339 NPC, speaking a certain keyword. This triggers a magic_ear and
3340 activates creators, creating (per default: monster-only) movers
3341 under the NPC's feet. The NPC starts "walking" on a predefined
3342 route! Note that it's useful to set this NPC immune to everything,
3343 preventing the player to push the NPC off his trace.
3344 </attribute>
3345 <attribute arch="move_on" editor="movement type" type="movement_type">
3346 Which movement types activate the mover.
3347 </attribute>
3348 </section>
3349 </type>
3350
3351 <!--####################################################################-->
3352 <type number="17" name="Pedestal">
3353 <ignore>
3354 <ignore_list name="non_pickable" />
3355 </ignore>
3356 <description><![CDATA[
3357 Pedestals are designed to detect certain types of living objects.
3358 When a predefined type of living creature steps on the pedestal, the
3359 connected value is triggered. ]]>
3360 </description>
3361 <use><![CDATA[
3362 If you want to create a place where only players of a certain race
3363 can enter, put a teleporter over your pedestal. So the teleporter is
3364 only activated for players of the matching race. Do not use gates,
3365 because many other players could sneak in. If you put powerful
3366 artifacts into such places, generally set "startequip 1", so that
3367 they are preserved for that one race and can't be traded to others. ]]>
3368 </use>
3369 <attribute arch="no_pick" value="1" type="fixed" />
3370 <attribute arch="slaying" editor="match race" type="string">
3371 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3372 matches the monster's or the player's race, we have a match.
3373 Yes, pedestals can detect a player's race! E.g. you could create a
3374 place where only fireborns can enter, by setting "slaying unnatural".
3375
3376 If it is set to "player", any player stepping on the pedestal
3377 is a match. Very useful if you want to open a gate for players
3378 but not for monsters.
3379 </attribute>
3380 <attribute arch="connected" editor="connection" type="int">
3381 When the pedestal is triggered, all objects with the same
3382 connection value get activated.
3383 </attribute>
3384 &move_on;
3385 </type>
3386
3387 <!--####################################################################-->
3388 <type number="94" name="Pit">
3389 <ignore>
3390 <ignore_list name="non_pickable" />
3391 </ignore>
3392 <description><![CDATA[
3393 Pits are holes, transporting the player when he walks (and falls) into them.
3394 A speciality about pits is that they don't transport the player to
3395 the exact destination, but within a two-square radius of the destination
3396 (never on blocked squares).<br>
3397 Optionally, pits can get closed and opened, similar to gates.<br><br>
3398 Monsters and items are affected by pits just as well as players.
3399 Even multipart monsters can fall through them, given enough space. ]]>
3400 </description>
3401 <use><![CDATA[
3402 Pits can add interesting effects to your map. When using them, make
3403 sure to use them in a "logical way": Pits should always drop the
3404 player to some kind of lower level. They should not be used to
3405 randomly interconnect maps like teleporters do. ]]>
3406 </use>
3407 <attribute arch="no_pick" value="1" type="fixed" />
3408 <attribute arch="connected" editor="connection" type="int">
3409 When a &lt;connection&gt; value is set, the pit can be opened/closed
3410 by activating the connection.
3411 </attribute>
3412 &activate_on;
3413 <attribute arch="hp" editor="destination X" type="int">
3414 The pit will transport creatures (and items) randomly into a two-square
3415 radius of the destination coordinates.
3416 If the destination square becomes blocked, the pit will act like
3417 being filled up and not work anymore!
3418 </attribute>
3419 <attribute arch="sp" editor="destination Y" type="int">
3420 The pit will transport creatures (and items) randomly into a two-square
3421 radius of the destination coordinates.
3422 If the destination square becomes blocked, the pit will act like
3423 being filled up and not work anymore!
3424 </attribute>
3425 <attribute arch="wc" editor="position state" type="int">
3426 The &lt;position state&gt; defines the position of the gate:
3427 Zero means completely open/down, the "number of animation-steps" (usually
3428 about 6 or 7) means completely closed/up state. I suggest you don't
3429 mess with this value - Leave the default in place.
3430 </attribute>
3431 &move_on;
3432 </type>
3433
3434 <!--####################################################################-->
3435 <type number="7" name="Poison Food">
3436 <description><![CDATA[
3437 When eating, the player's stomache is drained by 1/4 of food.
3438 If his food drops to zero, the player might even die. ]]>
3439 </description>
3440 </type>
3441
3442 <!--####################################################################-->
3443 <type number="5" name="Potion">
3444 <description><![CDATA[
3445 The player can drink these and gain various kinds of benefits
3446 (/penalties) by doing so. ]]>
3447 </description>
3448 <use><![CDATA[
3449 One potion should never give multiple benefits at once. ]]>
3450 </use>
3451 <attribute arch="level" editor="potion level" type="int">
3452 If the potion contains a spell, the spell is cast at this level.
3453 For other potions it should be set at least to 1.
3454 </attribute>
3455 <attribute arch="sp" editor="spell" type="spell">
3456 When a player drinks this potion, the selected spell
3457 will be casted (once). This should work for any given spell.
3458 E.g. heal is "sp 35", magic power is "sp 67".
3459 </attribute>
3460 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3461 There are two types of special effects for potions:
3462 'life restoration' - restore the player's stats lost by death or draining
3463 (this has nothing in common with the restoration spell!)
3464 'improvement' - increase the player's maximum health/mana/grace
3465 by a very small amount.
3466 </attribute>
3467 <attribute arch="cursed" editor="cursed" type="bool">
3468 If a potion is cursed, benefits generally turn into penalties.
3469 Note that potions can be "uncursed" by praying over an altar,
3470 with relative ease. *But* the potion must be identified to notice
3471 that it is cursed &gt;:)
3472 </attribute>
3473 <attribute arch="startequip" editor="godgiven item" type="bool">
3474 A godgiven item vanishes as soon as the player
3475 drops it to the ground.
3476 </attribute>
3477 &player_stat_resist_sections;
3478 </type>
3479
3480 <!--####################################################################-->
3481 <type number="156" name="Power Crystal">
3482 <description><![CDATA[
3483 Power crystals can store a player's mana:
3484 When the player applies the crystal with full mana, half of
3485 it flows into the crystal. When the player applies it with
3486 lacking mana, the crystal replenishes the player's mana. ]]>
3487 </description>
3488 <attribute arch="sp" editor="initial mana" type="int">
3489 &lt;initial mana&gt; is the amount of spellpoints that the
3490 crystal holds when the map is loaded.
3491 </attribute>
3492 <attribute arch="maxsp" editor="mana capacity" type="int">
3493 The &lt;mana capacity&gt; defines how much mana can be stored
3494 in the crystal. This is what makes the crystal interesting.
3495 Wizard-players will always seek for crystals with large
3496 capacities.
3497 </attribute>
3498 </type>
3499
3500 <!--####################################################################-->
3501 <type number="13" name="Projectile">
3502 <description><![CDATA[
3503 Projectiles like arrows/crossbow bolts are used as ammunition
3504 for shooting weapons.
3505 <br><br>
3506 It's very easy to add new pairs of weapons &amp; projectiles.
3507 Just set matching &lt;ammunition class&gt; both for shooting
3508 weapon and projectile. ]]>
3509 </description>
3510 <use><![CDATA[
3511 If you want to create new kinds of projectiles, you could
3512 add an alchemical receipe to create these.
3513
3514 Don't create new pairs of weapons &amp; projectiles unless
3515 they really fullfill a useful purpose. In fact, even bows
3516 and crossbows are rarely ever used. ]]>
3517 </use>
3518 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3519 This number is a bitmask, specifying the projectile's attacktypes.
3520 Attacktypes are: physical, magical, fire, cold.. etc.
3521 This works identical to melee weapons. Note that shooting
3522 weapons cannot have attacktypes.
3523 </attribute>
3524 <attribute arch="race" editor="ammunition class" type="string">
3525 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3526 these projectiles. For arrows set "arrows", for crossbow bolts
3527 set "crossbow bolts" (big surprise).
3528
3529 In certain cases, the ammunition class is displayed in the game.
3530 Hence, when you create a new ammunition class, choose an
3531 intuitive name like "missiles", "spirit bolts" - whatever.
3532
3533 You can also make special containers holding these projectiles
3534 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3535 </attribute>
3536 <attribute arch="slaying" editor="slaying race" type="string">
3537 Slaying means the weapon does tripple (3x) damage to monsters
3538 of the specified race. If &lt;slaying race&gt; matches an arch name,
3539 only monsters of that archtype receive tripple damage.
3540 Tripple damage is very effective.
3541 </attribute>
3542 <attribute arch="dam" editor="damage" type="int">
3543 The projectile &lt;damage&gt; significantly affects the damage
3544 done. Damage can be further increased by the shooting
3545 weapon's attributes.
3546 </attribute>
3547 <attribute arch="wc" editor="weaponclass" type="int">
3548 This value is supposed to be the base &lt;weaponclass&gt;,
3549 but it seems to have rather little effect.
3550 High values are good here, low values bad.
3551 </attribute>
3552 <attribute arch="food" editor="chance to break" type="int">
3553 The &lt;chance to break&gt; defines the breaking probability when this
3554 projectile hits an obstacle, e.g. wall or monster.
3555 The value is the %-chance to break, ranging from 0 (never breaking)
3556 to 100 (breaking at first shot).
3557 </attribute>
3558 <attribute arch="magic" editor="magic bonus" type="int">
3559 Magic bonus increases chance to hit and damage a little bit.
3560 </attribute>
3561 <attribute arch="unique" editor="unique item" type="bool">
3562 Unique items exist only one time on a server. If the item
3563 is taken, lost or destroyed - it's gone for good.
3564 </attribute>
3565 <attribute arch="startequip" editor="godgiven item" type="bool">
3566 A godgiven item vanishes as soon as the player
3567 drops it to the ground.
3568 </attribute>
3569 <attribute arch="no_drop" editor="don't drop" type="bool">
3570 When a monster carries a projectile with &lt;don't drop&gt;,
3571 this item will never drop to the ground but
3572 vanish instead. If this object is shot, it can still drop
3573 after hitting an obstacle. You can prevent this by
3574 setting &lt;chance to break&gt; 100.
3575 </attribute>
3576 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3577 This text may describe the projectile. This
3578 could be nice for very special ones.
3579 </attribute>
3580 </type>
3581
3582 <!--####################################################################-->
3583 <type number="70" name="Ring">
3584 <import_type name="Amulet" />
3585 <description><![CDATA[
3586 Rings are worn on the hands - one ring each.
3587 Wearing rings, the object's stats will directly be inherited to
3588 the player. Usually enhancing his spellcasting potential. ]]>
3589 </description>
3590 <use><![CDATA[
3591 When you create an artifact ring, never forget that players can
3592 wear <B>two</B> rings! Due to that it is extremely important to
3593 keep rings in balance with the game.
3594 <br><br>
3595 Also keep in mind that rings are generally the wizard's tools.
3596 They should primarily grant bonuses to spellcasting abilities
3597 and non-physical resistances. ]]>
3598 </use>
3599 </type>
3600
3601 <!--####################################################################-->
3602 <type number="3" name="Rod">
3603 <ignore>
3604 <attribute arch="title" />
3605 </ignore>
3606 <description><![CDATA[
3607 A rod contains a spell. The player can use this spell by applying and
3608 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3609 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3610 used endlessly. ]]>
3611 </description>
3612 <use><![CDATA[
3613 Rods with healing/curing spells are extremely powerful. Usually, potions have
3614 to be used for that purpose. Though, potions are expensive and only good for
3615 one-time-use.<br> ]]>
3616 </use>
3617 <attribute arch="sp" editor="spell" type="spell">
3618 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3619 rods to players, since they can be used endlessly without any mana cost!
3620 Rods with heal/ restoration/ protection spells, IF available, MUST be
3621 very very VERY hard to get!
3622 </attribute>
3623 <attribute arch="level" editor="casting level" type="int">
3624 The casting level of the &lt;spell&gt; determines it's power.
3625 For attack spells, level should be set to something reasonable.
3626 </attribute>
3627 <attribute arch="hp" editor="initial spellpoints" type="int">
3628 This value represents the initial amount of spellpoints in the rod.
3629 Naturally, this is quite unimportant.
3630 </attribute>
3631 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3632 When the rod is fully charged up, it will hold this maximum amount of
3633 spellpoints. Make sure it is enough to cast the contained spell at least
3634 once. But don't set the value too high, as that might make the rod
3635 too effective.
3636 </attribute>
3637 <attribute arch="startequip" editor="godgiven item" type="bool">
3638 A godgiven item vanishes as soon as the player
3639 drops it to the ground.
3640 </attribute>
3641 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3642 This text may contain a description of the rod.
3643 </attribute>
3644 </type>
3645
3646 <!--####################################################################-->
3647 <type number="154" name="Rune">
3648 <ignore>
3649 <attribute arch="no_pick" />
3650 <attribute arch="title" />
3651 <attribute arch="name_pl" />
3652 <attribute arch="weight" />
3653 <attribute arch="value" />
3654 <attribute arch="material" />
3655 <attribute arch="unpaid" />
3656 </ignore>
3657 <description><![CDATA[
3658 A rune is a magical enscription on the dungeon floor.
3659 <br><br>
3660 Runes hit any monster or person who steps on them for 'dam' damage in
3661 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3662 and will cast this spell when it detonates. Yet another kind is the
3663 "summoning rune", summoning predefined monsters of any kind, at detonation.
3664 <br><br>
3665 Many runes are already defined in the archetypes. ]]>
3666 </description>
3667 <use><![CDATA[
3668 Avoid monsters stepping on your runes. For example, summoning runes
3669 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3670 </use>
3671 <attribute arch="no_pick" value="1" type="fixed" />
3672 &move_on;
3673 <attribute arch="level" editor="rune level" type="int">
3674 This value sets the level the rune will cast the spell it contains at,
3675 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3676 (&lt;rune level&gt; 0 runes won't detonate at all!)
3677
3678 Level Also effects how easily a rune may be found and disarmed, and
3679 how much experience the player gets for doing so. Beware: High level
3680 runes can be quite a cheap source of experience! So either make them
3681 tough, or keep the level low.
3682 </attribute>
3683 <attribute arch="Cha" editor="visibility" type="int">
3684 This value determines what fraction of the time the rune is visible:
3685 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3686 how easily the rune may be found.
3687 </attribute>
3688 <attribute arch="hp" editor="number of charges" type="int">
3689 The rune will detonate &lt;number of charges&gt; times before disappearing.
3690 </attribute>
3691 <attribute arch="dam" editor="direct damage" type="int">
3692 &lt;direct damage&gt; specifies how much damage is done by the rune,
3693 if it doesn't contain a spell. This should be set in reasonable
3694 relation to the rune's level.
3695 </attribute>
3696 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3697 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3698 attribute defines what attacktype to use for direct damage when
3699 the rune detonates.
3700 </attribute>
3701 <section name="spellcraft">
3702 <attribute arch="sp" editor="spell" type="spell">
3703 The selected &lt;spell&gt; defines the spell in the rune, if any.
3704 (Many runes do direct damage).
3705 </attribute>
3706 <attribute arch="slaying" editor="spell name" type="string">
3707 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3708 but if present, overrides the &lt;spell&gt; setting.
3709 </attribute>
3710 <attribute arch="other_arch" editor="spell arch" type="string">
3711 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3712 is optional, but if present, overrides the &lt;spell&gt; setting.
3713 You can choose any of the existing arches.
3714 </attribute>
3715 <attribute arch="maxsp" editor="direction" type="list_direction">
3716 If set, the rune will cast it's containing spell (if any) in
3717 this &lt;direction&gt;.In most cases this appears useless because
3718 the spell directly hits the player.
3719 </attribute>
3720 <attribute arch="race" editor="summon monster" type="string">
3721 If this is set to the arch name of any monster, together with
3722 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3723 of those on detonation. (dam and attacktype will still be ignored
3724 in this case). Runes are even capable of summoning multi-square
3725 monsters, given enough space. You'd better test it though.
3726 </attribute>
3727 <attribute arch="maxhp" editor="summon amount" type="int">
3728 This should only be set to a summoning rune. It will then summon
3729 that many creatures of the kind &lt;summon monster&gt;.
3730 </attribute>
3731 </section>
3732 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3733 When the rune detonates, this text is displayed to the
3734 victim. For especially powerful runes, create an appropriate
3735 thrilling description. ;)
3736 </attribute>
3737 </type>
3738
3739 <!--####################################################################-->
3740 <type number="106" name="Savebed">
3741 <ignore>
3742 <ignore_list name="non_pickable" />
3743 </ignore>
3744 <description><![CDATA[
3745 When the player applies a savebed, he is not only saved. Both his
3746 respawn-after-death and his word-of-recall positions are pointing
3747 to the last-applied savebed. ]]>
3748 </description>
3749 <use><![CDATA[
3750 Put savebed locations in towns, do not put them into dungeons.
3751 It is absolutely neccessary that a place with savebeds is 100% secure.
3752 That means:
3753 <UL>
3754 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3755 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3756 <LI> Insert a reliable exit! Make sure there is no possibility that
3757 players get trapped in a savebed location.
3758 <LI> If possible, mark the whole site as no-spell area (Insert this
3759 arch called "dungeon_magic" everywhere). This is not required,
3760 but it makes the place much more safe.
3761 </UL> ]]>
3762 </use>
3763 <attribute arch="no_pick" value="1" type="fixed" />
3764 <attribute arch="no_magic" value="1" type="fixed" />
3765 <attribute arch="damned" value="1" type="fixed" />
3766 </type>
3767
3768 <!--####################################################################-->
3769 <type number="111" name="Scroll">
3770 <ignore>
3771 <attribute arch="title" />
3772 </ignore>
3773 <description><![CDATA[
3774 Scrolls contain spells (similar to spell-potions). Unlike potions,
3775 scrolls require a certain literacy skill to read successfully.
3776 Accordingly, for a successful reading, a small amount of
3777 experience is gained. Scrolls allow only one time usage, but
3778 usually they are sold in bulks. ]]>
3779 </description>
3780 <use><![CDATA[
3781 For low level quests, scrolls of healing/curing-spells
3782 can be a nice reward. At higher levels, scrolls become less
3783 and less useful. ]]>
3784 </use>
3785 <attribute arch="level" editor="casting level" type="int">
3786 The spell of the scroll will be casted at this level.
3787 This value should always be set, at least to 1.
3788 </attribute>
3789 <attribute arch="sp" editor="spell" type="spell">
3790 When a player/monster applies this scroll, the selected &lt;spell&gt;
3791 will be casted (once). This should work for any given spell.
3792 </attribute>
3793 <attribute arch="startequip" editor="godgiven item" type="bool">
3794 A godgiven item vanishes as soon as the player
3795 drops it to the ground.
3796 </attribute>
3797 </type>
3798
3799 <!--####################################################################-->
3800 <type number="33" name="Shield">
3801 <import_type name="Amulet" />
3802 <description><![CDATA[
3803 Wearing a shield, the object's stats will directly be inherited to
3804 the player. Shields usually provide good defense, only surpassed
3805 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3806 </description>
3807 <use><![CDATA[
3808 Feel free to create your own special artifacts. However, it is very
3809 important that you keep your artifact in balance with existing maps. ]]>
3810 </use>
3811 <attribute arch="magic" editor="magic bonus" type="int">
3812 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3813 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3814 than direct armour-class bonus on the shield.
3815 </attribute>
3816 </type>
3817
3818 <!--####################################################################-->
3819 <type number="14" name="Shooting Weapon">
3820 <description><![CDATA[
3821 Shooting weapons like bows/crossbows are used to shoot projectiles
3822 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3823 wielded both at the same time. Like with any other equipment,
3824 stats/bonuses from shooting weapons are directly inherited to the player.
3825 <br><br>
3826 It's very easy to add new pairs of weapons &amp; projectiles.
3827 Just set matching &lt;ammunition class&gt; both for shooting
3828 weapon and projectile. ]]>
3829 </description>
3830 <use><![CDATA[
3831 Shooting weapons should not add bonuses in general. There's already
3832 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3833 Shooting weapons should especially not add bonuses to the player
3834 that have nothing to do with schooting. A Wisdom bonus on a bow
3835 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3836 - still crap. ]]>
3837 </use>
3838 <attribute arch="race" editor="ammunition class" type="string">
3839 Only projectiles with matching &lt;ammunition class&gt; can be fired
3840 with this weapon. For normal bows set "arrows", for normal
3841 crossbows set "crossbow bolts".
3842
3843 In certain cases, the ammunition class is displayed in the game.
3844 Hence, when you create a new ammunition class, choose an
3845 intuitive name like "missiles", "spirit bolts" - whatever.
3846 </attribute>
3847 <attribute arch="sp" editor="shooting speed" type="int">
3848 After shooting a projectile, the player is frozen for a short
3849 period of time (to prevent shooting arrows machine-gun-like).
3850 The greater &lt;shooting speed&gt;, the shorter this period of time.
3851 1 is minimum (=worst) and 100 is maximum (=best) value.
3852
3853 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3854 SET IT TO ZERO! (That would freeze the player for eternety).
3855 </attribute>
3856 <attribute arch="dam" editor="base damage" type="int">
3857 The &lt;base damage&gt; significantly affects the damage done
3858 by using this weapon. This damage is added to the projectile
3859 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3860 according to the player's strength is added.
3861 </attribute>
3862 <attribute arch="wc" editor="weaponclass" type="int">
3863 This value is supposed to be the base &lt;weaponclass&gt;,
3864 but it seems to have rather little effect.
3865 High values are good here, low values bad.
3866 </attribute>
3867 <attribute arch="item_power" editor="item power" type="int">
3868 The &lt;item power&gt; value measures how "powerful" an artifact is.
3869 Players will only be able to wear equipment with a certain total
3870 amount of &lt;item power&gt;, depending on their own level. This is the
3871 only way to prevent low level players to wear "undeserved" equipment
3872 (like gifts from other players or cheated items).
3873
3874 It is very important to adjust the &lt;item power&gt; value carefully
3875 for every artifact you create! If zero/unset, the CF server will
3876 calculate a provisional value at runtime, but this is never
3877 going to be an accurate measurement of &lt;item power&gt;.
3878 </attribute>
3879 <attribute arch="no_strength" editor="ignore strength" type="bool">
3880 Usually the player's strentgh takes effect on the damage
3881 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3882 the player's strength is ignored.
3883 </attribute>
3884 <attribute arch="damned" editor="damnation" type="bool">
3885 A damned shooting weapon cannot be unwielded unless
3886 the curse is removed. Removing damnations is
3887 a tick harder than removing curses.
3888 </attribute>
3889 <attribute arch="cursed" editor="curse" type="bool">
3890 A cursed shooting weapon cannot be unwielded unless
3891 the curse is removed.
3892 </attribute>
3893 <attribute arch="unique" editor="unique item" type="bool">
3894 Unique items exist only one time on a server. If the item
3895 is taken, lost or destroyed - it's gone for good.
3896 </attribute>
3897 <attribute arch="startequip" editor="godgiven item" type="bool">
3898 A godgiven item vanishes as soon as the player
3899 drops it to the ground.
3900 </attribute>
3901 <section name="stats">
3902 <attribute arch="Str" editor="strength" type="int">
3903 The player's strentgh will rise/fall by the given value
3904 while wearing this shooting weapon.
3905 </attribute>
3906 <attribute arch="Dex" editor="dexterity" type="int">
3907 The player's dexterity will rise/fall by the given value
3908 while wearing this shooting weapon.
3909 </attribute>
3910 <attribute arch="Con" editor="constitution" type="int">
3911 The player's constitution will rise/fall by the given value
3912 while wearing this shooting weapon.
3913 </attribute>
3914 <attribute arch="Int" editor="intelligence" type="int">
3915 The player's intelligence will rise/fall by the given value
3916 while wearing this shooting weapon.
3917 </attribute>
3918 <attribute arch="Pow" editor="power" type="int">
3919 The player's power will rise/fall by the given value
3920 while wearing this shooting weapon.
3921 </attribute>
3922 <attribute arch="Wis" editor="wisdom" type="int">
3923 The player's wisdom will rise/fall by the given value while
3924 wearing this shooting weapon.
3925 </attribute>
3926 <attribute arch="Cha" editor="charisma" type="int">
3927 The player's charisma will rise/fall by the given value
3928 while wearing this shooting weapon.
3929 </attribute>
3930 </section>
3931 <section name="bonus">
3932 <attribute arch="luck" editor="luck bonus" type="int">
3933 With positive luck bonus, the player is more likely to
3934 succeed in all sorts of things (spellcasting, praying,...).
3935 Unless the &lt;luck bonus&gt; is very high, the effect will be
3936 barely visible in-game. Luck bonus on one piece of equipment
3937 should never exceed 3, and such bonus should not be too
3938 frequently available.
3939 </attribute>
3940 <attribute arch="magic" editor="magic bonus" type="int">
3941 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3942 I'm not sure what exactly is increased - maybe weaponclass?
3943 However, &lt;magic bonus&gt; seems to have a little bit of positive
3944 influence on your chance to hit.
3945 </attribute>
3946 </section>
3947 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3948 This text describes the weapons's "story". Every decent artifact weapon
3949 should have such a description.
3950 </attribute>
3951 </type>
3952
3953 <!--####################################################################-->
3954 <type number="68" name="Shop Floor">
3955 <ignore>
3956 <ignore_list name="non_pickable" />
3957 </ignore>
3958 <description><![CDATA[
3959 Shop floor is used for shops. It acts like a combination of the
3960 common floor- and the treasure type: When the map is loaded,
3961 randomitems (depending on the setings) are generated on it.
3962 These items are all flagged as unpaid.
3963 When a player drops an item onto shop floor, the item becomes
3964 unpaid and the player receives payment according to the item's
3965 selling-value.
3966 Shopfloor always prevents magic (To hinder players from burning
3967 or freezing the goods). ]]>
3968 </description>
3969 <use><![CDATA[
3970 Tile your whole shop-interior space which shop floor.
3971 (That assures players receive payment for dropping items).
3972 Place shop mats to enter/leave the shop, and make sure
3973 there is no other exit than the shop mat. ]]>
3974 </use>
3975 <attribute arch="is_floor" value="1" type="fixed" />
3976 <attribute arch="no_pick" value="1" type="fixed" />
3977 <attribute arch="no_magic" value="1" type="fixed" />
3978 <attribute arch="auto_apply" editor="generate goods" type="bool">
3979 If enabled, items will appear on this square when the map is loaded.
3980 You need to specify a &lt;treasurelist&gt; to define what kinds of items
3981 are generated. The items will be unpaid.
3982 </attribute>
3983 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
3984 This entry determines what kind of treasure will appear, when
3985 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
3986 for details about existing treasurelists.
3987 </attribute>
3988 <attribute arch="exp" editor="quality level" type="int">
3989 The &lt;quality level&gt; will be used for the quality of the generated
3990 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
3991 doesn't need to be set, unless you want extraordinarily good/bad
3992 quality. If you want to make a shop with very high quality, meaybe
3993 charge an entrance fee, or make the shop hard-to-come-by.
3994 Note that &lt;quality level&gt; mainly affects chance of magic bonus
3995 and appearance of artifact-items.
3996 </attribute>
3997 <attribute arch="damned" editor="no prayers" type="bool">
3998 If enabled, it is impossible for players to use prayers
3999 on that spot. It also prevents players from saving.
4000 (Remember that &lt;no magic&gt; is always set for shop floors.)
4001 </attribute>
4002 </type>
4003
4004 <!--####################################################################-->
4005 <type number="69" name="Shop Mat">
4006 <ignore>
4007 <ignore_list name="non_pickable" />
4008 </ignore>
4009 <description><![CDATA[
4010 Shop mats are used for entering/leaving shops. You should always
4011 have exactly TWO shop mats on your shop-map: One inside the
4012 "shopping-area" and one outside. Shop mats don't use exit paths/
4013 or -destinations. When stepping onto a shopmat the player gets beamed
4014 to the nearest other mat. If the player has unpaid items in his
4015 inventory, the price gets charged from his coins automatically.
4016 If the player has insufficient coins to buy his unpaid items, he
4017 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4018 </description>
4019 <use><![CDATA[
4020 As stated above, always place TWO shop mats into your shop.
4021 Not more and not less than that. ]]>
4022 </use>
4023 <attribute arch="no_pick" value="1" type="fixed" />
4024 &move_on;
4025 </type>
4026
4027 <!--####################################################################-->
4028 <type number="98" name="Sign &amp; MagicMouth">
4029 <ignore>
4030 <ignore_list name="non_pickable" />
4031 </ignore>
4032 <description><![CDATA[
4033 The purpose of a sign or magic_mouth is to display a certain message to
4034 the player. There are three ways to have the player get this message:
4035 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4036 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4037 </description>
4038 <use><![CDATA[
4039 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4040 some true roleplay feeling to your maps, support your storyline or give
4041 hints about hidden secrets/dangers. Place signs to provide the player
4042 with all kinds of useful information for getting along in your maps. ]]>
4043 </use>
4044 <attribute arch="connected" editor="connection" type="int">
4045 When a connection value is set, the message will be printed whenever
4046 the connection is triggered. This should be used in combination with
4047 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4048 If activating your magic_mouth this way, the message will not only be
4049 printed to one player, but all players on the current map.
4050 </attribute>
4051 &activate_on;
4052 &move_on;
4053 <attribute arch="food" editor="counter" type="int">
4054 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4055 (printing the message) only that many times. For signs this really shouldn't
4056 be used, while for magic_mouths it is extremely helpful.
4057 Monsters walking over the magic_mouth do not decrease the counter.
4058
4059 Often, you might want to have a message displayed only one time. For example:
4060 The player enters your map and you put a magic_mouth to tell him about the
4061 monsters and how dangerous they look and all. Later, when all the monsters
4062 are killed and the player leaves the map, displaying the same message a
4063 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4064 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4065 </attribute>
4066 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4067 This text will be displayed to the player.
4068 </attribute>
4069 </type>
4070
4071 <type number="150" name="Shop Inventory">
4072 <ignore>
4073 <ignore_list name="non_pickable" />
4074 </ignore>
4075 <description><![CDATA[The purpose of a sign is to display the contents of a shop.]]>
4076 </description>
4077 <use><![CDATA[Use these signs to present the player a list of the items in the shop]]>
4078 </use>
4079 <attribute arch="shop_coords" editor="shop rectangle" type="string">
4080 The format of this field is: 'x1,y1,x2,y2'. It defines a rectangle on
4081 the map that will be searched for unpaid items.
4082 </attribute>
4083 </type>
4084
4085 <!--####################################################################-->
4086 <type number="43" name="Skill">
4087 <ignore>
4088 <ignore_list name="system_object" />
4089 </ignore>
4090 <description><![CDATA[
4091 Skills are objects which exist in the player/monster inventory.
4092 Both NPC/monsters and players use the same skill archetypes. Not all skills
4093 are enabled for monster use however. ]]>
4094 </description>
4095 <use><![CDATA[
4096 For mapmaking, Skill objects serve two purposes:
4097 <p>First, the predefined skill archtypes (in the 'skills' directory)
4098 can be seen as the global skill definitions. A skill which doesn't
4099 exists as an archtype cannot be learned or used by players. When you
4100 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4101 of defined skill archtypes, because those strings are used as a reference in
4102 many skill-related objects.
4103 </p><p>
4104 Secondly, in order to enable monsters to use skills, you will need to
4105 copy default skill archtypes into the monsters' inventories.
4106 You can even customize the skills by changing stats. It is not
4107 recommended however, to use skills in your maps which are totally
4108 unrelated to any predefined skill archtype.</p> ]]>
4109 </use>
4110 <attribute arch="invisible" value="1" type="fixed" />
4111 <attribute arch="no_drop" value="1" type="fixed" />
4112 <attribute arch="skill" editor="skill name" type="string">
4113 The &lt;skill name&gt; is used for matchings. When a usable
4114 object has an identical &lt;skill name&gt;, players
4115 (or monsters) will need this skill to apply/use the object.
4116 </attribute>
4117 <attribute arch="expmul" editor="exp multiplier" type="float">
4118 This is the ratio of experience the players total should increase by
4119 when this skill is used. If this is zero, then experience only goes to
4120 to the skill. Values higher than 1 are allowed. Note that experience
4121 rewarded to the players total is in addition to that given to the
4122 skill. Eg, if player should get 500 exp for using a skill, and
4123 expmul is 1, the player will get 500 added to that skill as well as
4124 500 to their total.
4125 </attribute>
4126 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4127 The &lt;skill type&gt; defines the base functionality of the skill.
4128 Skill types are hardcoded in the Crossfire server. It isn't hard to
4129 create new skill types, but it requires a bit of server-coding.
4130 </attribute>
4131 <attribute arch="level" editor="level" type="int">
4132 </attribute>
4133 <attribute arch="exp" editor="experience" type="int">
4134 </attribute>
4135 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4136 The &lt;is native skill&gt; flag has an effect only when this
4137 skill object is placed in the inventory of a monster (or player).
4138 If it is set, the monster or player knows the skill natively, which
4139 means he does not need a skill tool to use it.
4140 </attribute>
4141 </type>
4142
4143 <!--####################################################################-->
4144 <type number="130" name="Skill Scroll">
4145 <description><![CDATA[
4146 By reading a skill scroll, a player has a chance to learn the
4147 contained skill. ]]>
4148 </description>
4149 <use><![CDATA[
4150 Skill scrolls are very much sought for by players. Currently,
4151 all skill scrolls are sold in shops randomly, which is in fact not
4152 a good system. It would be nice to have some cool quests with
4153 skill scrolls rewarded at the end. ]]>
4154 </use>
4155 <attribute arch="race" value="scrolls" type="fixed" />
4156 <attribute arch="skill" editor="skill name" type="string">
4157 The &lt;skill name&gt; matches the skill object that can
4158 be learned from this scroll.
4159 </attribute>
4160 </type>
4161
4162 <!--####################################################################-->
4163 <type number="21" name="Special Key">
4164 <ignore>
4165 <attribute arch="material" />
4166 </ignore>
4167 <description><![CDATA[
4168 When carrying the appropriate special key, a locked door can
4169 be opened. The key will dissapear.
4170 <br><br>
4171 This object-type can also be used for "passport"-like items:
4172 When walking onto an invetory checker, a gate for example might
4173 get opened. The "passport" will stay in the player's inventory. ]]>
4174 </description>
4175 <use><![CDATA[
4176 How to make a "passport": You take the special key arch
4177 (archetype name is "key2"), set the face to something like
4178 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4179 certainly must match with the appropiate inventory checker.
4180 <br><br>
4181 Of course you can be creative with names and faces of
4182 key-objects. A "mysterious crystal" or a "big dragon claw"
4183 (with appropriate faces) appear more interesting than just
4184 a "strange key", or "passport". ]]>
4185 </use>
4186 <attribute arch="slaying" editor="key string" type="string">
4187 This string must be identical with the &lt;key string&gt; in the
4188 locked door, then it can be unlocked. It can also be used
4189 to trigger inventory checkers.
4190 </attribute>
4191 <attribute arch="material" editor="material" type="bitmask_material">
4192 For Special Keys, material should always be unset or set
4193 to Adamantite. This prevents the key from getting
4194 burned or otherwise destroyed.
4195 </attribute>
4196 <attribute arch="unique" editor="unique item" type="bool">
4197 Unique items exist only one time on a server. If the item
4198 is taken, lost or destroyed - it's gone for good.
4199
4200 This can be used if you want to sell apartments on your
4201 map: Simply sell a unique passport/key, and place
4202 an inventory checker at the entrance of your apartment.
4203 </attribute>
4204 <attribute arch="startequip" editor="godgiven item" type="bool">
4205 A godgiven item vanishes as soon as the player
4206 drops it to the ground.
4207 </attribute>
4208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4209 This will add a description to the object. The player can read
4210 this text by clicking on the item in his inventory. Use this
4211 message to describe what the key/passport is good for. A player
4212 might have 50 different keys on his key-ring. Don't expect
4213 players to recall their purpose just by their names.
4214 </attribute>
4215 </type>
4216
4217 <!--####################################################################-->
4218 <type number="101" name="Spell">
4219 <ignore>
4220 <ignore_list name="system_object" />
4221 </ignore>
4222 <description><![CDATA[
4223 Spell objects define a spell. When a spell is put in a spellbook,
4224 players can learn it by reading the book. Once learned, players
4225 can use the spell as often as they like. With increasing skill level
4226 of the player, spells may gain power but also increase cost.<br>
4227 Monsters can use spells which are put in their inventory (provided
4228 that certain "enabling" settings are correct). The monster's
4229 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4230 </description>
4231 <use><![CDATA[
4232 A lot of the spells' settings can be tuned and customized.
4233 When creating new spells which are accessible to players, it is
4234 important to think about balance. A single spell which is too
4235 powerful and/or too easy to use can eventually toss the whole skill
4236 and magic school system out of whack. Testing new spells is
4237 quite important therefore. ]]>
4238 </use>
4239 <attribute arch="no_drop" value="1" type="fixed" />
4240 <attribute arch="invisible" value="1" type="fixed" />
4241 <attribute arch="skill" editor="skill name" type="string">
4242 The &lt;skill name&gt; matches the skill which is needed
4243 to cast this spell. This should be one out of "sorcery",
4244 "pyromancy", "evocation", "summoning" or "praying".
4245 If you want to fiddle with these, please take care not
4246 to upset the concept and balance of the various skills.
4247 </attribute>
4248 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4249 The &lt;spell type&gt; defines the basic type of spell.
4250 Some of these types are of a more generic nature than others.
4251 </attribute>
4252 <attribute arch="level" editor="spell level" type="int">
4253 </attribute>
4254 <attribute arch="casting_time" editor="casting time" type="int">
4255 </attribute>
4256 <attribute arch="duration" editor="duration" type="int">
4257 </attribute>
4258 <attribute arch="other_arch" editor="create object" type="string">
4259 </attribute>
4260 <attribute arch="sp" editor="cost spellpoints" type="int">
4261 </attribute>
4262 <attribute arch="grace" editor="cost grace" type="int">
4263 </attribute>
4264 <attribute arch="maxsp" editor="double cost per level" type="int">
4265 </attribute>
4266 </type>
4267
4268 <!--####################################################################-->
4269 <type number="85" name="Spellbook">
4270 <description><![CDATA[
4271 By reading a spellbook, the player has a chance of learning the
4272 contained spell. Once learned from a book, the spell is available
4273 forever. Spellbooks with high level spells require some skill-level
4274 to read.<br><br>
4275 You can create widely customized spells only by adjusting the
4276 spell object in the spellbooks inventory. Refer to the description
4277 of spell objects for detailed information how to customize spells.<br>
4278 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4279 with a compilation of spells that the book may contain. ]]>
4280 </description>
4281 <use><![CDATA[
4282 Don't put any of the godgiven spells into a spellbook! These are
4283 reserved for the followers of the appropriate cults. Handing them
4284 out in a spellbook would violate the balance between different religions.
4285 <br><br>
4286 Note that there is no fundamental difference between the spellbooks
4287 of varying schools (pyromancy, sorcery, evocation, summoning, and
4288 even praying). The difference lies only in the spells they contain.
4289 It is up to you, the mapmaker, to pick the right type of book
4290 for your spells. ]]>
4291 </use>
4292 <attribute arch="skill" value="literacy" type="fixed" />
4293 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4294 There are two ways to put spells into a spellbook:
4295 1. Put a spell object in the books inventory. In this case,
4296 treasurelist must be set to &lt;none&gt;.
4297 2. Choose a treasurelist which contains spells.
4298 In that way, a spell will be chosen randomly from the list.
4299 </attribute>
4300 <attribute arch="startequip" editor="godgiven item" type="bool">
4301 A godgiven item vanishes as soon as the player
4302 drops it to the ground.
4303 </attribute>
4304 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4305 This text may contain a nice description
4306 of the spellbook's cover or something.
4307 </attribute>
4308 </type>
4309
4310 <!--####################################################################-->
4311 <type number="90" name="Spinner">
4312 <ignore>
4313 <ignore_list name="non_pickable" />
4314 </ignore>
4315 <description><![CDATA[
4316 Spinners change the direction of spell objects and other projectiles
4317 that fly past. Unlike directors, it does make a difference from what
4318 angle you shoot into the spinner. The direction of objects flying past
4319 is always changed by a certain degree. ]]>
4320 </description>
4321 <use><![CDATA[
4322 Spinners are very rarely used. I believe they are quite
4323 confusing and pointless. The only use I can think of is building
4324 some puzzle about where to shoot into spinners to shoot somewhere you
4325 otherwise couldn't.
4326
4327 When placing spinners on a map with magic walls, make sure the spell-
4328 projectiles from magic walls don't get to fly in loops. ]]>
4329 </use>
4330 <attribute arch="sp" editor="direction number" type="int">
4331 The spinner will change the direction of flying objects by
4332 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4333 positive values counter clockwise.
4334
4335 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4336 </attribute>
4337 &move_on;
4338 </type>
4339
4340 <!--####################################################################-->
4341 <type number="138" name="Swamp">
4342 <ignore>
4343 <ignore_list name="non_pickable" />
4344 </ignore>
4345 <description><![CDATA[
4346 Swamp areas show a special behaviour:
4347 When a player stands still on a swamp-square for too long,
4348 he will start to sink in and eventually drown and die.
4349 Items dropped on the swamp sink in and dissapear.
4350 Players with knowledge of the woodsman skill are a lot less likely
4351 to die in the swamp. ]]>
4352 </description>
4353 <attribute arch="is_floor" value="1" type="fixed" />
4354 <attribute arch="is_wooded" value="1" type="fixed" />
4355 <attribute arch="speed" editor="drowning speed" type="float">
4356 The higher the &lt;drowning speed&gt;, the faster will players and items
4357 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4358 and unexpected death-trap. Players should get a warning before such areas.
4359 </attribute>
4360 &speed_left;
4361 &move_on;
4362 &movement_types_terrain;
4363 <attribute arch="no_magic" editor="no spells" type="bool">
4364 If enabled, it is impossible for players to use (wizard-)
4365 spells on that spot.
4366 </attribute>
4367 <attribute arch="damned" editor="no prayers" type="bool">
4368 If enabled, it is impossible for players to use prayers
4369 on that spot. It also prevents players from saving.
4370 </attribute>
4371 </type>
4372
4373 <!--####################################################################-->
4374 <type number="41" name="Teleporter">
4375 <ignore>
4376 <ignore_list name="non_pickable" />
4377 </ignore>
4378 <description><![CDATA[
4379 When the player walks into a teleporter, he is transferred to a
4380 different location. The main difference to the object-type exit
4381 is the possibility to have teleporters connected to levers/buttons/etc.
4382 Sometimes teleporters are activated even against the players will.
4383 <br><br>
4384 Unlike exits, teleporters can also transfer items and
4385 monsters to different locations on the same map. ]]>
4386 </description>
4387 <use><![CDATA[
4388 When creating maps, I guess sooner or later you'll want to have
4389 an invisible teleporter. If using "invisible 1", the teleporter
4390 can still be discovered with the show_invisible spell. And in
4391 some cases you can't place it under the floor to prevent this.
4392 <br><br>
4393 Fortunately, there is a cool trick to make a perfectly invisible
4394 teleporter: You simply add teleporter functionality to the floor
4395 itself. That means: You take the floor arch (e.g. "flagstone"),
4396 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4397 </use>
4398 <attribute arch="slaying" editor="exit path" type="string">
4399 The exit path specifies the map that the player is transferred to.
4400 &lt;exit path&gt; can be an absolute path, beginning with '/'
4401 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4402 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4403 for example I could use the relative path "Fire1"). Use relative
4404 paths whenever possible! Note that upper/lower case must always be
4405 set correctly. However, please use lower case only.
4406
4407 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4408 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4409 monsters and items. In this case, the destined map is automatically
4410 the same map the teleporter is on.
4411 </attribute>
4412 <attribute arch="hp" editor="destination X" type="int">
4413 The exit destinations define the (x, y)-coordinates where the exit
4414 leads to.
4415
4416 If both are set to zero and &lt;exit path&gt; is empty, the player will
4417 get teleported to another, randomly chosen teleporter on the same
4418 map (Slightly confusing for the player though). Make sure there
4419 actually *is* a second one in that case.
4420
4421 If both are set to zero and &lt;exit path&gt; is set, the player will
4422 be transferred to the "default enter location" of the destined map.
4423 The latter can be set in the map-properties as "Enter X/Y". Though,
4424 please DO NOT use that. It turned out to be a source for numerous
4425 map-bugs.
4426 </attribute>
4427 <attribute arch="sp" editor="destination Y" type="int">
4428 The exit destinations define the (x, y)-coordinates where the exit
4429 leads to.
4430
4431 If both are set to zero and &lt;exit path&gt; is empty, the player will
4432 get teleported to another, randomly chosen teleporter on the same
4433 map (Slightly confusing for the player though). Make sure there
4434 actually *is* a second one in that case.
4435
4436 If both are set to zero and &lt;exit path&gt; is set, the player will
4437 be transferred to the "default enter location" of the destined map.
4438 The latter can be set in the map-properties as "Enter X/Y". Though,
4439 please DO NOT use that. It turned out to be a source for numerous
4440 map-bugs.
4441 </attribute>
4442 <attribute arch="connected" editor="connection" type="int">
4443 If a connection value is set, the teleporter will be activated
4444 whenever the connection is triggered. To use this properly,
4445 &lt;activation speed&gt; must be zero.
4446 </attribute>
4447 &activate_on;
4448 <attribute arch="speed" editor="activation speed" type="float">
4449 If the &lt;activation speed&gt; is nonzero, the teleporter will
4450 automatically be activated in regular time-intervals. Hence, the
4451 player can just step on it and gets teleported sooner or later.
4452 The duration between two activates depends on the given value.
4453 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4454
4455 VERY IMPORTANT: If you want to have your teleporter activated via
4456 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4457 </attribute>
4458 &speed_left;
4459 </type>
4460
4461 <!--####################################################################-->
4462 <type number="26" name="Timed Gate">
4463 <ignore>
4464 <ignore_list name="non_pickable" />
4465 </ignore>
4466 <description><![CDATA[
4467 Gates play an important role in Crossfire. Gates can be opened
4468 by activating a button/trigger, by speaking passwords (-> magic_ear)
4469 or carrying special key-objects (-> inventory checker).
4470 Unlike locked doors, gates can get shut again after a player has
4471 passed, which makes them more practical in many cases. Unlike normal
4472 gates, timed gates open when triggered but automatically close again
4473 after some time.]]>
4474 </description>
4475 <use><![CDATA[
4476 Use gates to divide your maps into separated areas. After solving
4477 area A, the player gains access to area B, and so on. Make your
4478 maps more complex than "one-way". ]]>
4479 </use>
4480 <attribute arch="no_pick" value="1" type="fixed" />
4481 <attribute arch="connected" editor="connection" type="int">
4482 Whenever the inventory checker is triggered, all objects with identical
4483 &lt;connection&gt; value get activated. This only makes sense together with
4484 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4485 after some time.
4486 </attribute>
4487 &activate_on;
4488 <attribute arch="wc" editor="position state" type="int">
4489 The &lt;position state&gt; defines the position of the gate:
4490 Zero means completely open/down, the "number of animation-steps" (usually
4491 about 6 or 7) means completely closed/up state. I suggest you don't
4492 mess with this value - Leave the default in place.
4493 </attribute>
4494 &movement_types_terrain;
4495 <attribute arch="no_magic" editor="restrict spells" type="bool">
4496 Restricting the use of spells to pass this gate. This has
4497 an effect only if &lt;block view&gt; is disabled.
4498 </attribute>
4499 <attribute arch="damned" editor="restrict prayers" type="bool">
4500 Restricting the use of prayers to pass this door. This has
4501 an effect only if &lt;block view&gt; is disabled.
4502 </attribute>
4503 <attribute arch="hp" editor="open duration" type="int">
4504 Defines the duration the gate remains closed. This only takes effect
4505 if the gate is not connected.
4506 </attribute>
4507 </type>
4508
4509 <!--####################################################################-->
4510 <type number="155" name="Trap">
4511 <ignore>
4512 <attribute arch="no_pick" />
4513 <attribute arch="title" />
4514 <attribute arch="name_pl" />
4515 <attribute arch="weight" />
4516 <attribute arch="value" />
4517 <attribute arch="material" />
4518 <attribute arch="unpaid" />
4519 </ignore>
4520 <description><![CDATA[
4521 A trap is a object that can either do damage or trigger another connected object
4522 when detonated. Traps are like runes except they are not magical in nature,
4523 and generally have either a physical attack or trigger a reaction.
4524 <br><br>
4525 Traps hit any monster or person who steps on them for 'dam' damage in
4526 'attacktype' attacktype and/or trigger a reaction.
4527 <br><br>
4528 Many traps are already defined in the archetypes.]]>
4529 </description>
4530 <use><![CDATA[
4531 Avoid monsters stepping on your traps. For example, a party of orcs setting
4532 off your lightning wall and pit trap is usually a bad idea.]]>
4533 </use>
4534 <attribute arch="no_pick" value="1" type="fixed" />
4535 &move_on;
4536 <attribute arch="level" editor="trap level" type="int">
4537 Level effects how easily a trap may be found and disarmed, and
4538 how much experience the player gets for doing so. Beware: High level
4539 traps can be quite a cheap source of experience! So either make them
4540 tough, or keep the level low.
4541 </attribute>
4542 <attribute arch="Cha" editor="visibility" type="int">
4543 This value determines what fraction of the time the trap is visible:
4544 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4545 how easily the trap may be found.
4546 </attribute>
4547 <attribute arch="hp" editor="number of charges" type="int">
4548 The trap will detonate &lt;number of charges&gt; times before disappearing.
4549 </attribute>
4550 <attribute arch="dam" editor="direct damage" type="int">
4551 &lt;direct damage&gt; specifies how much damage is done by the trap.
4552 This should be set in reasonable relation to the trap's level.
4553 </attribute>
4554 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4555 This attribute defines what attacktype to use for direct damage when
4556 the trap detonates.
4557 </attribute>
4558 <attribute arch="connected" editor="connection" type="int">
4559 When the trap is detonated, all objects with the same
4560 connection value get activated.
4561 </attribute>
4562 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4563 When the trap detonates, this text is displayed to the
4564 victim. For especially powerful or complex traps, create an appropriate
4565 and thrilling description. ;)
4566 </attribute>
4567 </type>
4568
4569 <!--####################################################################-->
4570 <type number="95" name="Trapdoor">
4571 <ignore>
4572 <ignore_list name="non_pickable" />
4573 </ignore>
4574 <description><![CDATA[
4575 Trapdoors are very similar to pits. The difference is that they
4576 can not be closed. Instead, the weight of the object on the
4577 trapdoor determines weither it slams the trapdoor open and falls through
4578 or not.<br>
4579 Once a trapdoor has been opened (by a creature or items of sufficient
4580 weight,) it remains open, acting like an opened pit. ]]>
4581 </description>
4582 <use><![CDATA[
4583 Trapdoors should be used in the same fashion as pits:
4584 They should always drop the victims to some kind of lower level. They
4585 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4586 </use>
4587 <attribute arch="no_pick" value="1" type="fixed" />
4588 &move_on;
4589 <attribute arch="weight" editor="hold weight" type="int">
4590 This value defines how much weight the trapdoor can hold.
4591 Once items or creatures are gathered on the trapdoor, with
4592 a total weight surpassing this value, then the trapdoor will
4593 open and things start falling through.
4594 </attribute>
4595 <attribute arch="hp" editor="destination X" type="int">
4596 The trapdoor will transport creatures (and items) randomly into
4597 a two-square radius of the destination coordinates.
4598 If the destination square becomes blocked, the trapdoor will act like
4599 being filled up and not work anymore!
4600 </attribute>
4601 <attribute arch="sp" editor="destination Y" type="int">
4602 The trapdoor will transport creatures (and items) randomly into
4603 a two-square radius of the destination coordinates.
4604 If the destination square becomes blocked, the trapdoor will act like
4605 being filled up and not work anymore!
4606 </attribute>
4607 </type>
4608
4609 <!--####################################################################-->
4610 <type number="4" name="Treasure">
4611 <ignore>
4612 <attribute arch="nrof" />
4613 <attribute arch="title" />
4614 <attribute arch="name_pl" />
4615 <attribute arch="weight" />
4616 <attribute arch="value" />
4617 <attribute arch="material" />
4618 </ignore>
4619 <description><![CDATA[
4620 A treasure-object turns into certain randomitems when the map is loaded
4621 into the game. ]]>
4622 </description>
4623 <use><![CDATA[
4624 About usage of the "random-artifact" treasurelist:
4625 This will generate powerful stuff like girdles, xray helmets, special
4626 swords etc. If you put this as reward to your quest, players might be
4627 motivated to do it more than once. BUT, by doing so they will get a huge
4628 number of different artifacts! Besides, players will always seek the place
4629 with the most easy-to-get random artifact and ignore all others.
4630 My advice: Don't use it! Attract players with good fighting experience
4631 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4632 </use>
4633 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4634 This entry determines what kind of treasure will appear. Look into
4635 /crossfire/share/crossfire/treasures for details about existing
4636 treasurelists.
4637 </attribute>
4638 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4639 "Auto-generate" must be set in order to have the treasure be created
4640 when the map is loaded.
4641 If you want to create a random treasure chest, you unset this flag.
4642 That way, the player has to apply the object (the chest), then the
4643 treasure is generated.
4644 </attribute>
4645 <attribute arch="hp" editor="create number" type="int">
4646 "Create number" specifies how many pieces of the given treasurelist
4647 will appear. Note that for every piece there is a chance that nothing is
4648 generated. Also, sometimes there can be stacks of items generated, like
4649 for gems/money.
4650 </attribute>
4651 <attribute arch="exp" editor="quality level" type="int">
4652 The &lt;quality level&gt; will be used for the quality of the generated
4653 treasure instead of the map difficulty (as was done with shops).
4654 If zero/unset, the map difficulty will instead be used.
4655 (Example for comparison: Shop floors generate treasure of
4656 &lt;quality level&gt; 5 per default).
4657 </attribute>
4658 </type>
4659
4660 <!--####################################################################-->
4661 <type number="52" name="Trigger Marker">
4662 <ignore>
4663 <ignore_list name="system_object" />
4664 </ignore>
4665 <description><![CDATA[
4666 A trigger marker is an object that inserts an invisible force (a mark) into a
4667 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4668 &lt;key string&gt; which can be discovered by detectors or inventory
4669 checkers. It is also possible to use markers for removing marks again.
4670 <br><br>
4671 Note that the player has no possibility to "see" his own marks,
4672 except by the effect that they cause on the maps. ]]>
4673 </description>
4674 <use><![CDATA[
4675 Markers hold real cool possibilities for map-making. I encourage
4676 you to use them frequently. However there is one negative point
4677 about markers: Players don't "see" what's going on with them. It is
4678 your task, as map-creator, to make sure the player is always well
4679 informed and never confused.
4680 <br><br>
4681 Please avoid infinite markers when they aren't needed. They're
4682 using a little space in the player file after all, so if there
4683 is no real purpose, set an expire time. ]]>
4684 </use>
4685 <attribute arch="no_pick" value="1" type="fixed" />
4686 <attribute arch="slaying" editor="key string" type="string">
4687 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4688 If the player already has a force with that &lt;key string&gt;,
4689 there won't be inserted a second one.
4690 </attribute>
4691 <attribute arch="connected" editor="connection" type="int">
4692 Unlike a regular marker this is the connection that triggers this marker to activate.
4693 </attribute>
4694 <attribute arch="food" editor="mark duration" type="int">
4695 This value defines the duration of the force it inserts.
4696 If nonzero, the duration of the player's mark is finite:
4697 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4698 means the mark will stay on the player forever.
4699 </attribute>
4700 <attribute arch="name" editor="delete mark" type="string">
4701 When the player steps onto the marker, all existing forces in
4702 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4703 will be removed. If you don't want to remove any marks, leave
4704 this textfield empty.
4705
4706 Note that the string &lt;delete mark&gt; is set as the name of
4707 this marker. So don't be confused, and remember changing the
4708 name will take effect on the marker's functionality.
4709 </attribute>
4710 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4711 In the moment when the player gets marked, this text is displayed
4712 to him. You should really set a message in any marker you create,
4713 because it's the only way for the player to notice what's going on.
4714 </attribute>
4715 </type>
4716
4717 <!--####################################################################-->
4718 <type number="0" name="Wall">
4719 <required>
4720 <attribute arch="is_floor" value="0" />
4721 <attribute arch="alive" value="0" />
4722 <attribute arch="no_pass" value="1" />
4723 </required>
4724 <ignore>
4725 <attribute arch="nrof" />
4726 <attribute arch="title" />
4727 <attribute arch="name_pl" />
4728 <attribute arch="value" />
4729 <attribute arch="unpaid" />
4730 </ignore>
4731 <description><![CDATA[
4732 Walls usually block passage and sight. ]]>
4733 </description>
4734 &movement_types_terrain;
4735 <attribute arch="can_roll" editor="moveable" type="bool">
4736 If set, the object is able to "roll", so it can be pushed around.
4737 This setting is used for boulders and barrels.
4738 </attribute>
4739 <attribute arch="no_magic" editor="restrict spells" type="bool">
4740 This takes effect only with &lt;blocksview&gt; disabled.
4741 Restricting the use of spells to pass this wall.
4742 </attribute>
4743 <attribute arch="damned" editor="restrict prayers" type="bool">
4744 This takes effect only with &lt;blocksview&gt; disabled.
4745 Restricting the use of spells to pass this wall.
4746 </attribute>
4747 </type>
4748
4749 <!--####################################################################-->
4750 <type number="109" name="Wand &amp; Staff">
4751 <description><![CDATA[
4752 Wands contain a certain spell. The player can apply (ready) and
4753 fire the wand. After a defined number of casts, the wand is
4754 "used up". It is possible to recharge a wand with scrolls of
4755 charging, but usually that isn't worth the cost. ]]>
4756 </description>
4757 <use><![CDATA[
4758 Wands are quite seldomly used. The reason prolly is that they're
4759 generally not cost-efficient. Handing out high-level wands with
4760 powerful special spells isn't a good idea either, because of
4761 the recharge ability.
4762 <br><br>
4763 For low levels, staffs of healing/cure and word of recall are
4764 quite desirable though. Ideal rewards for low level quests. ]]>
4765 </use>
4766 <attribute arch="sp" editor="spell" type="spell">
4767 The &lt;spell&gt; specifies the contained spell.
4768 </attribute>
4769 <attribute arch="level" editor="casting level" type="int">
4770 The &lt;casting level&gt; of the wand determines it's power.
4771 An average level for wands in shops is about 10.
4772 </attribute>
4773 <attribute arch="food" editor="number of charges" type="int">
4774 The wand can be used &lt;number of charges&gt; times before it is
4775 used up. It can be recharged with scrolls of charging.
4776 </attribute>
4777 <attribute arch="startequip" editor="godgiven item" type="bool">
4778 A godgiven item vanishes as soon as the player
4779 drops it to the ground.
4780 </attribute>
4781 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4782 This text may contain a description of the wand.
4783 </attribute>
4784 </type>
4785
4786 <!--####################################################################-->
4787 <type number="0" name="Weak Wall">
4788 <required>
4789 <attribute arch="is_floor" value="0" />
4790 <attribute arch="alive" value="1" />
4791 <attribute arch="tear_down" value="1" />
4792 </required>
4793 <ignore>
4794 <ignore_list name="non_pickable" />
4795 </ignore>
4796 <description><![CDATA[
4797 A weak wall is a breakable spot amidsts a solid wall. Typically
4798 these weak walls look similar to their solid "relatives" except
4799 for a small crack or little chunks of wall on the ground. ]]>
4800 </description>
4801 <use><![CDATA[
4802 If you want to create hidden rooms, using weak walls is alot
4803 better than completely indiscernible passages in a wall.<br>
4804 Anyways, there can be a lot more to weak walls than just finding
4805 them: Rising their defensive stats, weak walls can become a
4806 serious obstacle. An ice wall might only be torn down by a fire
4807 attack for example. A granite wall for instance might be very
4808 hard to destroy. ]]>
4809 </use>
4810 <attribute arch="alive" value="1" type="fixed" />
4811 <attribute arch="no_pick" value="1" type="fixed" />
4812 <attribute arch="tear_down" value="1" type="fixed" />
4813 <attribute arch="race" editor="race" type="string">
4814 For weak walls, &lt;race&gt; should always be set to "wall",
4815 unless you create something fancy like a building which
4816 is in fact meant to be a huge animal.
4817 Note that shovels slay walls, so they do tripple damage
4818 against weak walls.
4819 </attribute>
4820 <attribute arch="level" editor="level" type="int">
4821 The &lt;level&gt; of a weak wall works similar to monster levels.
4822 Due to the fact that weak walls cannot attack, the level
4823 is much less important though.
4824 </attribute>
4825 <attribute arch="hp" editor="health points" type="int">
4826 The &lt;health points&gt; of a weak wall define how long it takes to
4827 tear it down. With every successful hit from an opponent,
4828 &lt;health points&gt; get drained.
4829 </attribute>
4830 <attribute arch="maxhp" editor="max health" type="int">
4831 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4832 weak wall can have. Since walls generally don't heal, I doubt
4833 this has much real effect.
4834 </attribute>
4835 <attribute arch="ac" editor="armour class" type="int">
4836 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4837 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4838 </attribute>
4839 &resistances_basic;
4840 </type>
4841
4842 <!--####################################################################-->
4843 <type number="15" name="Weapon">
4844 <description><![CDATA[
4845 Wielding a weapon, the object's stats will directly be inherited to the
4846 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4847 be improved with scrolls. ]]>
4848 </description>
4849 <use><![CDATA[
4850 If you create artifacts (equipment) with stats- or resistance-bonus:
4851 Keep playbalance in mind! Such items mustn't be reachable without hard
4852 fighting AND questing. ]]>
4853 </use>
4854 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4855 This number is a bitmask, specifying the weapon's attacktypes.
4856 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4857 have no more than one or two attacktypes. Keep in mind that all weapons
4858 can be blessed by the player's diety, thus adding an additional attacktype.
4859
4860 When a player hits a monster with a weapon that has more than one attacktype,
4861 then he will do as much damage as the "best" of his attacktypes does. So,
4862 the more attacktypes you've got, the better your chance to take advantage
4863 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4864 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4865 </attribute>
4866 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4867 The &lt;weapontype&gt; characterizes the weapon's type of physical
4868 attack. It could best be considered a "subclassification"
4869 of the physical attacktype. For now, this is only used for
4870 attack messages!
4871
4872 You should always set this correctly when creating new
4873 weapons for your maps.
4874 </attribute>
4875 <attribute arch="skill" editor="skill name" type="string">
4876 Matching &lt;skill name&gt; of the skill that is required
4877 to use this weapon.
4878 </attribute>
4879 <attribute arch="dam" editor="damage" type="int">
4880 The damage value is used as base value for how much damage the weapon
4881 does per hit. The actual damage involves more dependencies,
4882 like wielder's level and defender's level. Look at existing weapons
4883 to get a feel for the range of weapon damage values.
4884 </attribute>
4885 <attribute arch="slaying" editor="slaying race" type="string">
4886 Slaying means the weapon does tripple (3x) damage to monsters of the
4887 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4888 only monsters of that archtype are hit with tripple damage.
4889
4890 No god blessings are possible for weapons with a race set in this entry
4891 (That's because god blessings add tripple damage against their own
4892 enemy races). Tripple damage is very effective.
4893 </attribute>
4894 <attribute arch="last_sp" editor="weapon speed" type="int">
4895 The weapon speed determines how often the wielder can swing the weapon
4896 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4897 is best (that is lightning- fast). A typical average value is 8.
4898 Speed and damage should be kept in reasonable relation.
4899 </attribute>
4900 <attribute arch="wc" editor="weapon class" type="int">
4901 The weapon class value adds to the overall weapon class of the wielder's
4902 melee attacks. Weapon class improves the chance of hitting the opponent.
4903 </attribute>
4904 <attribute arch="magic" editor="magic bonus" type="int">
4905 For a weapon, magic bonus works just like weapon class, except that
4906 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4907 less useful than direct weapon class value on a weapon.
4908 </attribute>
4909 <attribute arch="item_power" editor="item power" type="int">
4910 The &lt;item power&gt; value measures how "powerful" an artifact is.
4911 Players will only be able to wear equipment with a certain total
4912 amount of &lt;item power&gt;, depending on their own level. This is the
4913 only way to prevent low level players to wear "undeserved" equipment
4914 (like gifts from other players or cheated items).
4915
4916 It is very important to adjust the &lt;item power&gt; value carefully
4917 for every artifact you create! If zero/unset, the CF server will
4918 calculate a provisional value at runtime, but this is never
4919 going to be an accurate measurement of &lt;item power&gt;.
4920 </attribute>
4921 <attribute arch="damned" editor="damnation" type="bool">
4922 A damned weapon cannot be unwielded unless
4923 the curse is removed. Removing damnations is
4924 a tick harder than removing curses.
4925 </attribute>
4926 <attribute arch="cursed" editor="curse" type="bool">
4927 A cursed weapon cannot be unwielded unless
4928 the curse is removed.
4929 </attribute>
4930 <attribute arch="lifesave" editor="save life" type="bool">
4931 An item with this flag enabled will save the players life
4932 for one time: When the player is wearing this item and his
4933 health points reach zero, the item disappears, replenishing
4934 half of the player's health.
4935
4936 An item with &lt;save life&gt; should not have
4937 any decent additional bonuses!
4938 </attribute>
4939 <attribute arch="unique" editor="unique item" type="bool">
4940 Unique items exist only one time on a server. If the item
4941 is taken, lost or destroyed - it's gone for good.
4942 </attribute>
4943 <attribute arch="startequip" editor="godgiven item" type="bool">
4944 A godgiven item vanishes as soon as the player
4945 drops it to the ground.
4946 </attribute>
4947 &player_stat_resist_sections;
4948 <section name="misc">
4949 <attribute arch="luck" editor="luck bonus" type="int">
4950 With positive luck bonus, the player is more likely to
4951 succeed in all sorts of things (spellcasting, praying,...).
4952 Unless the &lt;luck bonus&gt; is very high, the effect will be
4953 barely visible in-game. Luck bonus on one piece of equipment
4954 should never exceed 3, and such bonus should not be too
4955 frequently available.
4956 </attribute>
4957 <attribute arch="hp" editor="health regen." type="int">
4958 Positive &lt;health regen.&gt; bonus speeds up the
4959 player's healing process. Negative values slow it down.
4960 </attribute>
4961 <attribute arch="sp" editor="mana regen." type="int">
4962 Positive &lt;mana regen.&gt; bonus speeds up the
4963 player's mana regeneration. Negative values slow it down.
4964 </attribute>
4965 <attribute arch="grace" editor="grace regen." type="int">
4966 Positive &lt;grace regen.&gt; bonus speeds up the
4967 player's grace regeneration. Negative values slow it down.
4968 Since grace can be regenerated rather easy with praying,
4969 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
4970 </attribute>
4971 <attribute arch="food" editor="food bonus" type="int">
4972 Positive &lt;food bonus&gt; slows down the player's digestion,
4973 thus he consumes less food. Negative values speed it up.
4974
4975 Note that food is consumed not only for "being alive", but
4976 also for healing and mana-regeneration.
4977 &lt;food bonus&gt; only affects the amount of food consumed
4978 for "being alive". Hence, even with high &lt;food bonus&gt;,
4979 during a fight a player can run out of food quickly.
4980 </attribute>
4981 <attribute arch="xrays" editor="xray vision" type="bool">
4982 Xray vision allows the player to see through obstacles
4983 in a two-square-wide radius. This is extremely helpful and
4984 desirable, so don't give it away for cheap on equipment.
4985 </attribute>
4986 <attribute arch="stealth" editor="stealth" type="bool">
4987 Stealth allows the player to move silently.
4988 This comes to effect if a player turns himself
4989 invisible and tries to sneak around monsters.
4990 (At least that was the idea behind it)
4991 </attribute>
4992 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
4993 If a player is wearing any piece of equipment with
4994 the ability to &lt;reflect spells&gt;, all kinds of
4995 spell-bullets and -beams will bounce off him.
4996 This works only about 90% of all times, to
4997 avoid players being completely immune to certain
4998 types of attacks.
4999
5000 This is a very powerful ability and it
5001 shouldn't be handed out cheap!
5002 </attribute>
5003 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5004 If a player is wearing any piece of equipment with
5005 the ability to &lt;reflect missiles&gt;, all kinds of
5006 projectiles (e.g. arrows, bolts, boulders) will
5007 bounce off him. This works only about 90% of all
5008 times, to avoid players being completely immune to
5009 certain types of attacks.
5010 </attribute>
5011 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5012 Click on the &lt;attuned paths&gt; button to select spellpaths.
5013 The player will get attuned to the specified spellpaths
5014 while wearing this weapon.
5015 </attribute>
5016 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5017 Click on the &lt;repelled paths&gt; button to select spellpaths.
5018 The player will get repelled to the specified spellpaths
5019 while wearing this weapon.
5020 </attribute>
5021 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5022 Click on the &lt;denied paths&gt; button to select spellpaths.
5023 The specified spellpaths will be denied to the player
5024 while wearing this weapon.
5025 </attribute>
5026 </section>
5027 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5028 This text describes the weapons's "story". Every decent artifact weapon
5029 should have such a description.
5030 </attribute>
5031 </type>
5032
5033 <type number="116" name="Event Connector">
5034 <description><![CDATA[
5035 Event connectors link specific events that happen to objects to
5036 a crossfire plug-in. ]]>
5037 </description>
5038 <attribute arch="subtype" editor="event type" type="list_event_type">
5039 The type of event that triggers a notify to the plug-in.
5040 </attribute>
5041 <attribute arch="title" editor="plug-in" type="string">
5042 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5043 for python and "perl" for the Crossfire-Perl plug-in.
5044 </attribute>
5045 <attribute arch="slaying" editor="extension" type="string">
5046 The name of the extension to invoke (for python, this is the path to a script,
5047 for perl this is the name of a extension package without the ".ext" extension.
5048 </attribute>
5049 <attribute arch="name" editor="options" type="string">
5050 A string that is passed unaltered to the extension above. Often used to pass
5051 options to the extension that alter its behaviour.
5052 </attribute>
5053 </type>
5054
5055 </types>