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Revision 1.2 by root, Mon Mar 13 03:47:36 2006 UTC vs.
Revision 1.3 by root, Mon Mar 13 04:38:47 2006 UTC

1<?xml version="1.0" standalone="no" ?> 1<?xml version="1.0" standalone="no" ?>
2<!-- 2<!--
3###################################################################### 3######################################################################
4# types.xml - This is the defintitions-file for all the different # 4# types.xml - This is the definitions-file for all the different #
5# Crossfire object types and their attributes. # 5# Crossfire object types and their attributes. #
6# # 6# #
7# The server code of the Crossfire game is always changing and # 7# The server code of the Crossfire game is always changing and #
8# evolving. From time to time, object-attributes change in purpose, # 8# evolving. From time to time, object-attributes change in purpose, #
9# or new ones are created. # 9# or new ones are created. #
10# Therefore, it is important that an Editor is flexible and # 10# Therefore, it is important that an Editor is flexible and #
11# easy to "upgrade" to handle such new features. That's why the # 11# easy to "upgrade" to handle such new features. That's why the #
12# CFJavaEditor reads the type-definitions from this xml file. # 12# CFJavaEditor reads the type-definitions from this xml file. #
13# # 13# #
14# If you encounter bugs, typos or missing entrys in the LATEST # 14# If you encounter bugs, typos or missing entries in the LATEST #
15# VERSION of this file - Don't hesitate to improve it, contact me # 15# VERSION of this file - Don't hesitate to improve it, contact me #
16# and eventually send the improved file to me: <red.blaze@gmx.net>. # 16# and eventually send the improved file to me: <red.blaze@gmx.net>. #
17# I will put it into the "official version" of the CFJavaEditor # 17# I will put it into the "official version" of the CFJavaEditor #
18# and all fellow Crossfire-Map-Makers can benefit from your work! # 18# and all fellow Crossfire-Map-Makers can benefit from your work! #
19# # 19# #
65# Created by Andreas Vogl. # 65# Created by Andreas Vogl. #
66###################################################################### 66######################################################################
67--> 67-->
68<!DOCTYPE types [ 68<!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)> 69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70 70
71 <!ELEMENT bitmask (entry*)> 71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED> 72 <!ATTLIST bitmask name CDATA #REQUIRED>
73 73
74 <!ELEMENT list (entry*)> 74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED> 75 <!ATTLIST list name CDATA #REQUIRED>
76 76
77 <!ELEMENT entry EMPTY> 77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED 78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED 79 value CDATA #IMPLIED
80 name CDATA #REQUIRED> 80 name CDATA #REQUIRED>
81 81
82 <!ELEMENT ignore_list (attribute* | EMPTY)> 82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED> 83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84 84
85 <!ELEMENT default_type (attribute*)> 85 <!ELEMENT default_type (attribute*)>
86 86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)> 87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED 88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED> 89 number CDATA #REQUIRED>
90 90
91 <!ELEMENT description (#PCDATA)> 91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)> 92 <!ELEMENT use (#PCDATA)>
93 93
94 <!ELEMENT import_type EMPTY> 94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED> 95 <!ATTLIST import_type name CDATA #REQUIRED>
96 96
97 <!ELEMENT required (attribute+)> 97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)> 98 <!ELEMENT ignore (attribute*,ignore_list*)>
99 99
100 <!ELEMENT section (attribute+)> 100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED> 101 <!ATTLIST section name CDATA #REQUIRED>
102 102
103 <!ELEMENT attribute (#PCDATA)> 103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED 104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED 105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED 106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED 107 arch_end CDATA #IMPLIED
339 This is the plural name of the object. A plural name must be set for 339 This is the plural name of the object. A plural name must be set for
340 all items that can be picked up and collected by the player. 340 all items that can be picked up and collected by the player.
341 </attribute> 341 </attribute>
342 <attribute arch="title" editor="title" type="string"> 342 <attribute arch="title" editor="title" type="string">
343 This is the object's title. Once an object is identified the title is 343 This is the object's title. Once an object is identified the title is
344 attached to the name. Typical titels are "of mostrai", "of xray vision" etc. 344 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
345 </attribute> 345 </attribute>
346 <attribute arch="face" editor="image" type="string"> 346 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game. 347 The image-name defines what image is displayed for this object in-game.
348 </attribute> 348 </attribute>
349 <attribute arch="nrof" editor="number" type="int"> 349 <attribute arch="nrof" editor="number" type="int">
350 This value determines the number of objects in one stack (for example: 350 This value determines the number of objects in one stack (for example:
351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for 351 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
352 any pickable object - otherwise it won't be mergeable into a stack. 352 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute> 353 </attribute>
354 <attribute arch="weight" editor="weight" type="int"> 354 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in gramm (1000g is 1kg). Objects with 355 This value defines the object's weight in grams (1000g is 1kg). Objects with
356 zero weight are not pickable for players. Still, set the "non-pickable"-flag 356 zero weight are not pickable for players. Still, set the "non-pickable"-flag
357 for explicitly non-pickable objects (hey, this is opensource.. you 357 for explicitly non-pickable objects (hey, this is opensource.. you
358 never know ;) ). 358 never know ;) ).
359 </attribute> 359 </attribute>
360 <attribute arch="value" editor="value" type="int"> 360 <attribute arch="value" editor="value" type="int">
365 usually inevitable. 365 usually inevitable.
366 </attribute> 366 </attribute>
367 <attribute arch="glow_radius" editor="glow radius" type="int"> 367 <attribute arch="glow_radius" editor="glow radius" type="int">
368 If &lt;glow radius&gt; is set to a value greater zero, the object 368 If &lt;glow radius&gt; is set to a value greater zero, the object
369 appears lit up on dark maps. &lt;glow radius&gt; can be a value 369 appears lit up on dark maps. &lt;glow radius&gt; can be a value
370 between 0 and 4, the higher, the more light does the object emmit. 370 between 0 and 4, the higher, the more light does the object emit.
371 </attribute> 371 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material"> 372 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the 373 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object 374 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects. 375 can be destroyed by hazardous spell-effects.
499 </attribute> 499 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell"> 500 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt; 501 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the 502 when the player is at least 6 squares away (from the
503 monster's head). 503 monster's head).
504 504
505 Setting a &lt;long range spell&gt; is optional. If unset, the 505 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time. 506 &lt;short range spell&gt; gets used all the time.
507 </attribute> 507 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int"> 508 <attribute arch="maxsp" editor="importance" type="int">
509 Sometimes you'll want a monster to use one ability more than others. 509 Sometimes you'll want a monster to use one ability more than others.
510 To achieve this, set the &lt;importance&gt; to a value greater than 510 To achieve this, set the &lt;importance&gt; to a value greater than
511 one. Abilities with this value zero/unset are counted to be of 511 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one. 512 &lt;importance&gt; one.
513 513
514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and 514 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
515 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four 515 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
516 times the "small fireball". 516 times the "small fireball".
517 </attribute> 517 </attribute>
518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special"> 518 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
519 This flag specifies wether the ability &lt;is magical&gt; in nature. 519 This flag specifies whether the ability &lt;is magical&gt; in nature.
520 If enabled, all spells produced by this ability will have magic 520 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes. 521 attacktype added to the usual attacktypes.
522 522
523 This should always be set for spell-like abilities. "Natural" 523 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception. 524 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because 525 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute> 526 magic resistance does not protect from those.</attribute>
527</type> 527</type>
533 </ignore> 533 </ignore>
534 <description><![CDATA[ 534 <description><![CDATA[
535 When a player puts a defined number of certain items on the altar, 535 When a player puts a defined number of certain items on the altar,
536 then either a spell is casted (on the player) or a connector is 536 then either a spell is casted (on the player) or a connector is
537 triggered. If the latter is the case, the altar works only once. 537 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item dissapears. ]]> 538 Either way, the sacrificed item disappears. ]]>
539 </description> 539 </description>
540 <attribute arch="no_pick" value="1" type="fixed" /> 540 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" /> 541 <attribute arch="walk_on" value="1" type="fixed" />
542 <attribute arch="slaying" editor="match item name" type="string"> 542 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to 543 This string specifies the item that must be put on the altar to
547 expected to drop on the altar. (Often this is put in the altar's 547 expected to drop on the altar. (Often this is put in the altar's
548 name: E.g. "drop 100 platinums") 548 name: E.g. "drop 100 platinums")
549 </attribute> 549 </attribute>
550 <attribute arch="food" editor="drop amount" type="int"> 550 <attribute arch="food" editor="drop amount" type="int">
551 The drop amount specifies the amount of items (specified 551 The drop amount specifies the amount of items (specified
552 in &lt;match item name&gt;) that must be dropped to activate the altar. 552 in &lt;match item name&gt;) that must be dropped to activate the altar.
553 553
554 If &lt;match item name&gt; is set to "money", then the value of the 554 If &lt;match item name&gt; is set to "money", then the value of the
555 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 555 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
556 200 silver, 20 gold, or 4 platinum will all work.) 556 200 silver, 20 gold, or 4 platinum will all work.)
557 557
558 Note that the maximum possible for &lt;drop amount&gt; is 32767. 558 Note that the maximum possible for &lt;drop amount&gt; is 32767.
559 </attribute> 559 </attribute>
560 <attribute arch="connected" editor="connection" type="int"> 560 <attribute arch="connected" editor="connection" type="int">
561 If a connection value is set, the altar will trigger all objects 561 If a connection value is set, the altar will trigger all objects
562 with the same value, when activated. This will only work once. 562 with the same value, when activated. This will only work once.
563 </attribute> 563 </attribute>
564 <attribute arch="sp" editor="spell" type="spell"> 564 <attribute arch="sp" editor="spell" type="spell">
565 When activated, the selected &lt;spell&gt; will be casted (once, on the 565 When activated, the selected &lt;spell&gt; will be casted (once, on the
566 player). This should work for any given spell. The altar will work 566 player). This should work for any given spell. The altar will work
567 infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for 567 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar. 568 one altar.
569 </attribute> 569 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player 571 This text will be displayed to the player
572 in the exact moment when the altar is activated. 572 in the exact moment when the altar is activated.
579 <ignore_list name="non_pickable" /> 579 <ignore_list name="non_pickable" />
580 </ignore> 580 </ignore>
581 <description><![CDATA[ 581 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars 582 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that 583 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitly. ]]> 584 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
585 </description> 585 </description>
586 <use><![CDATA[ 586 <use><![CDATA[
587 Altar_triggers are very useful if you want to charge a price for... 587 Altar_triggers are very useful if you want to charge a price for...
588 <UL> 588 <UL>
589 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator. 589 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
590 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate. 590 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
591 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth. 591 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592 </UL> 592 </UL>
593 The big advantage over normal altars is the infinite usability 593 The big advantage over normal altars is the infinite usability
594 of altar_triggers! If there are ten players on one server, they're 594 of altar_triggers! If there are ten players on one server, they're
595 quite grateful if things work more than once. =) ]]> 595 quite grateful if things work more than once. =) ]]>
603 expected to drop on the altar. (Often this is put in the altar's 603 expected to drop on the altar. (Often this is put in the altar's
604 name: E.g. "drop 100 platinums") 604 name: E.g. "drop 100 platinums")
605 </attribute> 605 </attribute>
606 <attribute arch="food" editor="drop amount" type="int"> 606 <attribute arch="food" editor="drop amount" type="int">
607 The drop amount specifies the amount of items (specified 607 The drop amount specifies the amount of items (specified
608 in &lt;match item name&gt;) that must be dropped to activate the altar. 608 in &lt;match item name&gt;) that must be dropped to activate the altar.
609 609
610 If &lt;match item name&gt; is set to "money", then the value of the 610 If &lt;match item name&gt; is set to "money", then the value of the
611 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then 611 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
612 200 silver, 20 gold, or 4 platinum will all work.) 612 200 silver, 20 gold, or 4 platinum will all work.)
613 613
614 Note that the maximum possible for &lt;drop amount&gt; is 32767. 614 Note that the maximum possible for &lt;drop amount&gt; is 32767.
615 </attribute> 615 </attribute>
616 <attribute arch="connected" editor="connection" type="int"> 616 <attribute arch="connected" editor="connection" type="int">
617 If a connection value is set, the altar will trigger all objects 617 If a connection value is set, the altar will trigger all objects
618 with the same value, when activated. This will only work once. 618 with the same value, when activated. This will only work once.
619 </attribute> 619 </attribute>
620 <attribute arch="sp" editor="spell" type="spell"> 620 <attribute arch="sp" editor="spell" type="spell">
621 When activated, this &lt;spell&gt; will be casted (once, on the player). 621 When activated, this &lt;spell&gt; will be casted (once, on the player).
622 This should work for any given spell. The altar will work infinitly 622 This should work for any given spell. The altar will work infinitely
623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar. 623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute> 624 </attribute>
625 <attribute arch="exp" editor="reset time" type="int"> 625 <attribute arch="exp" editor="reset time" type="int">
626 Being activated, the altar will reset after &lt;reset time&gt; ticks. 626 Being activated, the altar will reset after &lt;reset time&gt; ticks.
627 After reset, the altar is ready to be activated once again. 627 After reset, the altar is ready to be activated once again.
629 </attribute> 629 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool"> 630 <attribute arch="last_sp" editor="ignore reset" type="bool">
631 If this attribute is enabled, the altar_trigger won't push the 631 If this attribute is enabled, the altar_trigger won't push the
632 connected value by altar reset. Only ONCE by dropping the sacrifice. 632 connected value by altar reset. Only ONCE by dropping the sacrifice.
633 This is typically used when the altar is connected to a creator, 633 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets. 634 e.g. for selling tickets.
635 635
636 If this attribute is disabled (default), the altar_trigger 636 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by 637 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically 638 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the 639 used for altars being connected to gates, resulting in the
672 The &lt;item power&gt; value measures how "powerful" an artifact is. 672 The &lt;item power&gt; value measures how "powerful" an artifact is.
673 Players will only be able to wear equipment with a certain total 673 Players will only be able to wear equipment with a certain total
674 amount of &lt;item power&gt;, depending on their own level. This is the 674 amount of &lt;item power&gt;, depending on their own level. This is the
675 only way to prevent low level players to wear "undeserved" equipment 675 only way to prevent low level players to wear "undeserved" equipment
676 (like gifts from other players or cheated items). 676 (like gifts from other players or cheated items).
677 677
678 It is very important to adjust the &lt;item power&gt; value carefully 678 It is very important to adjust the &lt;item power&gt; value carefully
679 for every artifact you create! If zero/unset, the CF server will 679 for every artifact you create! If zero/unset, the CF server will
680 calculate a provisional value at runtime, but this is never 680 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;. 681 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute> 682 </attribute>
689 unless the curse is removed. 689 unless the curse is removed.
690 </attribute> 690 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool"> 691 <attribute arch="lifesave" editor="save life" type="bool">
692 An item with this flag enabled will save the players life 692 An item with this flag enabled will save the players life
693 for one time: When the player is wearing this item and his 693 for one time: When the player is wearing this item and his
694 healthpoints reach zero, the item dissapears, replenishing 694 health points reach zero, the item disappears, replenishing
695 half of the player's health. 695 half of the player's health.
696 696
697 An item with &lt;save life&gt; should not have 697 An item with &lt;save life&gt; should not have
698 any decent additional bonuses! 698 any decent additional bonuses!
699 </attribute> 699 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool"> 700 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item 701 Unique items exist only one time on a server. If the item
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 868 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute> 869 </attribute>
870 <attribute arch="food" editor="food bonus" type="int"> 870 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion, 871 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up. 872 thus he consumes less food. Negative values speed it up.
873 873
874 Note that food is consumed not only for "being alive", but 874 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration. 875 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed 876 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;, 877 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly. 878 during a fight a player can run out of food quickly.
879 </attribute> 879 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool"> 880 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles 881 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and 882 in a two-square-wide radius. This is extremely helpful and
883 desireable, so don't give it away for cheap on equipment. 883 desirable, so don't give it away for cheap on equipment.
884 </attribute> 884 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool"> 885 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently. 886 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself 887 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters. 888 invisible and tries to sneak around monsters.
893 the ability to &lt;reflect spells&gt;, all kinds of 893 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him. 894 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to 895 This works only about 90% of all times, to
896 avoid players being completely immune to certain 896 avoid players being completely immune to certain
897 types of attacks. 897 types of attacks.
898 898
899 This is a very powerful ability and it 899 This is a very powerful ability and it
900 shouldn't be handed out cheap! 900 shouldn't be handed out cheap!
901 </attribute> 901 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with 903 If a player is wearing any piece of equipment with
969 get teleported after they died on this battleground. 969 get teleported after they died on this battleground.
970 </attribute> 970 </attribute>
971</type> 971</type>
972 972
973<!--####################################################################--> 973<!--####################################################################-->
974<type number="104" name="Bracers">
975 <import_type name="Amulet" />
976 <description><![CDATA[
977 Bracers are armour-plates worn around the wrists.
978 Wearing bracer, the object's stats will directly be inherited to
979 the player. Usually enhancing his defense. ]]>
980 </description>
981 <use><![CDATA[
982 Feel free to create your own special artifacts. However, it is very
983 important that you keep your artifact in balance with existing maps. ]]>
984 </use>
985 <attribute arch="magic" editor="magic bonus" type="int">
986 &lt;magic bonus&gt; works just like ac, except that it can be improved by
987 "scrolls of Enchant Armour" or reduced by acid. It is less useful
988 than direct armour-class bonus on the bracers.
989 </attribute>
990</type>
991
992<!--####################################################################-->
993<type number="16" name="Brestplate Armour">
994 <import_type name="Amulet" />
995 <description><![CDATA[
996 Wearing an armour, the object's stats will directly be inherited to
997 the player. Usually enhancing his defense. ]]>
998 </description>
999 <use><![CDATA[
1000 Feel free to create your own special artifacts. However, it is very
1001 important that you keep your artifact in balance with existing maps. ]]>
1002 </use>
1003 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1004 This poses a penalty to spell regeneration speed, for wearing the armour.
1005 The bigger the spellpoint penalty, the worse.
1006 </attribute>
1007 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1008 Slowdown penalty reduces the player's walking speed when wearing the
1009 armour. Bigger values are worse - zero is best.
1010 </attribute>
1011 <attribute arch="magic" editor="magic bonus" type="int">
1012 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1013 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1014 than direct armour-class bonus on the armour.
1015 </attribute>
1016</type>
1017
1018<!--####################################################################-->
1019<type number="8" name="Book"> 974<type number="8" name="Book">
1020 <description><![CDATA[ 975 <description><![CDATA[
1021 Applying a book, the containing message is displayed to the player. ]]> 976 Applying a book, the containing message is displayed to the player. ]]>
1022 </description> 977 </description>
1023 <attribute arch="level" editor="literacy level" type="int"> 978 <attribute arch="level" editor="literacy level" type="int">
1064 </attribute> 1019 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int"> 1020 <attribute arch="magic" editor="magic bonus" type="int">
1066 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1021 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1067 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1022 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1068 than direct armour-class bonus on the boots. 1023 than direct armour-class bonus on the boots.
1069 1024
1070 Important: &lt;magic bonus&gt; on boots has no effect if there is no 1025 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1071 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1026 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1027 </attribute>
1028</type>
1029
1030<!--####################################################################-->
1031<type number="104" name="Bracers">
1032 <import_type name="Amulet" />
1033 <description><![CDATA[
1034 Bracers are armour-plates worn around the wrists.
1035 Wearing bracer, the object's stats will directly be inherited to
1036 the player. Usually enhancing his defense. ]]>
1037 </description>
1038 <use><![CDATA[
1039 Feel free to create your own special artifacts. However, it is very
1040 important that you keep your artifact in balance with existing maps. ]]>
1041 </use>
1042 <attribute arch="magic" editor="magic bonus" type="int">
1043 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1044 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1045 than direct armour-class bonus on the bracers.
1046 </attribute>
1047</type>
1048
1049<!--####################################################################-->
1050<type number="16" name="Brestplate Armour">
1051 <import_type name="Amulet" />
1052 <description><![CDATA[
1053 Wearing an armour, the object's stats will directly be inherited to
1054 the player. Usually enhancing his defense. ]]>
1055 </description>
1056 <use><![CDATA[
1057 Feel free to create your own special artifacts. However, it is very
1058 important that you keep your artifact in balance with existing maps. ]]>
1059 </use>
1060 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1061 This poses a penalty to spell regeneration speed, for wearing the armour.
1062 The bigger the spellpoint penalty, the worse.
1063 </attribute>
1064 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1065 Slowdown penalty reduces the player's walking speed when wearing the
1066 armour. Bigger values are worse - zero is best.
1067 </attribute>
1068 <attribute arch="magic" editor="magic bonus" type="int">
1069 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1070 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1071 than direct armour-class bonus on the armour.
1072 </attribute> 1072 </attribute>
1073</type> 1073</type>
1074 1074
1075<!--####################################################################--> 1075<!--####################################################################-->
1076<type number="92" name="Button"> 1076<type number="92" name="Button">
1084 &lt;connection&gt; value get's triggered a second time. ]]> 1084 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description> 1085 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" /> 1086 <attribute arch="walk_on" value="1" type="fixed" />
1087 <attribute arch="walk_off" value="1" type="fixed" /> 1087 <attribute arch="walk_off" value="1" type="fixed" />
1088 <attribute arch="no_pick" value="1" type="fixed" /> 1088 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string"> 1089 <attribute arch="weight" editor="press weight" type="int">
1090 The button is pressed (triggered), as soon as 1090 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it. 1091 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute> 1092 </attribute>
1093 <attribute arch="connected" editor="connection" type="int"> 1093 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects 1094 Every time the button is pressed or released, all objects
1096 </attribute> 1096 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text"> 1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this 1098 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player. 1099 message to explain the button's purpose to the player.
1100 </attribute> 1100 </attribute>
1101</type>
1102
1103<!--####################################################################-->
1104<type number="30" name="Button Trigger">
1105 <import_type name="Button" />
1106 <ignore>
1107 <ignore_list name="non_pickable" />
1108 </ignore>
1109 <description><![CDATA[
1110 Handle buttons are buttons which reset after a short period
1111 of time. Every time it is either applied or reset, the
1112 &lt;connection&gt; value is triggered. ]]>
1113 </description>
1114</type>
1115
1116<!--####################################################################-->
1117<type number="37" name="Class Changer">
1118 <ignore>
1119 <ignore_list name="non_pickable" />
1120 </ignore>
1121 <description><![CDATA[
1122 Class changer are used while creating a character. ]]>
1123 </description>
1124 <attribute arch="randomitems" editor="class items" type="treasurelist">
1125 This entry determines which initial items the character receives.
1126 </attribute>
1127<section name="stats">
1128 <attribute arch="Str" editor="strength" type="int">
1129 The player's strength will rise by the given value if he chooses this
1130 class. (Negative values make strength fall)
1131 </attribute>
1132 <attribute arch="Dex" editor="dexterity" type="int">
1133 The player's dexterity will rise by the given value if he chooses this
1134 class. (Negative values make dexterity fall)
1135 </attribute>
1136 <attribute arch="Con" editor="constitution" type="int">
1137 The player's constitution will rise by the given value if he chooses this
1138 class. (Negative values make constitution fall)
1139 </attribute>
1140 <attribute arch="Int" editor="intelligence" type="int">
1141 The player's intelligence will rise by the given value if he chooses this
1142 class. (Negative values make intelligence fall)
1143 </attribute>
1144 <attribute arch="Pow" editor="power" type="int">
1145 The player's power will rise by the given value if he chooses this
1146 class. (Negative values make power fall)
1147 </attribute>
1148 <attribute arch="Wis" editor="wisdom" type="int">
1149 The player's wisdom will rise by the given value if he chooses this
1150 class. (Negative values make wisdom fall)
1151 </attribute>
1152 <attribute arch="Cha" editor="charisma" type="int">
1153 The player's charisma will rise by the given value if he chooses this
1154 class. (Negative values make charisma fall)
1155 </attribute>
1156</section>
1101</type> 1157</type>
1102 1158
1103<!--####################################################################--> 1159<!--####################################################################-->
1104<type number="87" name="Cloak"> 1160<type number="87" name="Cloak">
1105 <import_type name="Amulet" /> 1161 <import_type name="Amulet" />
1114 </use> 1170 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int"> 1171 <attribute arch="magic" editor="magic bonus" type="int">
1116 &lt;magic bonus&gt; works just like ac, except that it can be improved by 1172 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1117 "scrolls of Enchant Armour" or reduced by acid. It is less useful 1173 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118 than direct armour-class bonus on the cloak. 1174 than direct armour-class bonus on the cloak.
1119 1175
1120 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no 1176 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1121 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 1177 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute> 1178 </attribute>
1123</type> 1179</type>
1124 1180
1153 </UL> ]]> 1209 </UL> ]]>
1154 </use> 1210 </use>
1155 <attribute arch="race" editor="container class" type="string"> 1211 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects. 1212 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels", 1213 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys". 1214 "arrows" and "keys".
1159 1215
1160 Unfortunately it is not easy to create new container 1216 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute 1217 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a 1218 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing 1219 container. This attribute ("race") is set only for the existing
1164 container classes. 1220 container classes.
1277 one of the inventory items is duplicated. The duplicated item is randomly 1333 one of the inventory items is duplicated. The duplicated item is randomly
1278 chosen from all items present. 1334 chosen from all items present.
1279 </attribute> 1335 </attribute>
1280 <attribute arch="connected" editor="connection" type="int"> 1336 <attribute arch="connected" editor="connection" type="int">
1281 Whenever the connection value is activated, 1337 Whenever the connection value is activated,
1282 the creator gets triggered. 1338 the creator gets triggered.
1283 </attribute> 1339 </attribute>
1284 <attribute arch="lifesave" editor="infinit uses" type="bool"> 1340 <attribute arch="lifesave" editor="infinit uses" type="bool">
1285 If &lt;infinit uses&gt; is set, the creator will work 1341 If &lt;infinit uses&gt; is set, the creator will work
1286 infinitly, regardless of the value in &lt;number of uses&gt;. 1342 infinitely, regardless of the value in &lt;number of uses&gt;.
1287 </attribute> 1343 </attribute>
1288 <attribute arch="hp" editor="number of uses" type="int"> 1344 <attribute arch="hp" editor="number of uses" type="int">
1289 The creator can be triggered &lt;number of uses&gt; times, thus 1345 The creator can be triggered &lt;number of uses&gt; times, thus
1290 creating that many objects, before it dissappears. 1346 creating that many objects, before it dissappears.
1291 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage). 1347 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1407<section name="spreading"> 1463<section name="spreading">
1408 <attribute arch="wc" editor="infectiosness" type="int"> 1464 <attribute arch="wc" editor="infectiosness" type="int">
1409 The &lt;infectiosness&gt; defines the chance of new creatures getting 1465 The &lt;infectiosness&gt; defines the chance of new creatures getting
1410 infected. If you set this too high, the disease is very likely to 1466 infected. If you set this too high, the disease is very likely to
1411 be too effective. 1467 be too effective.
1412 1468
1413 &lt;infectiosness&gt;/127 is the chance of someone in range catching it. 1469 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1414 </attribute> 1470 </attribute>
1415 <attribute arch="last_grace" editor="attenuation" type="int"> 1471 <attribute arch="last_grace" editor="attenuation" type="int">
1416 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt; 1472 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1417 everytime it infects someone new. This limits how many generations 1473 everytime it infects someone new. This limits how many generations
1420 <attribute arch="magic" editor="infection range" type="int"> 1476 <attribute arch="magic" editor="infection range" type="int">
1421 &lt;infection range&gt; sets the range at which infection may occur. 1477 &lt;infection range&gt; sets the range at which infection may occur.
1422 If positive, the &lt;infection range&gt; is level dependant - If negative, 1478 If positive, the &lt;infection range&gt; is level dependant - If negative,
1423 it is not: 1479 it is not:
1424 E.g. "&lt;infection range&gt; -6" means creatures can be infected in 1480 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1425 six square range, and &lt;plaque level&gt; doesn't modify that. 1481 six square range, and &lt;plaque level&gt; doesn't modify that.
1426 </attribute> 1482 </attribute>
1427 <attribute arch="maxhp" editor="persistence" type="int"> 1483 <attribute arch="maxhp" editor="persistence" type="int">
1428 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host. 1484 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1429 The disease can "move" &lt;persistence&gt; times outside a host before it 1485 The disease can "move" &lt;persistence&gt; times outside a host before it
1430 vanishes. A negative value means the disease lasts for permanent 1486 vanishes. A negative value means the disease lasts for permanent
1433 <attribute arch="maxgrace" editor="curing duration" type="int"> 1489 <attribute arch="maxgrace" editor="curing duration" type="int">
1434 The disease will last in the host for &lt;curing duration&gt; "disease moves" 1490 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1435 (Assuming the host survives and doesn't use a curing spell). 1491 (Assuming the host survives and doesn't use a curing spell).
1436 After this period the disease is naturally cured, which provides the 1492 After this period the disease is naturally cured, which provides the
1437 host with immunity from this particular disease of lower or equal level. 1493 host with immunity from this particular disease of lower or equal level.
1438 1494
1439 A negative value means the disease can never be cured naturally. 1495 A negative value means the disease can never be cured naturally.
1440 1496
1441 Note that this value can be further modulated by spell-parameters, 1497 Note that this value can be further modulated by spell-parameters,
1442 if the disease is registered as spell in the code. Due to that, 1498 if the disease is registered as spell in the code. Due to that,
1443 most default diseases take a lot longer to cure than it seems. 1499 most default diseases take a lot longer to cure than it seems.
1444 </attribute> 1500 </attribute>
1445 <attribute arch="speed" editor="moving speed" type="float"> 1501 <attribute arch="speed" editor="moving speed" type="float">
1455 <attribute arch="dam" editor="damage" type="int"> 1511 <attribute arch="dam" editor="damage" type="int">
1456 A disease with a positive &lt;damage&gt; value will strike the player for that 1512 A disease with a positive &lt;damage&gt; value will strike the player for that
1457 amount of damage every time the symptoms occur. 1513 amount of damage every time the symptoms occur.
1458 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means 1514 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1459 the player's health is reduced by 10% every time the symptoms strike. 1515 the player's health is reduced by 10% every time the symptoms strike.
1460 1516
1461 Diseases with %-based damage can be dangerous - but not deadly - 1517 Diseases with %-based damage can be dangerous - but not deadly -
1462 for players of all levels. 1518 for players of all levels.
1463 </attribute> 1519 </attribute>
1464 <attribute arch="other_arch" editor="create arch" type="string"> 1520 <attribute arch="other_arch" editor="create arch" type="string">
1465 If set, the specified arch is created and dropped every time the 1521 If set, the specified arch is created and dropped every time the
1466 symptoms strike. 1522 symptoms strike.
1467 1523
1468 This can be various things: farts, body pieces, eggs ... 1524 This can be various things: farts, body pieces, eggs ...
1469 Even monsters can be created that way. You could also make a 1525 Even monsters can be created that way. You could also make a
1470 disease where some exotic stuff like money/gems is created. 1526 disease where some exotic stuff like money/gems is created.
1471 </attribute> 1527 </attribute>
1472 <attribute arch="last_sp" editor="slowdown penalty" type="int"> 1528 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1527 </attribute> 1583 </attribute>
1528</section> 1584</section>
1529 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text"> 1585 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1530 This text is displayed to the player every time the 1586 This text is displayed to the player every time the
1531 symptoms strike. 1587 symptoms strike.
1588 </attribute>
1589</type>
1590
1591<!--####################################################################-->
1592<type number="23" name="Door">
1593 <ignore>
1594 <ignore_list name="non_pickable" />
1595 </ignore>
1596 <description><![CDATA[
1597 A door can be opened with a normal key. It also can be broken by attacking
1598 it, and it can be defeated with the lockpicking skill. If a door is
1599 defeated, horizontally and vertically adjacent doors are automatically
1600 removed. ]]>
1601 </description>
1602 <attribute arch="no_pick" value="1" type="fixed" />
1603 <attribute arch="alive" value="1" type="fixed" />
1604 <attribute arch="no_pass" editor="blocking passage" type="bool">
1605 If set, a player must defeat the door to enter.
1606 </attribute>
1607 <attribute arch="hp" editor="hitpoints" type="int">
1608 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1609 </attribute>
1610 <attribute arch="ac" editor="armour class" type="int">
1611 Doors of high &lt;armour class&gt; are less likely to get hit.
1612 &lt;armour class&gt; can be considered the "counterpiece" to
1613 &lt;weapon class&gt;.
1614 </attribute>
1615 <attribute arch="other_arch" editor="drop arch" type="string">
1616 This string defines the object that will be created when the door was
1617 defeated.
1618 </attribute>
1619 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1620 This entry determines what kind of traps will appear in the door.
1532 </attribute> 1621 </attribute>
1533</type> 1622</type>
1534 1623
1535<!--####################################################################--> 1624<!--####################################################################-->
1536<type number="83" name="Duplicator"> 1625<type number="83" name="Duplicator">
1581 (Monsters cannot use exits.) Depending on how it is set, the player applies 1670 (Monsters cannot use exits.) Depending on how it is set, the player applies
1582 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on 1671 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1583 the exit. ]]> 1672 the exit. ]]>
1584 </description> 1673 </description>
1585 <use><![CDATA[ 1674 <use><![CDATA[
1586 If you want to have an invisible exit, set &lt;invisible&gt; (, of course 1675 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1587 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be 1676 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1588 detected with the show_invisible spell. 1677 detected with the show_invisible spell.
1589 <br><br> 1678 <br><br>
1590 You can be quite creative with the outlook of secret exits (their "face"). 1679 You can be quite creative with the outlook of secret exits (their "face").
1591 Don't forget to give the player relyable hints about them though. ]]> 1680 Don't forget to give the player relyable hints about them though. ]]>
1595 You can enter an absolute path, beginning with '/' (for example 1684 You can enter an absolute path, beginning with '/' (for example
1596 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning 1685 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1597 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the 1686 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1598 relative path "Fire1"). Use relative paths whenever possible! Note that 1687 relative path "Fire1"). Use relative paths whenever possible! Note that
1599 upper/lower case must always be set correctly. However, please use lower 1688 upper/lower case must always be set correctly. However, please use lower
1600 case only. 1689 case only.
1601 It is well possible to have an exit pointing to the same map that the exit 1690 It is well possible to have an exit pointing to the same map that the exit
1602 is on. If slaying is not set in an exit, the player will see a message like 1691 is on. If slaying is not set in an exit, the player will see a message like
1603 "the exit is closed". 1692 "the exit is closed".
1604 </attribute> 1693 </attribute>
1605 <attribute arch="hp" editor="destination X" type="int"> 1694 <attribute arch="hp" editor="destination X" type="int">
1819 </attribute> 1908 </attribute>
1820<section name="terrain"> 1909<section name="terrain">
1821 <attribute arch="slow_move" editor="slow movement" type="int"> 1910 <attribute arch="slow_move" editor="slow movement" type="int">
1822 If &lt;slow movement&gt; is set to a value greater zero, all 1911 If &lt;slow movement&gt; is set to a value greater zero, all
1823 creatures moving over this spot will be slower than normal. 1912 creatures moving over this spot will be slower than normal.
1824 1913
1825 &lt;slow movement&gt; 1 - rough terrain 1914 &lt;slow movement&gt; 1 - rough terrain
1826 &lt;slow movement&gt; 2 - very rough terrain 1915 &lt;slow movement&gt; 2 - very rough terrain
1827 ... 1916 ...
1828 &lt;slow movement&gt; 7 - spider web (sticky as hell) 1917 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1829 </attribute> 1918 </attribute>
1874 </attribute> 1963 </attribute>
1875<section name="terrain"> 1964<section name="terrain">
1876 <attribute arch="slow_move" editor="slow movement" type="int"> 1965 <attribute arch="slow_move" editor="slow movement" type="int">
1877 If &lt;slow movement&gt; is set to a value greater zero, all 1966 If &lt;slow movement&gt; is set to a value greater zero, all
1878 creatures moving over this spot will be slower than normal. 1967 creatures moving over this spot will be slower than normal.
1879 1968
1880 &lt;slow movement&gt; 1 - rough terrain 1969 &lt;slow movement&gt; 1 - rough terrain
1881 &lt;slow movement&gt; 2 - very rough terrain 1970 &lt;slow movement&gt; 2 - very rough terrain
1882 ... 1971 ...
1883 &lt;slow movement&gt; 7 - spider web (sticky as hell) 1972 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1884 </attribute> 1973 </attribute>
1982 </use> 2071 </use>
1983 <attribute arch="magic" editor="magic bonus" type="int"> 2072 <attribute arch="magic" editor="magic bonus" type="int">
1984 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2073 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1985 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2074 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1986 than direct armour-class bonus on the helmet. 2075 than direct armour-class bonus on the helmet.
1987 2076
1988 Important: &lt;magic bonus&gt; on girdles has no effect if there is no 2077 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1989 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus 2078 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1990 &lt;magic bonus&gt; is pointless here. 2079 &lt;magic bonus&gt; is pointless here.
1991 </attribute> 2080 </attribute>
1992</type> 2081</type>
2101 </attribute> 2190 </attribute>
2102<section name="terrain"> 2191<section name="terrain">
2103 <attribute arch="slow_move" editor="slow movement" type="int"> 2192 <attribute arch="slow_move" editor="slow movement" type="int">
2104 If &lt;slow movement&gt; is set to a value greater zero, all 2193 If &lt;slow movement&gt; is set to a value greater zero, all
2105 creatures moving over this spot will be slower than normal. 2194 creatures moving over this spot will be slower than normal.
2106 2195
2107 &lt;slow movement&gt; 1 - rough terrain 2196 &lt;slow movement&gt; 1 - rough terrain
2108 &lt;slow movement&gt; 2 - very rough terrain 2197 &lt;slow movement&gt; 2 - very rough terrain
2109 ... 2198 ...
2110 &lt;slow movement&gt; 7 - spider web (sticky as hell) 2199 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2111 </attribute> 2200 </attribute>
2148 </use> 2237 </use>
2149 <attribute arch="magic" editor="magic bonus" type="int"> 2238 <attribute arch="magic" editor="magic bonus" type="int">
2150 &lt;magic bonus&gt; works just like ac, except that it can be improved by 2239 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2151 "scrolls of Enchant Armour" or reduced by acid. It is less useful 2240 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2152 than direct armour-class bonus on the helmet. 2241 than direct armour-class bonus on the helmet.
2153 2242
2154 Important: &lt;magic bonus&gt; on helmets has no effect if there is no 2243 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2155 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;. 2244 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2156 Crowns for instance typically provide no &lt;amour class&gt;. 2245 Crowns for instance typically provide no &lt;amour class&gt;.
2157 </attribute> 2246 </attribute>
2158</type> 2247</type>
2169 </description> 2258 </description>
2170 <attribute arch="no_pick" value="1" type="fixed" /> 2259 <attribute arch="no_pick" value="1" type="fixed" />
2171 <attribute arch="other_arch" editor="god name" type="string"> 2260 <attribute arch="other_arch" editor="god name" type="string">
2172 The altar belongs to the god of the given name. Possible options for 2261 The altar belongs to the god of the given name. Possible options for
2173 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg, 2262 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2174 Gorokh, Valriel and Sorig. 2263 Gorokh, Valriel and Sorig.
2175 2264
2176 If you want to have an unconsecrated altar, set 2265 If you want to have an unconsecrated altar, set
2177 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0. 2266 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2178 </attribute> 2267 </attribute>
2179 <attribute arch="level" editor="reconsecrate level" type="int"> 2268 <attribute arch="level" editor="reconsecrate level" type="int">
2180 To re-consecrate an altar, the player's wisdom level must be as 2269 To re-consecrate an altar, the player's wisdom level must be as
2181 high or higher than this value. In that way, some altars can not 2270 high or higher than this value. In that way, some altars can not
2182 be re-consecrated, while other altars, like those in dungeons, could be. 2271 be re-consecrated, while other altars, like those in dungeons, could be.
2183 2272
2184 Altars located in temples should have at least &lt;reconsecrate level&gt; 100. 2273 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2185 Some characters might need those altars, they would be very unhappy to 2274 Some characters might need those altars, they would be very unhappy to
2186 see them re-consecrated to another cult. 2275 see them re-consecrated to another cult.
2187 </attribute> 2276 </attribute>
2188</type> 2277</type>
2308 This string specifies the object we are looking for: We have a match 2397 This string specifies the object we are looking for: We have a match
2309 if the player does/don't carry an object of archtype &lt;match arch name&gt;. 2398 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2310 </attribute> 2399 </attribute>
2311 <attribute arch="hp" editor="match type" type="int"> 2400 <attribute arch="hp" editor="match type" type="int">
2312 This value specifies the object we are looking for: We have a match 2401 This value specifies the object we are looking for: We have a match
2313 if the player does/don't carry an object that is of type &lt;match type&gt;. 2402 if the player does/don't carry an object that is of type &lt;match type&gt;.
2314 2403
2315 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt; 2404 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2316 enabled. Now you have an inv. checker blocking all players that carry any 2405 enabled. Now you have an inv. checker blocking all players that carry any
2317 kind of melee weapon. To pass, a player is forced to leave behind all 2406 kind of melee weapon. To pass, a player is forced to leave behind all
2318 his weaponry... bad news for a warrior. ;) 2407 his weaponry... bad news for a warrior. ;)
2319 </attribute> 2408 </attribute>
2333 </attribute> 2422 </attribute>
2334 <attribute arch="last_heal" editor="remove match" type="bool"> 2423 <attribute arch="last_heal" editor="remove match" type="bool">
2335 &lt;remove match&gt; means remove object if found. Setting this is usually not 2424 &lt;remove match&gt; means remove object if found. Setting this is usually not
2336 recommended because inv. checkers are in general invisible. So, unlike 2425 recommended because inv. checkers are in general invisible. So, unlike
2337 for altars/ locked doors, the player won't expect to lose an object when 2426 for altars/ locked doors, the player won't expect to lose an object when
2338 walking over that square. And he doesn't even get a message either. 2427 walking over that square. And he doesn't even get a message either.
2339 2428
2340 So, *if* you enable &lt;remove match&gt;, make sure 2429 So, *if* you enable &lt;remove match&gt;, make sure
2341 to inform the player what's going on! 2430 to inform the player what's going on!
2342 </attribute> 2431 </attribute>
2343</type> 2432</type>
2344 2433
2392 This text may describe the object. 2481 This text may describe the object.
2393 </attribute> 2482 </attribute>
2394</type> 2483</type>
2395 2484
2396<!--####################################################################--> 2485<!--####################################################################-->
2486<type number="24" name="Key">
2487 <description><![CDATA[
2488 When carrying a key, a normal door can be opened. The key will
2489 disappear. ]]>
2490 </description>
2491 <attribute arch="startequip" editor="godgiven item" type="bool">
2492 A godgiven item vanishes as soon as the player
2493 drops it to the ground.
2494 </attribute>
2495</type>
2496
2497<!--####################################################################-->
2397<type number="20" name="Locked Door"> 2498<type number="20" name="Locked Door">
2398 <ignore> 2499 <ignore>
2399 <ignore_list name="non_pickable" /> 2500 <ignore_list name="non_pickable" />
2400 </ignore> 2501 </ignore>
2401 <description><![CDATA[ 2502 <description><![CDATA[
2403 the appropriate special key. ]]> 2504 the appropriate special key. ]]>
2404 </description> 2505 </description>
2405 <use><![CDATA[ 2506 <use><![CDATA[
2406 If you want to create a locked door that cannot be opened (no key), 2507 If you want to create a locked door that cannot be opened (no key),
2407 set a &lt;key string&gt; like "no_key_available". This will clearify things 2508 set a &lt;key string&gt; like "no_key_available". This will clearify things
2408 and only a fool would create a key matching that string. 2509 and only a fool would create a key matching that string.
2409 2510
2410 Door-objects can not only be used for "doors". In many maps these 2511 Door-objects can not only be used for "doors". In many maps these
2411 are used with all kinds of faces/names, especially often as 2512 are used with all kinds of faces/names, especially often as
2412 "magic force". A good example is the map "Lake_Country/ebony/masterlev". 2513 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2413 There you have magic forces (door objects) put under certain artifact 2514 There you have magic forces (door objects) put under certain artifact
2414 items. To get your hands on the artifacts, you need to bring up the 2515 items. To get your hands on the artifacts, you need to bring up the
2418 <attribute arch="no_pick" value="1" type="fixed" /> 2519 <attribute arch="no_pick" value="1" type="fixed" />
2419 <attribute arch="slaying" editor="key string" type="string"> 2520 <attribute arch="slaying" editor="key string" type="string">
2420 The &lt;key string&gt; in the door must be identical with the 2521 The &lt;key string&gt; in the door must be identical with the
2421 &lt;key string&gt; in the special key, then the door is unlocked. 2522 &lt;key string&gt; in the special key, then the door is unlocked.
2422 It is VERY important to set the &lt;key string&gt; to something that 2523 It is VERY important to set the &lt;key string&gt; to something that
2423 is unique among the CF mapset. 2524 is unique among the CF mapset.
2424 2525
2425 DONT EVER USE the default string "set_individual_value". 2526 DONT EVER USE the default string "set_individual_value".
2426 </attribute> 2527 </attribute>
2427 <attribute arch="no_magic" editor="restrict spells" type="bool"> 2528 <attribute arch="no_magic" editor="restrict spells" type="bool">
2428 Restricting the use of spells to pass this door. 2529 Restricting the use of spells to pass this door.
2429 This should be set in most cases. 2530 This should be set in most cases.
2471 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text"> 2572 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2472 This textfield contains the keyword-matching-syntax. The text should 2573 This textfield contains the keyword-matching-syntax. The text should
2473 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ". 2574 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2474 Any number of keywords from one to infinite is allowed. Make sure 2575 Any number of keywords from one to infinite is allowed. Make sure
2475 they are seperated by a '|'. 2576 they are seperated by a '|'.
2476 2577
2477 Examples: "@match yes", "@match gold|treasure". The connected 2578 Examples: "@match yes", "@match gold|treasure". The connected
2478 value will be triggerd when the player speaks any of the given 2579 value will be triggerd when the player speaks any of the given
2479 keywords within a two-square radius. IMPORTANT: Upper/lower case 2580 keywords within a two-square radius. IMPORTANT: Upper/lower case
2480 does not make a difference! 2581 does not make a difference!
2481 </attribute> 2582 </attribute>
2659 </attribute> 2760 </attribute>
2660 <attribute arch="name" editor="delete mark" type="string"> 2761 <attribute arch="name" editor="delete mark" type="string">
2661 When the player steps onto the marker, all existing forces in 2762 When the player steps onto the marker, all existing forces in
2662 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt; 2763 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2663 will be removed. If you don't want to remove any marks, leave 2764 will be removed. If you don't want to remove any marks, leave
2664 this textfield empty. 2765 this textfield empty.
2665 2766
2666 Note that the string &lt;delete mark&gt; is set as the name of 2767 Note that the string &lt;delete mark&gt; is set as the name of
2667 this marker. So don't be confused, and remember changing the 2768 this marker. So don't be confused, and remember changing the
2668 name will take effect on the marker's functionality. 2769 name will take effect on the marker's functionality.
2669 </attribute> 2770 </attribute>
2670 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text"> 2771 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2671 In the moment when the player gets marked, this text is displayed 2772 In the moment when the player gets marked, this text is displayed
2672 to him. You should really set a message in any marker you create, 2773 to him. You should really set a message in any marker you create,
2673 because it's the only way for the player to notice what's going on. 2774 because it's the only way for the player to notice what's going on.
2674 </attribute> 2775 </attribute>
2675</type> 2776</type>
2676<!--####################################################################-->
2677<type number="26" name="Timed Gate">
2678 <ignore>
2679 <ignore_list name="non_pickable" />
2680 </ignore>
2681 <description><![CDATA[
2682 Gates play an important role in Crossfire. Gates can be opened
2683 by activating a button/trigger, by speaking passwords (-> magic_ear)
2684 or carrying special key-objects (-> inventory checker).
2685 Unlike locked doors, gates can get shut again after a player has
2686 passed, which makes them more practical in many cases. Unlike normal
2687 gates, timed gates open when triggered but automatically close again
2688 after some time.]]>
2689 </description>
2690 <use><![CDATA[
2691 Use gates to divide your maps into separated areas. After solving
2692 area A, the player gains access to area B, and so on. Make your
2693 maps more complex than "one-way". ]]>
2694 </use>
2695 <attribute arch="no_pick" value="1" type="fixed" />
2696 <attribute arch="connected" editor="connection" type="int">
2697 Whenever the inventory checker is triggered, all objects with identical
2698 &lt;connection&gt; value get activated. This only makes sense together with
2699 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
2700 after some time.
2701 </attribute>
2702 <attribute arch="wc" editor="position state" type="int">
2703 The &lt;position state&gt; defines the position of the gate:
2704 Zero means completely open/down, the "number of animation-steps" (usually
2705 about 6 or 7) means completely closed/up state. I suggest you don't
2706 mess with this value - Leave the default in place.
2707 </attribute>
2708 <attribute arch="no_pass" editor="blocking passage" type="bool">
2709 For open gates, &lt;blocking passage&gt; should be unset.
2710 For closed gates it must be set.
2711 </attribute>
2712 <attribute arch="no_magic" editor="restrict spells" type="bool">
2713 Restricting the use of spells to pass this gate. This has
2714 an effect only if &lt;block view&gt; is disabled.
2715 </attribute>
2716 <attribute arch="damned" editor="restrict prayers" type="bool">
2717 Restricting the use of prayers to pass this door. This has
2718 an effect only if &lt;block view&gt; is disabled.
2719 </attribute>
2720 <attribute arch="hp" editor="open duration" type="int">
2721 Defines the duration the gate remains closed. This only takes effect
2722 if the gate is not connected.
2723 </attribute>
2724</type>
2725 2777
2726<!--####################################################################-->
2727<type number="52" name="Trigger Marker">
2728 <ignore>
2729 <ignore_list name="system_object" />
2730 </ignore>
2731 <description><![CDATA[
2732 A trigger marker is an object that inserts an invisible force (a mark) into a
2733 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2734 &lt;key string&gt; which can be discovered by detectors or inventory
2735 checkers. It is also possible to use markers for removing marks again.
2736 <br><br>
2737 Note that the player has no possibility to "see" his own marks,
2738 except by the effect that they cause on the maps. ]]>
2739 </description>
2740 <use><![CDATA[
2741 Markers hold real cool possibilities for map-making. I encourage
2742 you to use them frequently. However there is one negative point
2743 about markers: Players don't "see" what's going on with them. It is
2744 your task, as map-creator, to make sure the player is always well
2745 informed and never confused.
2746 <br><br>
2747 Please avoid infinite markers when they aren't needed. They're
2748 using a little space in the player file after all, so if there
2749 is no real purpose, set an expire time. ]]>
2750 </use>
2751 <attribute arch="no_pick" value="1" type="fixed" />
2752 <attribute arch="slaying" editor="key string" type="string">
2753 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2754 If the player already has a force with that &lt;key string&gt;,
2755 there won't be inserted a second one.
2756 </attribute>
2757 <attribute arch="connected" editor="connection" type="int">
2758 Unlike a regular marker this is the connection that triggers this marker to activate.
2759 </attribute>
2760 <attribute arch="food" editor="mark duration" type="int">
2761 This value defines the duration of the force it inserts.
2762 If nonzero, the duration of the player's mark is finite:
2763 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2764 means the mark will stay on the player forever.
2765 </attribute>
2766 <attribute arch="name" editor="delete mark" type="string">
2767 When the player steps onto the marker, all existing forces in
2768 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2769 will be removed. If you don't want to remove any marks, leave
2770 this textfield empty.
2771
2772 Note that the string &lt;delete mark&gt; is set as the name of
2773 this marker. So don't be confused, and remember changing the
2774 name will take effect on the marker's functionality.
2775 </attribute>
2776 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2777 In the moment when the player gets marked, this text is displayed
2778 to him. You should really set a message in any marker you create,
2779 because it's the only way for the player to notice what's going on.
2780 </attribute>
2781</type>
2782<!--####################################################################--> 2778<!--####################################################################-->
2783<type number="36" name="Money"> 2779<type number="36" name="Money">
2784 <ignore> 2780 <ignore>
2785 <attribute arch="unpaid" /> 2781 <attribute arch="unpaid" />
2786 </ignore> 2782 </ignore>
2828 It's no fun to play for two hours just to find out the last 2824 It's no fun to play for two hours just to find out the last
2829 monster is unbeatable. Similar, it's not exciting to fight orcs 2825 monster is unbeatable. Similar, it's not exciting to fight orcs
2830 after passing a room of dragons.<br> 2826 after passing a room of dragons.<br>
2831 This rule applies only for linear maps (one room after the other), 2827 This rule applies only for linear maps (one room after the other),
2832 with treasure at the end. You can sprinkle the treasure around, 2828 with treasure at the end. You can sprinkle the treasure around,
2833 or make non-linear maps - That is often more entertaining. 2829 or make non-linear maps - That is often more entertaining.
2834 <LI> Places with high level monsters must not be easy to reach. 2830 <LI> Places with high level monsters must not be easy to reach.
2835 Balrogs, Dragonmen and the likes should be at the end of a quest, 2831 Balrogs, Dragonmen and the likes should be at the end of a quest,
2836 not at the beginning. 2832 not at the beginning.
2837 <LI> Don't stick monsters together that tend to kill each other. 2833 <LI> Don't stick monsters together that tend to kill each other.
2838 Fire- and cold dragons in one room for example is a bad idea. 2834 Fire- and cold dragons in one room for example is a bad idea.
2839 By weakening and killing each other they are easy prey for players, 2835 By weakening and killing each other they are easy prey for players,
2840 not worth the experience they hold. 2836 not worth the experience they hold.
2841 <LI> Create your own monsters, especially for "boss"-type monsters. 2837 <LI> Create your own monsters, especially for "boss"-type monsters.
2858 <attribute arch="alive" value="1" type="fixed" /> 2854 <attribute arch="alive" value="1" type="fixed" />
2859 <attribute arch="randomitems" editor="treasurelist" type="treasurelist"> 2855 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2860 When the monster is killed, items from the treasurelist will 2856 When the monster is killed, items from the treasurelist will
2861 drop to the ground. This is a common way to reward players 2857 drop to the ground. This is a common way to reward players
2862 for killing (masses of) monsters. 2858 for killing (masses of) monsters.
2863 2859
2864 Note that you can always put items into the monster's 2860 Note that you can always put items into the monster's
2865 inventory. Those will drop-at-kill just like the stuff 2861 inventory. Those will drop-at-kill just like the stuff
2866 from the &lt;treasurelist&gt;. 2862 from the &lt;treasurelist&gt;.
2867 </attribute> 2863 </attribute>
2868 <attribute arch="level" editor="level" type="int"> 2864 <attribute arch="level" editor="level" type="int">
2877 </attribute> 2873 </attribute>
2878 <attribute arch="exp" editor="experience" type="int"> 2874 <attribute arch="exp" editor="experience" type="int">
2879 When a player kills this monster, he will get exactly this 2875 When a player kills this monster, he will get exactly this
2880 amount of &lt;experience&gt;. The experience will flow into 2876 amount of &lt;experience&gt;. The experience will flow into
2881 the skill-cathegory the player used for the kill. 2877 the skill-cathegory the player used for the kill.
2882 2878
2883 If you create special monsters of tweaked strenght/abilities, 2879 If you create special monsters of tweaked strenght/abilities,
2884 always make sure that the &lt;experience&gt; is set to a 2880 always make sure that the &lt;experience&gt; is set to a
2885 reasonable value. Compare with existing arches to get a feeling 2881 reasonable value. Compare with existing arches to get a feeling
2886 what reasonable means. Keep in mind that spellcasting monsters 2882 what reasonable means. Keep in mind that spellcasting monsters
2887 are a lot harder to kill than non-spellcasters! 2883 are a lot harder to kill than non-spellcasters!
2906 This only takes effect if &lt;multiply&gt; is enabled. The monster 2902 This only takes effect if &lt;multiply&gt; is enabled. The monster
2907 will create a new monster every once in a while by duplicating it's inventory. 2903 will create a new monster every once in a while by duplicating it's inventory.
2908 In this case, the &lt;breed monster&gt; value is never used and can be forgotten. 2904 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2909 Each time the monster need to generate an object, it will be 2905 Each time the monster need to generate an object, it will be
2910 a randomly chosen item from the inventory. When generator is destroyed, 2906 a randomly chosen item from the inventory. When generator is destroyed,
2911 inventory is destroyed. 2907 inventory is destroyed.
2912 </attribute> 2908 </attribute>
2913 <attribute arch="flying" editor="flying" type="bool"> 2909 <attribute arch="flying" editor="flying" type="bool">
2914 Flying monsters won't get slowed down in rough terrain 2910 Flying monsters won't get slowed down in rough terrain
2915 and they won't be affected by movers. 2911 and they won't be affected by movers.
2916 </attribute> 2912 </attribute>
2921 <attribute arch="carrying" editor="carries weight" type="int"> 2917 <attribute arch="carrying" editor="carries weight" type="int">
2922 If a monster has something in the inventory, this 2918 If a monster has something in the inventory, this
2923 value can be set to reflect the slowdown due to 2919 value can be set to reflect the slowdown due to
2924 the carried weight. 2920 the carried weight.
2925 </attribute> 2921 </attribute>
2926 2922
2927<section name="melee"> 2923<section name="melee">
2928 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 2924 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2929 This number is a bitmask, specifying the monster's attacktypes 2925 This number is a bitmask, specifying the monster's attacktypes
2930 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc. 2926 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2931 Strong monsters often have more than just physical attacktype. 2927 Strong monsters often have more than just physical attacktype.
2932 2928
2933 When a monster with multiple attacktypes hits aan oponent, it will do 2929 When a monster with multiple attacktypes hits aan oponent, it will do
2934 as much damage as the "best" of it's attacktypes does. So, the more 2930 as much damage as the "best" of it's attacktypes does. So, the more
2935 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are 2931 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2936 somehow exceptions. 2932 somehow exceptions.
2937 </attribute> 2933 </attribute>
2981 <attribute arch="one_hit" editor="one hit only" type="bool"> 2977 <attribute arch="one_hit" editor="one hit only" type="bool">
2982 Monsters with &lt;one hit only&gt; dissapear after one successful hit 2978 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2983 to a player. 2979 to a player.
2984 </attribute> 2980 </attribute>
2985</section> 2981</section>
2986 2982
2987<section name="spellcraft"> 2983<section name="spellcraft">
2988 <attribute arch="can_cast_spell" editor="can cast spell" type="bool"> 2984 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2989 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell. 2985 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2990 Only wands/rods/etc can be used, given the appropriate abilities. 2986 Only wands/rods/etc can be used, given the appropriate abilities.
2991 </attribute> 2987 </attribute>
2992 <attribute arch="reflect_spell" editor="reflect spells" type="bool"> 2988 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2993 A monster with this flag has the ability to &lt;reflect spells&gt;, 2989 A monster with this flag has the ability to &lt;reflect spells&gt;,
2994 all kinds of spell-bullets and -beams will bounce off. 2990 all kinds of spell-bullets and -beams will bounce off.
2995 2991
2996 Generally this flag should not be set because it puts 2992 Generally this flag should not be set because it puts
2997 wizard-type players at an unfair disadvantage. 2993 wizard-type players at an unfair disadvantage.
2998 </attribute> 2994 </attribute>
2999 <attribute arch="sp" editor="spellpoints" type="int"> 2995 <attribute arch="sp" editor="spellpoints" type="int">
3000 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use 2996 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3011 "regenerate mana" at it's disposal. 3007 "regenerate mana" at it's disposal.
3012 </attribute> 3008 </attribute>
3013 <attribute arch="Pow" editor="spellpoint regen." type="int"> 3009 <attribute arch="Pow" editor="spellpoint regen." type="int">
3014 Monsters regenerate this many spellpoints each 16 ticks. Hence, the 3010 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3015 spellpoint regeneration rate is independent of &lt;speed&gt;. 3011 spellpoint regeneration rate is independent of &lt;speed&gt;.
3016 3012
3017 To make a real tough spellcasting monster, the rate of spellpoint 3013 To make a real tough spellcasting monster, the rate of spellpoint
3018 regeneration is most important. If your monster is still not casting 3014 regeneration is most important. If your monster is still not casting
3019 fast enough, give it the spell-ability of "regenerate mana". 3015 fast enough, give it the spell-ability of "regenerate mana".
3020 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing. 3016 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3021 </attribute> 3017 </attribute>
3030 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath"> 3026 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3031 Click on the &lt;denied paths&gt; button to select spellpaths. 3027 Click on the &lt;denied paths&gt; button to select spellpaths.
3032 The creature won't be able to cast spells of the specified paths. 3028 The creature won't be able to cast spells of the specified paths.
3033 </attribute> 3029 </attribute>
3034</section> 3030</section>
3035 3031
3036<section name="ability"> 3032<section name="ability">
3037 <attribute arch="Int" editor="detect hidden" type="int"> 3033 <attribute arch="Int" editor="detect hidden" type="int">
3038 The &lt;detect hidden&gt; value gives monsters the ablitity to find 3034 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3039 hidden/invisible creatures. Higher values make for better 3035 hidden/invisible creatures. Higher values make for better
3040 detection-skills. Enabling &lt;see invisible&gt; makes this value 3036 detection-skills. Enabling &lt;see invisible&gt; makes this value
3075 Monster is able to read scrolls. 3071 Monster is able to read scrolls.
3076 </attribute> 3072 </attribute>
3077 <attribute arch="can_use_skill" editor="can use skills" type="bool"> 3073 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3078 Monster is able to use skills from it's inventory. 3074 Monster is able to use skills from it's inventory.
3079 For example, you can put a throwing skill object and some 3075 For example, you can put a throwing skill object and some
3080 boulders into the monster's object and set &lt;can use skills&gt;. 3076 boulders into the monster's object and set &lt;can use skills&gt;.
3081 </attribute> 3077 </attribute>
3082</section> 3078</section>
3083 3079
3084<section name="behave"> 3080<section name="behave">
3085 <attribute arch="monster" editor="monster behaviour" type="bool"> 3081 <attribute arch="monster" editor="monster behaviour" type="bool">
3086 When &lt;monster behaviour&gt; is enabled, this object will behave 3082 When &lt;monster behaviour&gt; is enabled, this object will behave
3087 like a monster: It can move and attack enemies (which are 3083 like a monster: It can move and attack enemies (which are
3088 typically players). 3084 typically players).
3089 This flag should be set for all monsters as-such. 3085 This flag should be set for all monsters as-such.
3090 Monsters which don't move, like guards, should also have 3086 Monsters which don't move, like guards, should also have
3091 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;. 3087 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3092 It should *not* be set for things like immobile generators. 3088 It should *not* be set for things like immobile generators.
3093 </attribute> 3089 </attribute>
3094 <attribute arch="unaggressive" editor="unaggressive" type="bool"> 3090 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3095 &lt;unaggressive&gt; monsters do not attack players unless attacked first. 3091 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3096 </attribute> 3092 </attribute>
3097 <attribute arch="friendly" editor="friendly" type="bool"> 3093 <attribute arch="friendly" editor="friendly" type="bool">
3100 </attribute> 3096 </attribute>
3101 <attribute arch="stand_still" editor="stand still" type="bool"> 3097 <attribute arch="stand_still" editor="stand still" type="bool">
3102 Monsters which &lt;stand still&gt; won't move to leave their position. 3098 Monsters which &lt;stand still&gt; won't move to leave their position.
3103 When agressive, they will attack all enemies who get close to 3099 When agressive, they will attack all enemies who get close to
3104 them. This behaviour is commonly known from castle guards. 3100 them. This behaviour is commonly known from castle guards.
3105 3101
3106 In older versions of Crossfire it was possible to eventually 3102 In older versions of Crossfire it was possible to eventually
3107 push a &lt;stand still&gt;-monster out of position by force. 3103 push a &lt;stand still&gt;-monster out of position by force.
3108 I believe this is no longer possible. Neverthless, you should 3104 I believe this is no longer possible. Neverthless, you should
3109 still be cautious when lining up &lt;stand still&gt;-monster in order 3105 still be cautious when lining up &lt;stand still&gt;-monster in order
3110 to "defend" something: Such monsters are rather easy to kill. 3106 to "defend" something: Such monsters are rather easy to kill.
3121 creature is able to perform. 3117 creature is able to perform.
3122 </attribute> 3118 </attribute>
3123 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up"> 3119 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3124 Click on the &lt;pick up&gt; button and select which types of objects 3120 Click on the &lt;pick up&gt; button and select which types of objects
3125 the creature should try to pick up. 3121 the creature should try to pick up.
3126 3122
3127 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;... 3123 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3128 etc are set, then the creature will pick up the matching items even 3124 etc are set, then the creature will pick up the matching items even
3129 if this is not set here. 3125 if this is not set here.
3130 </attribute> 3126 </attribute>
3131 <attribute arch="Wis" editor="sensing range" type="int"> 3127 <attribute arch="Wis" editor="sensing range" type="int">
3142 When the monster's health points drop below this percentage 3138 When the monster's health points drop below this percentage
3143 (relative to max health), it attempts to run away from the 3139 (relative to max health), it attempts to run away from the
3144 attacker. 3140 attacker.
3145 </attribute> 3141 </attribute>
3146</section> 3142</section>
3147 3143
3148<section name="resistance"> 3144<section name="resistance">
3149 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int"> 3145 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3150 </attribute> 3146 </attribute>
3151 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int"> 3147 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3152 </attribute> 3148 </attribute>
3189 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int"> 3185 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3190 </attribute> 3186 </attribute>
3191</section> 3187</section>
3192 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text"> 3188 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3193 </attribute> 3189 </attribute>
3190</type>
3191
3192<!--####################################################################-->
3193<type number="28" name="Monster (Grimreaper)">
3194 <import_type name="Monster &amp; NPC" />
3195 <ignore>
3196 <attribute arch="material" />
3197 <attribute arch="name_pl" />
3198 <attribute arch="nrof" />
3199 <attribute arch="value" />
3200 <attribute arch="unpaid" />
3201 </ignore>
3202 <description><![CDATA[
3203 A grimreaper is a monster that vanishes after it did some number of
3204 draining attacks. ]]> <!-- XXX: is this ok? -->
3205 </description>
3206<section name="grimreaper">
3207 <attribute arch="value" editor="attacks" type="int">
3208 The object vanishes after this number of draining attacks.
3209 </attribute>
3210</section>
3194</type> 3211</type>
3195 3212
3196<!--####################################################################--> 3213<!--####################################################################-->
3197<type number="65" name="Mood Floor"> 3214<type number="65" name="Mood Floor">
3198 <ignore> 3215 <ignore>
3220 </use> 3237 </use>
3221 <attribute arch="no_pick" value="1" type="fixed" /> 3238 <attribute arch="no_pick" value="1" type="fixed" />
3222 <attribute arch="last_sp" editor="mood" type="list_mood"> 3239 <attribute arch="last_sp" editor="mood" type="list_mood">
3223 &lt;mood&gt; is used to determine what will happen to the 3240 &lt;mood&gt; is used to determine what will happen to the
3224 monster when affected by the mood floor: 3241 monster when affected by the mood floor:
3225 3242
3226 &lt;mood&gt; 'furious': Makes all monsters aggressive 3243 &lt;mood&gt; 'furious': Makes all monsters aggressive
3227 3244
3228 &lt;mood&gt; 'angry': As above but pets are unaffected 3245 &lt;mood&gt; 'angry': As above but pets are unaffected
3229 3246
3230 &lt;mood&gt; 'calm': Makes all monsters unaggressive 3247 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3231 3248
3232 &lt;mood&gt; 'sleep': Puts all monsters to sleep 3249 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3233 3250
3234 &lt;mood&gt; 'charm': Turns monster into a pet of person 3251 &lt;mood&gt; 'charm': Turns monster into a pet of person
3235 who triggers the square. This setting is not 3252 who triggers the square. This setting is not
3236 enabled for continous operation, you need to 3253 enabled for continous operation, you need to
3237 insert a &lt;connection&gt; value! 3254 insert a &lt;connection&gt; value!
3238 </attribute> 3255 </attribute>
3239 <attribute arch="connected" editor="connection" type="int"> 3256 <attribute arch="connected" editor="connection" type="int">
3240 This should only be set in combination with &lt;mood number&gt; 4. 3257 This should only be set in combination with &lt;mood number&gt; 4.
3241 Normally, monsters are affected by the mood floor as soon as they 3258 Normally, monsters are affected by the mood floor as soon as they
3242 step on it. But charming (monster -&gt; pet) is too powerful, 3259 step on it. But charming (monster -&gt; pet) is too powerful,
3243 so it needs to be activated. 3260 so it needs to be activated.
3244 3261
3245 Typically it is connected to an altar, for buying a "hireling". 3262 Typically it is connected to an altar, for buying a "hireling".
3246 But a powerful pet could as well be the reward for solving a 3263 But a powerful pet could as well be the reward for solving a
3247 quest. Or even better: It could be *part* of a quest! 3264 quest. Or even better: It could be *part* of a quest!
3248 </attribute> 3265 </attribute>
3249 <attribute arch="no_magic" editor="no spells" type="bool"> 3266 <attribute arch="no_magic" editor="no spells" type="bool">
3310 A mover with direction set to &lt;none&gt; will spin clockwise, 3327 A mover with direction set to &lt;none&gt; will spin clockwise,
3311 thus pushing creatures in unpredictable directions. 3328 thus pushing creatures in unpredictable directions.
3312 </attribute> 3329 </attribute>
3313 <attribute arch="lifesave" editor="gets used up" type="bool"> 3330 <attribute arch="lifesave" editor="gets used up" type="bool">
3314 If enabled, the mover gets "used up" after a certain number of moves 3331 If enabled, the mover gets "used up" after a certain number of moves
3315 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly. 3332 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3316 </attribute> 3333 </attribute>
3317 <attribute arch="hp" editor="number of uses" type="int"> 3334 <attribute arch="hp" editor="number of uses" type="int">
3318 This value has only a meaning if &lt;gets used up&gt; is set: 3335 This value has only a meaning if &lt;gets used up&gt; is set:
3319 &lt;number of uses&gt; is the number of times minus one, that it 3336 &lt;number of uses&gt; is the number of times minus one, that it
3320 will move a creature before disappearing. (It will move 3337 will move a creature before disappearing. (It will move
3321 someone &lt;number of uses&gt;+1 times, then vanish). 3338 someone &lt;number of uses&gt;+1 times, then vanish).
3322 </attribute> 3339 </attribute>
3323<section name="targets"> 3340<section name="targets">
3324 <attribute arch="level" editor="move players" type="bool"> 3341 <attribute arch="level" editor="move players" type="bool">
3325 If &lt;move players&gt; is enabled, both players and monsters will be 3342 If &lt;move players&gt; is enabled, both players and monsters will be
3326 moved. In the arches' default it is disabled - thus ONLY monsters 3343 moved. In the arches' default it is disabled - thus ONLY monsters
3327 get moved. Remember that "monsters" includes NPCs! 3344 get moved. Remember that "monsters" includes NPCs!
3328 3345
3329 This feature provides you with the possibility to make NPCs 3346 This feature provides you with the possibility to make NPCs
3330 literally "come to life". Example: The player is talking with an 3347 literally "come to life". Example: The player is talking with an
3331 NPC, speaking a certain keyword. This triggers a magic_ear and 3348 NPC, speaking a certain keyword. This triggers a magic_ear and
3332 activates creators, creating (per default: monster-only) movers 3349 activates creators, creating (per default: monster-only) movers
3333 under the NPC's feet. The NPC starts "walking" on a predefined 3350 under the NPC's feet. The NPC starts "walking" on a predefined
3366 <attribute arch="no_pick" value="1" type="fixed" /> 3383 <attribute arch="no_pick" value="1" type="fixed" />
3367 <attribute arch="slaying" editor="match race" type="string"> 3384 <attribute arch="slaying" editor="match race" type="string">
3368 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt; 3385 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3369 matches the monster's or the player's race, we have a match. 3386 matches the monster's or the player's race, we have a match.
3370 Yes, pedestals can detect a player's race! E.g. you could create a 3387 Yes, pedestals can detect a player's race! E.g. you could create a
3371 place where only fireborns can enter, by setting "slaying unnatural". 3388 place where only fireborns can enter, by setting "slaying unnatural".
3372 3389
3373 If it is set to "player", any player stepping on the pedestal 3390 If it is set to "player", any player stepping on the pedestal
3374 is a match. Very useful if you want to open a gate for players 3391 is a match. Very useful if you want to open a gate for players
3375 but not for monsters. 3392 but not for monsters.
3376 </attribute> 3393 </attribute>
3377 <attribute arch="connected" editor="connection" type="int"> 3394 <attribute arch="connected" editor="connection" type="int">
3467 </attribute> 3484 </attribute>
3468 <attribute arch="attacktype" editor="special effect" type="list_potion_effect"> 3485 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3469 There are two types of special effects for potions: 3486 There are two types of special effects for potions:
3470 'life restoration' - restore the player's stats lost by death or draining 3487 'life restoration' - restore the player's stats lost by death or draining
3471 (this has nothing in common with the restoration spell!) 3488 (this has nothing in common with the restoration spell!)
3472 'improvement' - increase the player's maximum health/mana/grace 3489 'improvement' - increase the player's maximum health/mana/grace
3473 by a very small amount. 3490 by a very small amount.
3474 </attribute> 3491 </attribute>
3475 <attribute arch="cursed" editor="cursed" type="bool"> 3492 <attribute arch="cursed" editor="cursed" type="bool">
3476 If a potion is cursed, benefits generally turn into penalties. 3493 If a potion is cursed, benefits generally turn into penalties.
3477 Note that potions can be "uncursed" by praying over an altar, 3494 Note that potions can be "uncursed" by praying over an altar,
3633 weapon and projectile. ]]> 3650 weapon and projectile. ]]>
3634 </description> 3651 </description>
3635 <use><![CDATA[ 3652 <use><![CDATA[
3636 If you want to create new kinds of projectiles, you could 3653 If you want to create new kinds of projectiles, you could
3637 add an alchemical receipe to create these. 3654 add an alchemical receipe to create these.
3638 3655
3639 Don't create new pairs of weapons &amp; projectiles unless 3656 Don't create new pairs of weapons &amp; projectiles unless
3640 they really fullfill a useful purpose. In fact, even bows 3657 they really fullfill a useful purpose. In fact, even bows
3641 and crossbows are rarely ever used. ]]> 3658 and crossbows are rarely ever used. ]]>
3642 </use> 3659 </use>
3643 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3660 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3648 </attribute> 3665 </attribute>
3649 <attribute arch="race" editor="ammunition class" type="string"> 3666 <attribute arch="race" editor="ammunition class" type="string">
3650 Only shooting weapons with matching &lt;ammunition class&gt; can fire 3667 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3651 these projectiles. For arrows set "arrows", for crossbow bolts 3668 these projectiles. For arrows set "arrows", for crossbow bolts
3652 set "crossbow bolts" (big surprise). 3669 set "crossbow bolts" (big surprise).
3653 3670
3654 In certain cases, the ammunition class is displayed in the game. 3671 In certain cases, the ammunition class is displayed in the game.
3655 Hence, when you create a new ammunition class, choose an 3672 Hence, when you create a new ammunition class, choose an
3656 intuitive name like "missiles", "spirit bolts" - whatever. 3673 intuitive name like "missiles", "spirit bolts" - whatever.
3657 3674
3658 You can also make special containers holding these projectiles 3675 You can also make special containers holding these projectiles
3659 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;. 3676 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3660 </attribute> 3677 </attribute>
3661 <attribute arch="slaying" editor="slaying race" type="string"> 3678 <attribute arch="slaying" editor="slaying race" type="string">
3662 Slaying means the weapon does tripple (3x) damage to monsters 3679 Slaying means the weapon does tripple (3x) damage to monsters
3778 <attribute arch="value" /> 3795 <attribute arch="value" />
3779 <attribute arch="material" /> 3796 <attribute arch="material" />
3780 <attribute arch="unpaid" /> 3797 <attribute arch="unpaid" />
3781 </ignore> 3798 </ignore>
3782 <description><![CDATA[ 3799 <description><![CDATA[
3783 A rune is a magical enscription on the dungeon floor. 3800 A rune is a magical enscription on the dungeon floor.
3784 <br><br> 3801 <br><br>
3785 Runes hit any monster or person who steps on them for 'dam' damage in 3802 Runes hit any monster or person who steps on them for 'dam' damage in
3786 'attacktype' attacktype. Alternatively, the rune could contain any spell, 3803 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3787 and will cast this spell when it detonates. Yet another kind is the 3804 and will cast this spell when it detonates. Yet another kind is the
3788 "summoning rune", summoning predefined monsters of any kind, at detonation. 3805 "summoning rune", summoning predefined monsters of any kind, at detonation.
3796 <attribute arch="no_pick" value="1" type="fixed" /> 3813 <attribute arch="no_pick" value="1" type="fixed" />
3797 <attribute arch="walk_on" value="1" type="fixed" /> 3814 <attribute arch="walk_on" value="1" type="fixed" />
3798 <attribute arch="level" editor="rune level" type="int"> 3815 <attribute arch="level" editor="rune level" type="int">
3799 This value sets the level the rune will cast the spell it contains at, 3816 This value sets the level the rune will cast the spell it contains at,
3800 if applicable. A level 99 rune casts a very, very mean spell of whatever. 3817 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3801 (&lt;rune level&gt; 0 runes won't detonate at all!) 3818 (&lt;rune level&gt; 0 runes won't detonate at all!)
3802 3819
3803 Level Also effects how easily a rune may be found and disarmed, and 3820 Level Also effects how easily a rune may be found and disarmed, and
3804 how much experience the player gets for doing so. Beware: High level 3821 how much experience the player gets for doing so. Beware: High level
3805 runes can be quite a cheap source of experience! So either make them 3822 runes can be quite a cheap source of experience! So either make them
3806 tough, or keep the level low. 3823 tough, or keep the level low.
3807 </attribute> 3824 </attribute>
3814 The rune will detonate &lt;number of charges&gt; times before disappearing. 3831 The rune will detonate &lt;number of charges&gt; times before disappearing.
3815 </attribute> 3832 </attribute>
3816 <attribute arch="dam" editor="direct damage" type="int"> 3833 <attribute arch="dam" editor="direct damage" type="int">
3817 &lt;direct damage&gt; specifies how much damage is done by the rune, 3834 &lt;direct damage&gt; specifies how much damage is done by the rune,
3818 if it doesn't contain a spell. This should be set in reasonable 3835 if it doesn't contain a spell. This should be set in reasonable
3819 relation to the rune's level. 3836 relation to the rune's level.
3820 </attribute> 3837 </attribute>
3821 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 3838 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3822 If there isn't any spell (and &lt;summon monster&gt; is unset), this 3839 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3823 attribute defines what attacktype to use for direct damage when 3840 attribute defines what attacktype to use for direct damage when
3824 the rune detonates. 3841 the rune detonates.
3889 <attribute arch="no_magic" value="1" type="fixed" /> 3906 <attribute arch="no_magic" value="1" type="fixed" />
3890 <attribute arch="damned" value="1" type="fixed" /> 3907 <attribute arch="damned" value="1" type="fixed" />
3891</type> 3908</type>
3892 3909
3893<!--####################################################################--> 3910<!--####################################################################-->
3911<type number="111" name="Scroll">
3912 <ignore>
3913 <attribute arch="title" />
3914 </ignore>
3915 <description><![CDATA[
3916 Scrolls contain spells (similar to spell-potions). Unlike potions,
3917 scrolls require a certain literacy skill to read successfully.
3918 Accordingly, for a successful reading, a small amount of
3919 experience is gained. Scrolls allow only one time usage, but
3920 usually they are sold in bulks. ]]>
3921 </description>
3922 <use><![CDATA[
3923 For low level quests, scrolls of healing/curing-spells
3924 can be a nice reward. At higher levels, scrolls become less
3925 and less useful. ]]>
3926 </use>
3927 <attribute arch="level" editor="casting level" type="int">
3928 The spell of the scroll will be casted at this level.
3929 This value should always be set, at least to 1.
3930 </attribute>
3931 <attribute arch="sp" editor="spell" type="spell">
3932 When a player/monster applies this scroll, the selected &lt;spell&gt;
3933 will be casted (once). This should work for any given spell.
3934 </attribute>
3935 <attribute arch="startequip" editor="godgiven item" type="bool">
3936 A godgiven item vanishes as soon as the player
3937 drops it to the ground.
3938 </attribute>
3939</type>
3940
3941<!--####################################################################-->
3942<type number="33" name="Shield">
3943 <import_type name="Amulet" />
3944 <description><![CDATA[
3945 Wearing a shield, the object's stats will directly be inherited to
3946 the player. Shields usually provide good defense, only surpassed
3947 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3948 </description>
3949 <use><![CDATA[
3950 Feel free to create your own special artifacts. However, it is very
3951 important that you keep your artifact in balance with existing maps. ]]>
3952 </use>
3953 <attribute arch="magic" editor="magic bonus" type="int">
3954 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3955 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3956 than direct armour-class bonus on the shield.
3957 </attribute>
3958</type>
3959
3960<!--####################################################################-->
3894<type number="14" name="Shooting Weapon"> 3961<type number="14" name="Shooting Weapon">
3895 <description><![CDATA[ 3962 <description><![CDATA[
3896 Schooting weapons like bows/crossbows are used to shoot projectiles 3963 Schooting weapons like bows/crossbows are used to shoot projectiles
3897 (arrows/bolts). Shooting weapons and normal (melee) weapons can be 3964 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3898 wielded both at the same time. Like with any other equipment, 3965 wielded both at the same time. Like with any other equipment,
3912 </use> 3979 </use>
3913 <attribute arch="race" editor="ammunition class" type="string"> 3980 <attribute arch="race" editor="ammunition class" type="string">
3914 Only projectiles with matching &lt;ammunition class&gt; can be fired 3981 Only projectiles with matching &lt;ammunition class&gt; can be fired
3915 with this weapon. For normal bows set "arrows", for normal 3982 with this weapon. For normal bows set "arrows", for normal
3916 crossbows set "crossbow bolts". 3983 crossbows set "crossbow bolts".
3917 3984
3918 In certain cases, the ammunition class is displayed in the game. 3985 In certain cases, the ammunition class is displayed in the game.
3919 Hence, when you create a new ammunition class, choose an 3986 Hence, when you create a new ammunition class, choose an
3920 intuitive name like "missiles", "spirit bolts" - whatever. 3987 intuitive name like "missiles", "spirit bolts" - whatever.
3921 </attribute> 3988 </attribute>
3922 <attribute arch="sp" editor="shooting speed" type="int"> 3989 <attribute arch="sp" editor="shooting speed" type="int">
3923 After shooting a projectile, the player is frozen for a short 3990 After shooting a projectile, the player is frozen for a short
3924 period of time (to prevent shooting arrows machine-gun-like). 3991 period of time (to prevent shooting arrows machine-gun-like).
3925 The greater &lt;shooting speed&gt;, the shorter this period of time. 3992 The greater &lt;shooting speed&gt;, the shorter this period of time.
3926 1 is minimum (=worst) and 100 is maximum (=best) value. 3993 1 is minimum (=worst) and 100 is maximum (=best) value.
3927 3994
3928 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT 3995 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3929 SET IT TO ZERO! (That would freeze the player for eternety). 3996 SET IT TO ZERO! (That would freeze the player for eternety).
3930 </attribute> 3997 </attribute>
3931 <attribute arch="dam" editor="base damage" type="int"> 3998 <attribute arch="dam" editor="base damage" type="int">
3932 The &lt;base damage&gt; significantly affects the damage done 3999 The &lt;base damage&gt; significantly affects the damage done
3943 The &lt;item power&gt; value measures how "powerful" an artifact is. 4010 The &lt;item power&gt; value measures how "powerful" an artifact is.
3944 Players will only be able to wear equipment with a certain total 4011 Players will only be able to wear equipment with a certain total
3945 amount of &lt;item power&gt;, depending on their own level. This is the 4012 amount of &lt;item power&gt;, depending on their own level. This is the
3946 only way to prevent low level players to wear "undeserved" equipment 4013 only way to prevent low level players to wear "undeserved" equipment
3947 (like gifts from other players or cheated items). 4014 (like gifts from other players or cheated items).
3948 4015
3949 It is very important to adjust the &lt;item power&gt; value carefully 4016 It is very important to adjust the &lt;item power&gt; value carefully
3950 for every artifact you create! If zero/unset, the CF server will 4017 for every artifact you create! If zero/unset, the CF server will
3951 calculate a provisional value at runtime, but this is never 4018 calculate a provisional value at runtime, but this is never
3952 going to be an accurate measurement of &lt;item power&gt;. 4019 going to be an accurate measurement of &lt;item power&gt;.
3953 </attribute> 4020 </attribute>
4024 should have such a description. 4091 should have such a description.
4025 </attribute> 4092 </attribute>
4026</type> 4093</type>
4027 4094
4028<!--####################################################################--> 4095<!--####################################################################-->
4029<type number="111" name="Scroll">
4030 <ignore>
4031 <attribute arch="title" />
4032 </ignore>
4033 <description><![CDATA[
4034 Scrolls contain spells (similar to spell-potions). Unlike potions,
4035 scrolls require a certain literacy skill to read successfully.
4036 Accordingly, for a successful reading, a small amount of
4037 experience is gained. Scrolls allow only one time usage, but
4038 usually they are sold in bulks. ]]>
4039 </description>
4040 <use><![CDATA[
4041 For low level quests, scrolls of healing/curing-spells
4042 can be a nice reward. At higher levels, scrolls become less
4043 and less useful. ]]>
4044 </use>
4045 <attribute arch="level" editor="casting level" type="int">
4046 The spell of the scroll will be casted at this level.
4047 This value should always be set, at least to 1.
4048 </attribute>
4049 <attribute arch="sp" editor="spell" type="spell">
4050 When a player/monster applies this scroll, the selected &lt;spell&gt;
4051 will be casted (once). This should work for any given spell.
4052 </attribute>
4053 <attribute arch="startequip" editor="godgiven item" type="bool">
4054 A godgiven item vanishes as soon as the player
4055 drops it to the ground.
4056 </attribute>
4057</type>
4058
4059<!--####################################################################-->
4060<type number="33" name="Shield">
4061 <import_type name="Amulet" />
4062 <description><![CDATA[
4063 Wearing a shield, the object's stats will directly be inherited to
4064 the player. Shields usually provide good defense, only surpassed
4065 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4066 </description>
4067 <use><![CDATA[
4068 Feel free to create your own special artifacts. However, it is very
4069 important that you keep your artifact in balance with existing maps. ]]>
4070 </use>
4071 <attribute arch="magic" editor="magic bonus" type="int">
4072 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4073 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4074 than direct armour-class bonus on the shield.
4075 </attribute>
4076</type>
4077
4078<!--####################################################################-->
4079<type number="68" name="Shop Floor"> 4096<type number="68" name="Shop Floor">
4080 <ignore> 4097 <ignore>
4081 <ignore_list name="non_pickable" /> 4098 <ignore_list name="non_pickable" />
4082 </ignore> 4099 </ignore>
4083 <description><![CDATA[ 4100 <description><![CDATA[
4194 <attribute arch="food" editor="counter" type="int"> 4211 <attribute arch="food" editor="counter" type="int">
4195 If a counter-value is set (greater zero), the sign/magic_mouth can be applied 4212 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4196 (printing the message) only that many times. For signs this really shouldn't 4213 (printing the message) only that many times. For signs this really shouldn't
4197 be used, while for magic_mouths it is extremely helpful. 4214 be used, while for magic_mouths it is extremely helpful.
4198 Monsters walking over the magic_mouth do not decrease the counter. 4215 Monsters walking over the magic_mouth do not decrease the counter.
4199 4216
4200 Often, you might want to have a message displayed only one time. For example: 4217 Often, you might want to have a message displayed only one time. For example:
4201 The player enters your map and you put a magic_mouth to tell him about the 4218 The player enters your map and you put a magic_mouth to tell him about the
4202 monsters and how dangerous they look and all. Later, when all the monsters 4219 monsters and how dangerous they look and all. Later, when all the monsters
4203 are killed and the player leaves the map, displaying the same message a 4220 are killed and the player leaves the map, displaying the same message a
4204 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases. 4221 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4321 burned or otherwise destroyed. 4338 burned or otherwise destroyed.
4322 </attribute> 4339 </attribute>
4323 <attribute arch="unique" editor="unique item" type="bool"> 4340 <attribute arch="unique" editor="unique item" type="bool">
4324 Unique items exist only one time on a server. If the item 4341 Unique items exist only one time on a server. If the item
4325 is taken, lost or destroyed - it's gone for good. 4342 is taken, lost or destroyed - it's gone for good.
4326 4343
4327 This can be used if you want to sell apartments on your 4344 This can be used if you want to sell apartments on your
4328 map: Simply sell a unique passport/key, and place 4345 map: Simply sell a unique passport/key, and place
4329 an inventory checker at the entrance of your apartment. 4346 an inventory checker at the entrance of your apartment.
4330 </attribute> 4347 </attribute>
4331 <attribute arch="startequip" editor="godgiven item" type="bool"> 4348 <attribute arch="startequip" editor="godgiven item" type="bool">
4448 <use><![CDATA[ 4465 <use><![CDATA[
4449 Spinners are very rarely used. I believe they are quite 4466 Spinners are very rarely used. I believe they are quite
4450 confusing and pointless. The only use I can think of is building 4467 confusing and pointless. The only use I can think of is building
4451 some puzzle about where to shoot into spinners to shoot somewhere you 4468 some puzzle about where to shoot into spinners to shoot somewhere you
4452 otherwise couldn't. 4469 otherwise couldn't.
4453 4470
4454 When placing spinners on a map with magic walls, make sure the spell- 4471 When placing spinners on a map with magic walls, make sure the spell-
4455 projectiles from magic walls don't get to fly in loops. ]]> 4472 projectiles from magic walls don't get to fly in loops. ]]>
4456 </use> 4473 </use>
4457 <attribute arch="sp" editor="direction number" type="int"> 4474 <attribute arch="sp" editor="direction number" type="int">
4458 The spinner will change the direction of flying objects by 4475 The spinner will change the direction of flying objects by
4459 45 degrees per &lt;direction number&gt;. Negative values spin clockwise, 4476 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4460 positive values counter clockwise. 4477 positive values counter clockwise.
4461 4478
4462 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise. 4479 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4463 </attribute> 4480 </attribute>
4464 <attribute arch="walk_on" value="1" type="fixed" /> 4481 <attribute arch="walk_on" value="1" type="fixed" />
4465 <attribute arch="fly_on" value="1" type="fixed" /> 4482 <attribute arch="fly_on" value="1" type="fixed" />
4466</type> 4483</type>
4487 and unexpected death-trap. Players should get a warning before such areas. 4504 and unexpected death-trap. Players should get a warning before such areas.
4488 </attribute> 4505 </attribute>
4489 <attribute arch="slow_move" editor="slow movement" type="int"> 4506 <attribute arch="slow_move" editor="slow movement" type="int">
4490 If &lt;slow movement&gt; is set to a value greater zero, all 4507 If &lt;slow movement&gt; is set to a value greater zero, all
4491 creatures moving over this spot will be slower than normal. 4508 creatures moving over this spot will be slower than normal.
4492 4509
4493 &lt;slow movement&gt; 1 - rough terrain 4510 &lt;slow movement&gt; 1 - rough terrain
4494 &lt;slow movement&gt; 2 - very rough terrain 4511 &lt;slow movement&gt; 2 - very rough terrain
4495 ... 4512 ...
4496 &lt;slow movement&gt; 5 - default for deep swamp 4513 &lt;slow movement&gt; 5 - default for deep swamp
4497 </attribute> 4514 </attribute>
4536 (for example "/peterm/FireTemple/fire1"). It can also be a relative 4553 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4537 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2" 4554 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4538 for example I could use the relative path "Fire1"). Use relative 4555 for example I could use the relative path "Fire1"). Use relative
4539 paths whenever possible! Note that upper/lower case must always be 4556 paths whenever possible! Note that upper/lower case must always be
4540 set correctly. However, please use lower case only. 4557 set correctly. However, please use lower case only.
4541 4558
4542 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the 4559 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4543 &lt;exit path&gt; is unset (empty), anything can get teleported: Players, 4560 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4544 monsters and items. In this case, the destined map is automatically 4561 monsters and items. In this case, the destined map is automatically
4545 the same map the teleporter is on. 4562 the same map the teleporter is on.
4546 </attribute> 4563 </attribute>
4547 <attribute arch="hp" editor="destination X" type="int"> 4564 <attribute arch="hp" editor="destination X" type="int">
4548 The exit destinations define the (x, y)-coordinates where the exit 4565 The exit destinations define the (x, y)-coordinates where the exit
4549 leads to. 4566 leads to.
4550 4567
4551 If both are set to zero and &lt;exit path&gt; is empty, the player will 4568 If both are set to zero and &lt;exit path&gt; is empty, the player will
4552 get teleported to another, randomly chosen teleporter on the same 4569 get teleported to another, randomly chosen teleporter on the same
4553 map (Slightly confusing for the player though). Make sure there 4570 map (Slightly confusing for the player though). Make sure there
4554 actually *is* a second one in that case. 4571 actually *is* a second one in that case.
4555 4572
4556 If both are set to zero and &lt;exit path&gt; is set, the player will 4573 If both are set to zero and &lt;exit path&gt; is set, the player will
4557 be transferred to the "default enter location" of the destined map. 4574 be transferred to the "default enter location" of the destined map.
4558 The latter can be set in the map-properties as "Enter X/Y". Though, 4575 The latter can be set in the map-properties as "Enter X/Y". Though,
4559 please DO NOT use that. It turned out to be a source for numerous 4576 please DO NOT use that. It turned out to be a source for numerous
4560 map-bugs. 4577 map-bugs.
4561 </attribute> 4578 </attribute>
4562 <attribute arch="sp" editor="destination Y" type="int"> 4579 <attribute arch="sp" editor="destination Y" type="int">
4563 The exit destinations define the (x, y)-coordinates where the exit 4580 The exit destinations define the (x, y)-coordinates where the exit
4564 leads to. 4581 leads to.
4565 4582
4566 If both are set to zero and &lt;exit path&gt; is empty, the player will 4583 If both are set to zero and &lt;exit path&gt; is empty, the player will
4567 get teleported to another, randomly chosen teleporter on the same 4584 get teleported to another, randomly chosen teleporter on the same
4568 map (Slightly confusing for the player though). Make sure there 4585 map (Slightly confusing for the player though). Make sure there
4569 actually *is* a second one in that case. 4586 actually *is* a second one in that case.
4570 4587
4571 If both are set to zero and &lt;exit path&gt; is set, the player will 4588 If both are set to zero and &lt;exit path&gt; is set, the player will
4572 be transferred to the "default enter location" of the destined map. 4589 be transferred to the "default enter location" of the destined map.
4573 The latter can be set in the map-properties as "Enter X/Y". Though, 4590 The latter can be set in the map-properties as "Enter X/Y". Though,
4574 please DO NOT use that. It turned out to be a source for numerous 4591 please DO NOT use that. It turned out to be a source for numerous
4575 map-bugs. 4592 map-bugs.
4582 <attribute arch="speed" editor="activation speed" type="float"> 4599 <attribute arch="speed" editor="activation speed" type="float">
4583 If the &lt;activation speed&gt; is nonzero, the teleporter will 4600 If the &lt;activation speed&gt; is nonzero, the teleporter will
4584 automatically be activated in regular time-intervals. Hence, the 4601 automatically be activated in regular time-intervals. Hence, the
4585 player can just step on it and gets teleported sooner or later. 4602 player can just step on it and gets teleported sooner or later.
4586 The duration between two activates depends on the given value. 4603 The duration between two activates depends on the given value.
4587 Default in the teleporter arch is &lt;activation speed&gt; 0.1. 4604 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4588 4605
4589 VERY IMPORTANT: If you want to have your teleporter activated via 4606 VERY IMPORTANT: If you want to have your teleporter activated via
4590 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero! 4607 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4608 </attribute>
4609</type>
4610
4611<!--####################################################################-->
4612<type number="26" name="Timed Gate">
4613 <ignore>
4614 <ignore_list name="non_pickable" />
4615 </ignore>
4616 <description><![CDATA[
4617 Gates play an important role in Crossfire. Gates can be opened
4618 by activating a button/trigger, by speaking passwords (-> magic_ear)
4619 or carrying special key-objects (-> inventory checker).
4620 Unlike locked doors, gates can get shut again after a player has
4621 passed, which makes them more practical in many cases. Unlike normal
4622 gates, timed gates open when triggered but automatically close again
4623 after some time.]]>
4624 </description>
4625 <use><![CDATA[
4626 Use gates to divide your maps into separated areas. After solving
4627 area A, the player gains access to area B, and so on. Make your
4628 maps more complex than "one-way". ]]>
4629 </use>
4630 <attribute arch="no_pick" value="1" type="fixed" />
4631 <attribute arch="connected" editor="connection" type="int">
4632 Whenever the inventory checker is triggered, all objects with identical
4633 &lt;connection&gt; value get activated. This only makes sense together with
4634 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4635 after some time.
4636 </attribute>
4637 <attribute arch="wc" editor="position state" type="int">
4638 The &lt;position state&gt; defines the position of the gate:
4639 Zero means completely open/down, the "number of animation-steps" (usually
4640 about 6 or 7) means completely closed/up state. I suggest you don't
4641 mess with this value - Leave the default in place.
4642 </attribute>
4643 <attribute arch="no_pass" editor="blocking passage" type="bool">
4644 For open gates, &lt;blocking passage&gt; should be unset.
4645 For closed gates it must be set.
4646 </attribute>
4647 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled.
4650 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool">
4652 Restricting the use of prayers to pass this door. This has
4653 an effect only if &lt;block view&gt; is disabled.
4654 </attribute>
4655 <attribute arch="hp" editor="open duration" type="int">
4656 Defines the duration the gate remains closed. This only takes effect
4657 if the gate is not connected.
4591 </attribute> 4658 </attribute>
4592</type> 4659</type>
4593 4660
4594<!--####################################################################--> 4661<!--####################################################################-->
4595<type number="155" name="Trap"> 4662<type number="155" name="Trap">
4602 <attribute arch="material" /> 4669 <attribute arch="material" />
4603 <attribute arch="unpaid" /> 4670 <attribute arch="unpaid" />
4604 </ignore> 4671 </ignore>
4605 <description><![CDATA[ 4672 <description><![CDATA[
4606 A trap is a object that can either do damage or trigger another connected object 4673 A trap is a object that can either do damage or trigger another connected object
4607 when detonated. Traps are like runes except they are not magical in nature, 4674 when detonated. Traps are like runes except they are not magical in nature,
4608 and generally have either a physical attack or trigger a reaction. 4675 and generally have either a physical attack or trigger a reaction.
4609 <br><br> 4676 <br><br>
4610 Traps hit any monster or person who steps on them for 'dam' damage in 4677 Traps hit any monster or person who steps on them for 'dam' damage in
4611 'attacktype' attacktype and/or trigger a reaction. 4678 'attacktype' attacktype and/or trigger a reaction.
4612 <br><br> 4679 <br><br>
4616 Avoid monsters stepping on your traps. For example, a party of orcs setting 4683 Avoid monsters stepping on your traps. For example, a party of orcs setting
4617off your lightning wall and pit trap is usually a bad idea. ]]> 4684off your lightning wall and pit trap is usually a bad idea. ]]>
4618 </use> 4685 </use>
4619 <attribute arch="no_pick" value="1" type="fixed" /> 4686 <attribute arch="no_pick" value="1" type="fixed" />
4620 <attribute arch="walk_on" value="1" type="fixed" /> 4687 <attribute arch="walk_on" value="1" type="fixed" />
4621 <attribute arch="level" editor="trap level" type="int"> 4688 <attribute arch="level" editor="trap level" type="int">
4622 Level effects how easily a trap may be found and disarmed, and 4689 Level effects how easily a trap may be found and disarmed, and
4623 how much experience the player gets for doing so. Beware: High level 4690 how much experience the player gets for doing so. Beware: High level
4624 traps can be quite a cheap source of experience! So either make them 4691 traps can be quite a cheap source of experience! So either make them
4625 tough, or keep the level low. 4692 tough, or keep the level low.
4626 </attribute> 4693 </attribute>
4631 </attribute> 4698 </attribute>
4632 <attribute arch="hp" editor="number of charges" type="int"> 4699 <attribute arch="hp" editor="number of charges" type="int">
4633 The trap will detonate &lt;number of charges&gt; times before disappearing. 4700 The trap will detonate &lt;number of charges&gt; times before disappearing.
4634 </attribute> 4701 </attribute>
4635 <attribute arch="dam" editor="direct damage" type="int"> 4702 <attribute arch="dam" editor="direct damage" type="int">
4636 &lt;direct damage&gt; specifies how much damage is done by the trap. 4703 &lt;direct damage&gt; specifies how much damage is done by the trap.
4637 This should be set in reasonable relation to the trap's level. 4704 This should be set in reasonable relation to the trap's level.
4638 </attribute> 4705 </attribute>
4639 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 4706 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4640 This attribute defines what attacktype to use for direct damage when 4707 This attribute defines what attacktype to use for direct damage when
4641 the trap detonates. 4708 the trap detonates.
4642 </attribute> 4709 </attribute>
4741 &lt;quality level&gt; 5 per default). 4808 &lt;quality level&gt; 5 per default).
4742 </attribute> 4809 </attribute>
4743</type> 4810</type>
4744 4811
4745<!--####################################################################--> 4812<!--####################################################################-->
4813<type number="52" name="Trigger Marker">
4814 <ignore>
4815 <ignore_list name="system_object" />
4816 </ignore>
4817 <description><![CDATA[
4818 A trigger marker is an object that inserts an invisible force (a mark) into a
4819 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4820 &lt;key string&gt; which can be discovered by detectors or inventory
4821 checkers. It is also possible to use markers for removing marks again.
4822 <br><br>
4823 Note that the player has no possibility to "see" his own marks,
4824 except by the effect that they cause on the maps. ]]>
4825 </description>
4826 <use><![CDATA[
4827 Markers hold real cool possibilities for map-making. I encourage
4828 you to use them frequently. However there is one negative point
4829 about markers: Players don't "see" what's going on with them. It is
4830 your task, as map-creator, to make sure the player is always well
4831 informed and never confused.
4832 <br><br>
4833 Please avoid infinite markers when they aren't needed. They're
4834 using a little space in the player file after all, so if there
4835 is no real purpose, set an expire time. ]]>
4836 </use>
4837 <attribute arch="no_pick" value="1" type="fixed" />
4838 <attribute arch="slaying" editor="key string" type="string">
4839 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4840 If the player already has a force with that &lt;key string&gt;,
4841 there won't be inserted a second one.
4842 </attribute>
4843 <attribute arch="connected" editor="connection" type="int">
4844 Unlike a regular marker this is the connection that triggers this marker to activate.
4845 </attribute>
4846 <attribute arch="food" editor="mark duration" type="int">
4847 This value defines the duration of the force it inserts.
4848 If nonzero, the duration of the player's mark is finite:
4849 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4850 means the mark will stay on the player forever.
4851 </attribute>
4852 <attribute arch="name" editor="delete mark" type="string">
4853 When the player steps onto the marker, all existing forces in
4854 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4855 will be removed. If you don't want to remove any marks, leave
4856 this textfield empty.
4857
4858 Note that the string &lt;delete mark&gt; is set as the name of
4859 this marker. So don't be confused, and remember changing the
4860 name will take effect on the marker's functionality.
4861 </attribute>
4862 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4863 In the moment when the player gets marked, this text is displayed
4864 to him. You should really set a message in any marker you create,
4865 because it's the only way for the player to notice what's going on.
4866 </attribute>
4867</type>
4868
4869<!--####################################################################-->
4746<type number="0" name="Wall"> 4870<type number="0" name="Wall">
4747 <required> 4871 <required>
4748 <attribute arch="is_floor" value="0" /> 4872 <attribute arch="is_floor" value="0" />
4749 <attribute arch="alive" value="0" /> 4873 <attribute arch="alive" value="0" />
4750 <attribute arch="no_pass" value="1" /> 4874 <attribute arch="no_pass" value="1" />
4771 Restricting the use of spells to pass this wall. 4895 Restricting the use of spells to pass this wall.
4772 </attribute> 4896 </attribute>
4773 <attribute arch="damned" editor="restrict prayers" type="bool"> 4897 <attribute arch="damned" editor="restrict prayers" type="bool">
4774 This takes effect only with &lt;blocksview&gt; disabled. 4898 This takes effect only with &lt;blocksview&gt; disabled.
4775 Restricting the use of spells to pass this wall. 4899 Restricting the use of spells to pass this wall.
4900 </attribute>
4901</type>
4902
4903<!--####################################################################-->
4904<type number="109" name="Wand &amp; Staff">
4905 <description><![CDATA[
4906 Wands contain a certain spell. The player can apply (ready) and
4907 fire the wand. After a defined number of casts, the wand is
4908 "used up". It is possible to recharge a wand with scrolls of
4909 charging, but usually that isn't worth the cost. ]]>
4910 </description>
4911 <use><![CDATA[
4912 Wands are quite seldomly used. The reason prolly is that they're
4913 generally not cost-efficient. Handing out high-level wands with
4914 powerful special spells isn't a good idea either, because of
4915 the recharge ability.
4916 <br><br>
4917 For low levels, staffs of healing/cure and word of recall are
4918 quite desirable though. Ideal rewards for low level quests. ]]>
4919 </use>
4920 <attribute arch="sp" editor="spell" type="spell">
4921 The &lt;spell&gt; specifies the contained spell.
4922 </attribute>
4923 <attribute arch="level" editor="casting level" type="int">
4924 The &lt;casting level&gt; of the wand determines it's power.
4925 An average level for wands in shops is about 10.
4926 </attribute>
4927 <attribute arch="food" editor="number of charges" type="int">
4928 The wand can be used &lt;number of charges&gt; times before it is
4929 used up. It can be recharged with scrolls of charging.
4930 </attribute>
4931 <attribute arch="startequip" editor="godgiven item" type="bool">
4932 A godgiven item vanishes as soon as the player
4933 drops it to the ground.
4934 </attribute>
4935 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4936 This text may contain a description of the wand.
4776 </attribute> 4937 </attribute>
4777</type> 4938</type>
4778 4939
4779<!--####################################################################--> 4940<!--####################################################################-->
4780<type number="0" name="Weak Wall"> 4941<type number="0" name="Weak Wall">
4890 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype"> 5051 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4891 This number is a bitmask, specifying the weapon's attacktypes. 5052 This number is a bitmask, specifying the weapon's attacktypes.
4892 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons 5053 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4893 have no more than one or two attacktypes. Keep in mind that all weapons 5054 have no more than one or two attacktypes. Keep in mind that all weapons
4894 can be blessed by the player's diety, thus adding an additional attacktype. 5055 can be blessed by the player's diety, thus adding an additional attacktype.
4895 5056
4896 When a player hits a monster with a weapon that has more than one attacktype, 5057 When a player hits a monster with a weapon that has more than one attacktype,
4897 then he will do as much damage as the "best" of his attacktypes does. So, 5058 then he will do as much damage as the "best" of his attacktypes does. So,
4898 the more attacktypes you've got, the better your chance to take advantage 5059 the more attacktypes you've got, the better your chance to take advantage
4899 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs. 5060 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4900 player.). Attacktypes "magic" and "chaos" are somehow exceptions. 5061 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4902 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type"> 5063 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4903 The &lt;weapontype&gt; characterizes the weapon's type of physical 5064 The &lt;weapontype&gt; characterizes the weapon's type of physical
4904 attack. It could best be considered a "subclassification" 5065 attack. It could best be considered a "subclassification"
4905 of the physical attacktype. For now, this is only used for 5066 of the physical attacktype. For now, this is only used for
4906 attack messages! 5067 attack messages!
4907 5068
4908 You should always set this correctly when creating new 5069 You should always set this correctly when creating new
4909 weapons for your maps. 5070 weapons for your maps.
4910 </attribute> 5071 </attribute>
4911 <attribute arch="skill" editor="skill name" type="string"> 5072 <attribute arch="skill" editor="skill name" type="string">
4912 Matching &lt;skill name&gt; of the skill that is required 5073 Matching &lt;skill name&gt; of the skill that is required
4920 </attribute> 5081 </attribute>
4921 <attribute arch="slaying" editor="slaying race" type="string"> 5082 <attribute arch="slaying" editor="slaying race" type="string">
4922 Slaying means the weapon does tripple (3x) damage to monsters of the 5083 Slaying means the weapon does tripple (3x) damage to monsters of the
4923 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"), 5084 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4924 only monsters of that archtype are hit with tripple damage. 5085 only monsters of that archtype are hit with tripple damage.
4925 5086
4926 No god blessings are possible for weapons with a race set in this entry 5087 No god blessings are possible for weapons with a race set in this entry
4927 (That's because god blessings add tripple damage against their own 5088 (That's because god blessings add tripple damage against their own
4928 enemy races). Tripple damage is very effective. 5089 enemy races). Tripple damage is very effective.
4929 </attribute> 5090 </attribute>
4930 <attribute arch="last_sp" editor="weapon speed" type="int"> 5091 <attribute arch="last_sp" editor="weapon speed" type="int">
4946 The &lt;item power&gt; value measures how "powerful" an artifact is. 5107 The &lt;item power&gt; value measures how "powerful" an artifact is.
4947 Players will only be able to wear equipment with a certain total 5108 Players will only be able to wear equipment with a certain total
4948 amount of &lt;item power&gt;, depending on their own level. This is the 5109 amount of &lt;item power&gt;, depending on their own level. This is the
4949 only way to prevent low level players to wear "undeserved" equipment 5110 only way to prevent low level players to wear "undeserved" equipment
4950 (like gifts from other players or cheated items). 5111 (like gifts from other players or cheated items).
4951 5112
4952 It is very important to adjust the &lt;item power&gt; value carefully 5113 It is very important to adjust the &lt;item power&gt; value carefully
4953 for every artifact you create! If zero/unset, the CF server will 5114 for every artifact you create! If zero/unset, the CF server will
4954 calculate a provisional value at runtime, but this is never 5115 calculate a provisional value at runtime, but this is never
4955 going to be an accurate measurement of &lt;item power&gt;. 5116 going to be an accurate measurement of &lt;item power&gt;.
4956 </attribute> 5117 </attribute>
4964 the curse is removed. 5125 the curse is removed.
4965 </attribute> 5126 </attribute>
4966 <attribute arch="lifesave" editor="save life" type="bool"> 5127 <attribute arch="lifesave" editor="save life" type="bool">
4967 An item with this flag enabled will save the players life 5128 An item with this flag enabled will save the players life
4968 for one time: When the player is wearing this item and his 5129 for one time: When the player is wearing this item and his
4969 healthpoints reach zero, the item dissapears, replenishing 5130 health points reach zero, the item disappears, replenishing
4970 half of the player's health. 5131 half of the player's health.
4971 5132
4972 An item with &lt;save life&gt; should not have 5133 An item with &lt;save life&gt; should not have
4973 any decent additional bonuses! 5134 any decent additional bonuses!
4974 </attribute> 5135 </attribute>
4975 <attribute arch="unique" editor="unique item" type="bool"> 5136 <attribute arch="unique" editor="unique item" type="bool">
4976 Unique items exist only one time on a server. If the item 5137 Unique items exist only one time on a server. If the item
5136 additional &lt;grace regen.&gt; bonus should be VERY RARE!! 5297 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5137 </attribute> 5298 </attribute>
5138 <attribute arch="food" editor="food bonus" type="int"> 5299 <attribute arch="food" editor="food bonus" type="int">
5139 Positive &lt;food bonus&gt; slows down the player's digestion, 5300 Positive &lt;food bonus&gt; slows down the player's digestion,
5140 thus he consumes less food. Negative values speed it up. 5301 thus he consumes less food. Negative values speed it up.
5141 5302
5142 Note that food is consumed not only for "being alive", but 5303 Note that food is consumed not only for "being alive", but
5143 also for healing and mana-regeneration. 5304 also for healing and mana-regeneration.
5144 &lt;food bonus&gt; only affects the amount of food consumed 5305 &lt;food bonus&gt; only affects the amount of food consumed
5145 for "being alive". Hence, even with high &lt;food bonus&gt;, 5306 for "being alive". Hence, even with high &lt;food bonus&gt;,
5146 during a fight a player can run out of food quickly. 5307 during a fight a player can run out of food quickly.
5147 </attribute> 5308 </attribute>
5148 <attribute arch="xrays" editor="xray vision" type="bool"> 5309 <attribute arch="xrays" editor="xray vision" type="bool">
5149 Xray vision allows the player to see through obstacles 5310 Xray vision allows the player to see through obstacles
5150 in a two-square-wide radius. This is extremely helpful and 5311 in a two-square-wide radius. This is extremely helpful and
5151 desireable, so don't give it away for cheap on equipment. 5312 desirable, so don't give it away for cheap on equipment.
5152 </attribute> 5313 </attribute>
5153 <attribute arch="stealth" editor="stealth" type="bool"> 5314 <attribute arch="stealth" editor="stealth" type="bool">
5154 Stealth allows the player to move silently. 5315 Stealth allows the player to move silently.
5155 This comes to effect if a player turns himself 5316 This comes to effect if a player turns himself
5156 invisible and tries to sneak around monsters. 5317 invisible and tries to sneak around monsters.
5161 the ability to &lt;reflect spells&gt;, all kinds of 5322 the ability to &lt;reflect spells&gt;, all kinds of
5162 spell-bullets and -beams will bounce off him. 5323 spell-bullets and -beams will bounce off him.
5163 This works only about 90% of all times, to 5324 This works only about 90% of all times, to
5164 avoid players being completely immune to certain 5325 avoid players being completely immune to certain
5165 types of attacks. 5326 types of attacks.
5166 5327
5167 This is a very powerful ability and it 5328 This is a very powerful ability and it
5168 shouldn't be handed out cheap! 5329 shouldn't be handed out cheap!
5169 </attribute> 5330 </attribute>
5170 <attribute arch="reflect_missile" editor="reflect missiles" type="bool"> 5331 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5171 If a player is wearing any piece of equipment with 5332 If a player is wearing any piece of equipment with
5195 This text describes the weapons's "story". Every decent artifact weapon 5356 This text describes the weapons's "story". Every decent artifact weapon
5196 should have such a description. 5357 should have such a description.
5197 </attribute> 5358 </attribute>
5198</type> 5359</type>
5199 5360
5200<!--####################################################################-->
5201<type number="109" name="Wand &amp; Staff">
5202 <description><![CDATA[
5203 Wands contain a certain spell. The player can apply (ready) and
5204 fire the wand. After a defined number of casts, the wand is
5205 "used up". It is possible to recharge a wand with scrolls of
5206 charging, but usually that isn't worth the cost. ]]>
5207 </description>
5208 <use><![CDATA[
5209 Wands are quite seldomly used. The reason prolly is that they're
5210 generally not cost-efficient. Handing out high-level wands with
5211 powerfull special spells isn't a good idea either, because of
5212 the recharge ability.
5213 <br><br>
5214 For low levels, staffs of healing/cure and word of recall are
5215 quite desireable though. Ideal rewards for low level quests. ]]>
5216 </use>
5217 <attribute arch="sp" editor="spell" type="spell">
5218 The &lt;spell&gt; specifies the contained spell.
5219 </attribute>
5220 <attribute arch="level" editor="casting level" type="int">
5221 The &lt;casting level&gt; of the wand determines it's power.
5222 An average level for wands in shops is about 10.
5223 </attribute>
5224 <attribute arch="food" editor="number of charges" type="int">
5225 The wand can be used &lt;number of charges&gt; times before it is
5226 used up. It can be recharged with scrolls of charging.
5227 </attribute>
5228 <attribute arch="startequip" editor="godgiven item" type="bool">
5229 A godgiven item vanishes as soon as the player
5230 drops it to the ground.
5231 </attribute>
5232 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5233 This text may contain a description of the wand.
5234 </attribute>
5235</type>
5236
5237</types> 5361</types>

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