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Revision: 1.1
Committed: Tue Feb 21 21:37:01 2006 UTC (18 years, 3 months ago) by root
Content type: text/xml
Branch: MAIN
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# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the defintitions-file for all the different #
5 # Crossfire object types and their attributes. #
6 # #
7 # The server code of the Crossfire game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # If you encounter bugs, typos or missing entrys in the LATEST #
15 # VERSION of this file - Don't hesitate to improve it, contact me #
16 # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17 # I will put it into the "official version" of the CFJavaEditor #
18 # and all fellow Crossfire-Map-Makers can benefit from your work! #
19 # #
20 # IMPORTANT: Make a backup copy of this file before you start #
21 # to modify it! #
22 # #
23 # New types must be inserted maintaining the alphabetical order. #
24 # #
25 # about the 'type' elements: #
26 # #
27 # <type number="15" name="Type Name"> #
28 # <import_type name="Type Name" /> import attributes of this type #
29 # <required> #
30 # list of required attributes to identifying this type #
31 # </required> #
32 # <ignore> #
33 # list of attributes not to import from default_type #
34 # </ignore> #
35 # <description><![CDATA[ #
36 # Description of this type. ]]> #
37 # </description> #
38 # <use><![CDATA[ #
39 # How to use this type. ]]> #
40 # </use> #
41 # ... attributes ... #
42 # </type> #
43 # #
44 # about the 'attribute' type: <attribute ... type="XXX" > #
45 # #
46 # bool - This attribute can only be set to '1' or '0' #
47 # int - This attribute contains a decimal number #
48 # float - This attr. contains a floating point number #
49 # string - This attribute contains a string #
50 # text - This attribute contains a text ("text" can have #
51 # linebreaks, unlike "string") #
52 # fixed - This attribute is always set to a fixed 'value' #
53 # (There is no user-input for this attribute) #
54 # spell - This attribute contains a spell. The mapmaker can #
55 # choose spells from a combo box. #
56 # nz_spell - works just like 'spell', except that the #
57 # spell-value zero is always interpreted as <none>, #
58 # never as "magic bullet" #
59 # bool_special - Like bool, but with customized true/false values #
60 # treasurelist - CF treasure list (see "treasures" file) #
61 # list_LISTNAME - list, must be defined as a <list> element #
62 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63 # element #
64 # #
65 # Created by Andreas Vogl. #
66 ######################################################################
67 -->
68 <!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70
71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED>
73
74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED>
76
77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED
80 name CDATA #REQUIRED>
81
82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84
85 <!ELEMENT default_type (attribute*)>
86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED>
90
91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)>
93
94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED>
96
97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)>
99
100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED>
102
103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED
110 length CDATA #IMPLIED
111 true CDATA #IMPLIED
112 false CDATA #IMPLIED>
113 ]>
114
115 <types>
116
117 <!--###################### bitmask definitions ######################-->
118
119 <bitmask name="attacktype">
120 <entry bit="0" name="Physical" />
121 <entry bit="1" name="Magical" />
122 <entry bit="2" name="Fire" />
123 <entry bit="3" name="Electricity" />
124 <entry bit="4" name="Cold" />
125 <entry bit="5" name="Confusion" />
126 <entry bit="6" name="Acid" />
127 <entry bit="7" name="Drain" />
128 <entry bit="8" name="Weaponmagic" />
129 <entry bit="9" name="Ghosthit" />
130 <entry bit="10" name="Poison" />
131 <entry bit="11" name="Slow" />
132 <entry bit="12" name="Paralyze" />
133 <entry bit="13" name="Turn Undead" />
134 <entry bit="14" name="Fear" />
135 <entry bit="15" name="Cancellation" />
136 <entry bit="16" name="Depletion" />
137 <entry bit="17" name="Death" />
138 <entry bit="18" name="Chaos" />
139 <entry bit="19" name="Counterspell" />
140 <entry bit="20" name="God Power" />
141 <entry bit="21" name="Holy Power" />
142 <entry bit="22" name="Blinding" />
143 </bitmask>
144
145 <bitmask name="material">
146 <entry bit="0" name="Paper" />
147 <entry bit="1" name="Iron" />
148 <entry bit="2" name="Glass" />
149 <entry bit="3" name="Leather" />
150 <entry bit="4" name="Wood" />
151 <entry bit="5" name="Organics" />
152 <entry bit="6" name="Stone" />
153 <entry bit="7" name="Cloth" />
154 <entry bit="8" name="Adamantite" />
155 </bitmask>
156
157 <bitmask name="spellpath">
158 <entry bit="0" name="Protection" />
159 <entry bit="1" name="Fire" />
160 <entry bit="2" name="Frost" />
161 <entry bit="3" name="Electricity" />
162 <entry bit="4" name="Missiles" />
163 <entry bit="5" name="Self" />
164 <entry bit="6" name="Summoning" />
165 <entry bit="7" name="Abjuration" />
166 <entry bit="8" name="Restoration" />
167 <entry bit="9" name="Detonation" />
168 <entry bit="10" name="Mind" />
169 <entry bit="11" name="Creation" />
170 <entry bit="12" name="Teleportation" />
171 <entry bit="13" name="Information" />
172 <entry bit="14" name="Transmutation" />
173 <entry bit="15" name="Transferrence" />
174 <entry bit="16" name="Turning" />
175 <entry bit="17" name="Wounding" />
176 <entry bit="18" name="Death" />
177 <entry bit="19" name="Light" />
178 </bitmask>
179
180 <bitmask name="will_apply">
181 <entry bit="0" name="Apply Handles" />
182 <entry bit="1" name="Open Chests" />
183 <entry bit="2" name="Break Walls" />
184 <entry bit="3" name="Open Doors" />
185 </bitmask>
186
187 <bitmask name="pick_up">
188 <entry bit="0" name="Nothing" />
189 <entry bit="1" name="Wealth" />
190 <entry bit="2" name="Food" />
191 <entry bit="3" name="Weapons" />
192 <entry bit="4" name="Armour" />
193 <entry bit="5" name="Inverse" />
194 <entry bit="6" name="All" />
195 </bitmask>
196
197 <!--###################### list definitions ######################-->
198
199 <list name="direction">
200 <entry value="0" name="&lt;none&gt;" />
201 <entry value="1" name="north" />
202 <entry value="2" name="northeast" />
203 <entry value="3" name="east" />
204 <entry value="4" name="southeast" />
205 <entry value="5" name="south" />
206 <entry value="6" name="southwest" />
207 <entry value="7" name="west" />
208 <entry value="8" name="northwest" />
209 </list>
210
211 <list name="mood">
212 <entry value="0" name="furious" />
213 <entry value="1" name="angry" />
214 <entry value="2" name="calm" />
215 <entry value="3" name="sleep" />
216 <entry value="4" name="charm" />
217 </list>
218
219 <list name="potion_effect">
220 <entry value="0" name="&lt;none&gt;" />
221 <entry value="65536" name="life restoration" />
222 <entry value="1048576" name="improvement" />
223 </list>
224
225 <list name="weapon_type">
226 <entry value="0" name="&lt;unknown&gt;" />
227 <entry value="1" name="sword" />
228 <entry value="2" name="arrows" />
229 <entry value="3" name="axe" />
230 <entry value="4" name="katana" />
231 <entry value="5" name="knife, dagger" />
232 <entry value="6" name="whip, chain" />
233 <entry value="7" name="hammer, flail" />
234 <entry value="8" name="club, stick" />
235 </list>
236
237 <list name="skill_type">
238 <entry value="1" name="lockpicking" />
239 <entry value="2" name="hiding" />
240 <entry value="3" name="smithery" />
241 <entry value="4" name="bowyer" />
242 <entry value="5" name="jeweler" />
243 <entry value="6" name="alchemy" />
244 <entry value="7" name="stealing" />
245 <entry value="8" name="literacy" />
246 <entry value="9" name="bargaining" />
247 <entry value="10" name="jumping" />
248 <entry value="11" name="detect magic" />
249 <entry value="12" name="oratory" />
250 <entry value="13" name="singing" />
251 <entry value="14" name="detect curse" />
252 <entry value="15" name="find traps" />
253 <entry value="16" name="mediatation" />
254 <entry value="17" name="punching" />
255 <entry value="18" name="flame touch" />
256 <entry value="19" name="karate" />
257 <entry value="20" name="climbing" />
258 <entry value="21" name="woodsman" />
259 <entry value="22" name="inscription" />
260 <entry value="23" name="one handed weapons" />
261 <entry value="24" name="missile weapons" />
262 <entry value="25" name="throwing" />
263 <entry value="26" name="use magic item" />
264 <entry value="27" name="disarm traps" />
265 <entry value="28" name="set traps" />
266 <entry value="29" name="thaumaturgy" />
267 <entry value="30" name="praying" />
268 <entry value="31" name="clawing" />
269 <entry value="32" name="levitation" />
270 <entry value="33" name="summoning" />
271 <entry value="34" name="pyromancy" />
272 <entry value="35" name="evocation" />
273 <entry value="36" name="sorcery" />
274 <entry value="37" name="two handed weapons" />
275 </list>
276
277 <list name="spell_type">
278 <entry value="1" name="raise dead" />
279 <entry value="2" name="rune" />
280 <entry value="3" name="make mark" />
281 <entry value="4" name="bolt" />
282 <entry value="5" name="bullet" />
283 <entry value="6" name="explosion" />
284 <entry value="7" name="cone" />
285 <entry value="8" name="bomb" />
286 <entry value="9" name="wonder" />
287 <entry value="10" name="smite" />
288 <entry value="11" name="magic missile" />
289 <entry value="12" name="summon golem" />
290 <entry value="13" name="dimension door" />
291 <entry value="14" name="magic mapping" />
292 <entry value="15" name="magic wall" />
293 <entry value="16" name="destruction" />
294 <entry value="17" name="perceive self" />
295 <entry value="18" name="word of recall" />
296 <entry value="19" name="invisible" />
297 <entry value="20" name="probe" />
298 <entry value="21" name="healing" />
299 <entry value="22" name="create food" />
300 <entry value="23" name="earth to dust" />
301 <entry value="24" name="change ability" />
302 <entry value="25" name="bless" />
303 <entry value="26" name="curse" />
304 <entry value="27" name="summon monster" />
305 <entry value="28" name="recharge" />
306 <entry value="29" name="polymorph" />
307 <entry value="30" name="alchemy" />
308 <entry value="31" name="remove curse" />
309 <entry value="32" name="identify" />
310 <entry value="33" name="detection" />
311 <entry value="34" name="mood change" />
312 <entry value="35" name="moving ball" />
313 <entry value="36" name="swarm" />
314 <entry value="37" name="charge mana" />
315 <entry value="38" name="dispel rune" />
316 <entry value="39" name="create missile" />
317 <entry value="40" name="consecrate" />
318 <entry value="41" name="animate weapon" />
319 <entry value="42" name="light" />
320 <entry value="43" name="change map light" />
321 <entry value="44" name="faery fire" />
322 <entry value="45" name="disease" />
323 <entry value="46" name="aura" />
324 <entry value="47" name="town portal" />
325 </list>
326
327 <!--###################### default attributes ######################-->
328
329 <!--
330 The attributes of the default_type get added to all other types by default.
331 Every type can have an 'ignore' element however, which is used to specify
332 default attributes *not* to inherit.
333 -->
334 <default_type>
335 <attribute arch="name" editor="name" type="string">
336 This is the name of the object, displayed to the player.
337 </attribute>
338 <attribute arch="name_pl" editor="plural name" type="string">
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.
341 </attribute>
342 <attribute arch="title" editor="title" type="string">
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.
345 </attribute>
346 <attribute arch="face" editor="image" type="string">
347 The image-name defines what image is displayed for this object in-game.
348 </attribute>
349 <attribute arch="nrof" editor="number" type="int">
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
352 any pickable object - otherwise it won't be mergeable into a stack.
353 </attribute>
354 <attribute arch="weight" editor="weight" type="int">
355 This value defines the object's weight in gramm (1000g is 1kg). Objects with
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
358 never know ;) ).
359 </attribute>
360 <attribute arch="value" editor="value" type="int">
361 Adds a certain value to the object: It will be worth that many times the
362 default value from it's archetype (E.g. "value = 3" means three times
363 worth the default value). Value for buying/selling will be
364 further modified by various factors. Hence, testing values in-game is
365 usually inevitable.
366 </attribute>
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
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.
371 </attribute>
372 <attribute arch="material" editor="material" type="bitmask_material">
373 This bitmask-value informs the player of which material(s) the
374 object consists. Material does also affect how likely the object
375 can be destroyed by hazardous spell-effects.
376 </attribute>
377 <attribute arch="no_pick" editor="non-pickable" type="bool">
378 If set, the object cannot be picked up (Neither by players nor monsters).
379 </attribute>
380 <attribute arch="invisible" editor="invisible" type="bool">
381 Generally makes the object invisible. Depending on the object-type,
382 some can be made visible by the show_invisible spell. If in doubt, test it.
383 Putting an invisible object under the floor always prevents it from being
384 shown.
385 </attribute>
386 <attribute arch="blocksview" editor="block view" type="bool">
387 If an item is set to block view, players (and monsters) cannot
388 see byond it unless they cross it or manage to stand ontop.
389 </attribute>
390 <attribute arch="identified" editor="identified" type="bool">
391 If an item is identified, the player has full knowledge about it.
392 </attribute>
393 <attribute arch="unpaid" editor="unpaid" type="bool">
394 An &lt;unpaid&gt; item cannot be used unless a player carried it over
395 a shop mat, paying the demanded price. Setting this flag makes sense
396 only for pickable items inside shops.
397 </attribute>
398 </default_type>
399
400 <!-- This ignorelist is for all system objects which are non pickable
401 and invisible. They don't interact with players at all. -->
402 <ignore_list name="system_object">
403 <attribute arch="value" />
404 <attribute arch="nrof" />
405 <attribute arch="weight" />
406 <attribute arch="name_pl" />
407 <attribute arch="material" />
408 <attribute arch="no_pick" />
409 <attribute arch="unpaid" />
410 <attribute arch="title" />
411 <attribute arch="glow_radius" />
412 <attribute arch="identified" />
413 <attribute arch="blocksview" />
414 <attribute arch="invisible" />
415 </ignore_list>
416
417 <!-- This ignorelist is for non-pickable objects. They can be seen by
418 the player, but don't have values like material or weight. -->
419 <ignore_list name="non_pickable">
420 <attribute arch="value" />
421 <attribute arch="nrof" />
422 <attribute arch="weight" />
423 <attribute arch="name_pl" />
424 <attribute arch="material" />
425 <attribute arch="no_pick" />
426 <attribute arch="unpaid" />
427 <attribute arch="title" />
428 <attribute arch="identified" />
429 </ignore_list>
430
431 <!--####################################################################-->
432 <type number="0" name="Misc">
433 <required>
434 <!-- this is a special case: The "misc" type with type number 0 is
435 the fallback for all types which don't match any other defined types.
436 The required attribute "misc x" prevents that it gets confused with
437 other types like "monster & npc" which also have type number 0. -->
438 <attribute arch="misc" value="x" />
439 </required>
440 <attribute arch="no_pass" editor="blocking passage" type="bool">
441 If set, the object cannot be passed by players nor monsters.
442 </attribute>
443 <attribute arch="cursed" editor="cursed" type="bool">
444 Curses can have various effects: On equipment and food,
445 they generally harm the player in some way.
446 </attribute>
447 <attribute arch="damned" editor="damned" type="bool">
448 A damned item/floor on the ground makes it impossible for players
449 to use prayers on that spot. It also prevents players from saving.
450 Damnation on equipment works similar to a curse.
451 </attribute>
452 <attribute arch="unique" editor="unique item" type="bool">
453 Unique items exist only one time on a server. If the item
454 is taken, lost or destroyed - it's gone for good.
455 </attribute>
456 <attribute arch="startequip" editor="godgiven item" type="bool">
457 A godgiven item vanishes as soon as the player
458 drops it to the ground.
459 </attribute>
460 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
461 This text may describe the object.
462 </attribute>
463 </type>
464
465 <!--####################################################################-->
466 <type number="110" name="Ability">
467 <ignore>
468 <ignore_list name="system_object" />
469 </ignore>
470 <description><![CDATA[
471 Abilities are to be put in a monster's inventory. They grant monsters the
472 knowledge to cast spells. Spells from abilities are usually magical in
473 nature, thus adding magic attacktype to the spell-damage they produce.
474 <br><br>
475 A particularly nice feature of abilities is that they can hold two
476 spells: One for short range- and one for long range use.
477 \n\n
478 You should know that spellcasting monsters receive abilities via
479 &lt;treasurelist&gt;. ]]>
480 </description>
481 <use><![CDATA[
482 If you want to create "customized" spellcasting monsters, you
483 should use abilities (rather than spellbooks/wands or something).
484 The long/short-range spell feature can make boss-monsters more
485 interesting and challenging.
486 <br><br>
487 You should keep in mind that magic abilities allow players
488 to get better resistance. You can turn off the magic part to
489 make the spells more dangerous. However, this really shouldn't
490 be neccessary unless you work on very high level maps.
491 And what fun is a magic resistance cloak when it has no effect? ]]>
492 </use>
493 <attribute arch="invisible" value="1" type="fixed" />
494 <attribute arch="no_drop" value="1" type="fixed" />
495 <attribute arch="sp" editor="short range spell" type="spell">
496 The monster will use the specified &lt;short range spell&gt;
497 when the player is within 6-square radius (of the
498 monster's head).
499 </attribute>
500 <attribute arch="hp" editor="long range spell" type="nz_spell">
501 The monster will use the specified &lt;long range spell&gt;
502 when the player is at least 6 squares away (from the
503 monster's head).
504
505 Setting a &lt;long range spell&gt; is optional. If unset, the
506 &lt;short range spell&gt; gets used all the time.
507 </attribute>
508 <attribute arch="maxsp" editor="importance" type="int">
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
511 one. Abilities with this value zero/unset are counted to be of
512 &lt;importance&gt; one.
513
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
516 times the "small fireball".
517 </attribute>
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.
520 If enabled, all spells produced by this ability will have magic
521 attacktype added to the usual attacktypes.
522
523 This should always be set for spell-like abilities. "Natural"
524 abilities like a dragon's firebreath are an exception.
525 Note that non-magical abilities are more dangerous because
526 magic resistance does not protect from those.</attribute>
527 </type>
528
529 <!--####################################################################-->
530 <type number="18" name="Altar">
531 <ignore>
532 <ignore_list name="non_pickable" />
533 </ignore>
534 <description><![CDATA[
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
537 triggered. If the latter is the case, the altar works only once.
538 Either way, the sacrificed item dissapears. ]]>
539 </description>
540 <attribute arch="no_pick" value="1" type="fixed" />
541 <attribute arch="walk_on" value="1" type="fixed" />
542 <attribute arch="slaying" editor="match item name" type="string">
543 This string specifies the item that must be put on the altar to
544 activate it. It can either be the name of an archetype, or directly
545 the name of an object. Yet, titles are not recognized by altars.
546 Remember to put a note somewhere, telling the player what he is
547 expected to drop on the altar. (Often this is put in the altar's
548 name: E.g. "drop 100 platinums")
549 </attribute>
550 <attribute arch="food" editor="drop amount" type="int">
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.
553
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
556 200 silver, 20 gold, or 4 platinum will all work.)
557
558 Note that the maximum possible for &lt;drop amount&gt; is 32767.
559 </attribute>
560 <attribute arch="connected" editor="connection" type="int">
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.
563 </attribute>
564 <attribute arch="sp" editor="spell" type="spell">
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
567 infinitly in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
568 one altar.
569 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
571 This text will be displayed to the player
572 in the exact moment when the altar is activated.
573 </attribute>
574 </type>
575
576 <!--####################################################################-->
577 <type number="31" name="Altar Trigger">
578 <ignore>
579 <ignore_list name="non_pickable" />
580 </ignore>
581 <description><![CDATA[
582 Altar_triggers work pretty much like normal altars
583 (drop sacrifice -> connection activated), except for the fact that
584 they reset after usage. Hence, altar_triggers can be used infinitly. ]]>
585 </description>
586 <use><![CDATA[
587 Altar_triggers are very useful if you want to charge a price for...
588 <UL>
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.
591 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
592 </UL>
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
595 quite grateful if things work more than once. =) ]]>
596 </use>
597 <attribute arch="no_pick" value="1" type="fixed" />
598 <attribute arch="slaying" editor="match item name" type="string">
599 This string specifies the item that must be put on the altar to
600 activate it. It can either be the name of an archetype, or directly
601 the name of an object. Yet, titles are not recognized by altars.
602 Remember to put a note somewhere, telling the player what he is
603 expected to drop on the altar. (Often this is put in the altar's
604 name: E.g. "drop 100 platinums")
605 </attribute>
606 <attribute arch="food" editor="drop amount" type="int">
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.
609
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
612 200 silver, 20 gold, or 4 platinum will all work.)
613
614 Note that the maximum possible for &lt;drop amount&gt; is 32767.
615 </attribute>
616 <attribute arch="connected" editor="connection" type="int">
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.
619 </attribute>
620 <attribute arch="sp" editor="spell" type="spell">
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
623 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
624 </attribute>
625 <attribute arch="exp" editor="reset time" type="int">
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.
628 The default &lt;reset time&gt; is 30.
629 </attribute>
630 <attribute arch="last_sp" editor="ignore reset" type="bool">
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.
633 This is typically used when the altar is connected to a creator,
634 e.g. for selling tickets.
635
636 If this attribute is disabled (default), the altar_trigger
637 will push the connected value TWICE per sacrifice: First by
638 dropping sacrifice, second by reset. This mode is typically
639 used for altars being connected to gates, resulting in the
640 gate being opened and closed again.
641 </attribute>
642 <attribute arch="walk_on" value="1" type="fixed">
643 </attribute>
644 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
645 This text will be displayed to the player
646 in the exact moment when the altar is activated.
647 </attribute>
648 </type>
649
650 <!--####################################################################-->
651 <type number="39" name="Amulet">
652 <description><![CDATA[
653 Wearing an amulet, the object's stats will directly be inherited to
654 the player. Amulets are usually meant for protection and defense. ]]>
655 </description>
656 <use><![CDATA[
657 Feel free to create your own special artifacts. However, it is very
658 important that you keep your artifact in balance with existing maps. ]]>
659 </use>
660 <attribute arch="ac" editor="armour class" type="int">
661 This value defines the amount of armour-class bonus for wearing
662 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
663 values are better. It should usually be set only for armour-like equipment.
664 </attribute>
665 <attribute arch="wc" editor="weapon class" type="int">
666 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
667 melee attacks. Weapon class improves the chance of hitting the opponent.
668 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
669 be set only for weapon-like items. Lower values are better.
670 </attribute>
671 <attribute arch="item_power" editor="item power" type="int">
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
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
676 (like gifts from other players or cheated items).
677
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
680 calculate a provisional value at runtime, but this is never
681 going to be an accurate measurement of &lt;item power&gt;.
682 </attribute>
683 <attribute arch="damned" editor="damnation" type="bool">
684 A damned piece of equipment cannot be unwielded unless the curse
685 is removed. Removing damnations is a tick harder than removing curses.
686 </attribute>
687 <attribute arch="cursed" editor="curse" type="bool">
688 A cursed piece of equipment cannot be unwielded
689 unless the curse is removed.
690 </attribute>
691 <attribute arch="lifesave" editor="save life" type="bool">
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
694 healthpoints reach zero, the item dissapears, replenishing
695 half of the player's health.
696
697 An item with &lt;save life&gt; should not have
698 any decent additional bonuses!
699 </attribute>
700 <attribute arch="unique" editor="unique item" type="bool">
701 Unique items exist only one time on a server. If the item
702 is taken, lost or destroyed - it's gone for good.
703 </attribute>
704 <attribute arch="startequip" editor="godgiven item" type="bool">
705 A godgiven item vanishes as soon as the player
706 drops it to the ground.
707 </attribute>
708 <attribute arch="applied" editor="is applied" type="bool">
709 If you put this item into the inventory of a monster, and
710 you want the monster to use/wear the item - you must set
711 &lt;is applied&gt;.
712 Enabling this flag doesn't make any sense if the item
713 is NOT in a monster's inventory.
714 </attribute>
715 <section name="resistance">
716 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
717 This adds physical resistance to the item (= armour value). The number is
718 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
719 and what they require to do for getting this-and-that artifact.
720 </attribute>
721 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
722 This adds magic resistance to the item. The number is a percent-value in
723 the range 0-100. Treat this with CARE. Look at other maps and what they
724 require to do for getting this-and-that artifact.
725 </attribute>
726 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
727 This adds fire resistance to the item. The number is a percent-value in
728 the range 0-100. Treat this with CARE. Look at other maps and what they
729 require to do for getting this-and-that artifact.
730 </attribute>
731 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
732 This adds electricity resistance to the item. The number is a percent-value in
733 the range 0-100. Treat this with CARE. Look at other maps and what they
734 require to do for getting this-and-that artifact.
735 </attribute>
736 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
737 This adds fire resistance to the item. The number is a percent-value in
738 the range 0-100. Treat this with CARE. Look at other maps and what they
739 require to do for getting this-and-that artifact.
740 </attribute>
741 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
742 This adds confusion resistance to the item. The number is a percent-value in
743 the range 0-100. Confusion resistance is not very effective
744 unless the value comes close to 100 (= perfect immunity).
745 </attribute>
746 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
747 This adds acid resistance to the item. The number is a percent-value in
748 the range 0-100. Treat this with CARE. Look at other maps and what they
749 require to do for getting this-and-that artifact.
750 </attribute>
751 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
752 This adds draining resistance to the item. The number is a percent-value
753 in the range 0-100. Draining resistance is little effective
754 unless the value is 100 (= perfect immunity).
755 </attribute>
756 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
757 This adds weaponmagic resistance to the item. The number is a percent-value in
758 the range 0-100. Weaponmagic resistance generally should not exist on
759 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
760 are not meant to be easily resisted.
761 </attribute>
762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
763 This adds ghosthit resistance to the item. The number is a percent-value
764 in the range 0-100. Treat this with CARE. Look at other maps and what they
765 require to do for getting this-and-that artifact.
766 </attribute>
767 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
768 This adds poison resistance to the item. The number is a percent-value in
769 the range 0-100. Treat this with CARE. Look at other maps and what they
770 require to do for getting this-and-that artifact.
771 </attribute>
772 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
773 This adds fear resistance to the item. The number is a percent-value in
774 the range 0-100. Resistance to fear is pretty useless.
775 </attribute>
776 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
777 This adds paralyze resistance to the item. The number is a percent-value in
778 the range 0-100. Paralyze resistance is little effective
779 unless the value is 100 (= perfect immunity).
780 </attribute>
781 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
782 This adds fear resistance to the item. The number is a percent-value in
783 the range 0-100. Resistance to fear is pretty useless.
784 </attribute>
785 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
786 This adds depletion resistance to the item. The number is a percent-value
787 in the range 0-100. Depletion resistance is little effective
788 unless the value is 100 (= perfect immunity).
789 </attribute>
790 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
791 This adds death-attack resistance to the item. The number is a
792 percent-value in the range 0-100. Death-attack resistance is little
793 effective unless the value is 100 (= perfect immunity).
794 Generally, resistance to death-attack is not supposed to be
795 available to players!
796 </attribute>
797 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
798 This adds chaos resistance to the item. The number is a percent-value in
799 the range 0-100. Treat this with CARE. Look at other maps and what they
800 require to do for getting this-and-that artifact.
801 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
802 combination of other attacktypes.
803 </attribute>
804 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
805 This adds blinding resistance to the item. The number is a percent-value
806 in the range 0-100. Treat this with CARE. Look at other maps and what they
807 require to do for getting this-and-that artifact.
808 </attribute>
809 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
810 This adds holy power resistance to the item. The number is a percent-value
811 in the range 0-100. Holy power is the attacktype that holyword-type spells
812 use to hurt undead creatures. This kind of resistance is only reasonable
813 for undead players (wraith or devourer cult).
814 Generally, resistance to holy word should not be available for players.
815 </attribute>
816 </section>
817 <section name="stats">
818 <attribute arch="Str" editor="strength" type="int">
819 The player's strentgh will rise/fall by the given value
820 while wearing this piece of equipment.
821 </attribute>
822 <attribute arch="Dex" editor="dexterity" type="int">
823 The player's dexterity will rise/fall by the given value
824 while wearing this piece of equipment.
825 </attribute>
826 <attribute arch="Con" editor="constitution" type="int">
827 The player's constitution will rise/fall by the given value
828 while wearing this piece of equipment.
829 </attribute>
830 <attribute arch="Int" editor="intelligence" type="int">
831 The player's intelligence will rise/fall by the given value
832 while wearing this piece of equipment.
833 </attribute>
834 <attribute arch="Pow" editor="power" type="int">
835 The player's power will rise/fall by the given value
836 while wearing this piece of equipment.
837 </attribute>
838 <attribute arch="Wis" editor="wisdom" type="int">
839 The player's wisdom will rise/fall by the given value while
840 wearing this piece of equipment.
841 </attribute>
842 <attribute arch="Cha" editor="charisma" type="int">
843 The player's charisma will rise/fall by the given value
844 while wearing this piece of equipment.
845 </attribute>
846 </section>
847 <section name="misc">
848 <attribute arch="luck" editor="luck bonus" type="int">
849 With positive luck bonus, the player is more likely to
850 succeed in all sorts of things (spellcasting, praying,...).
851 Unless the &lt;luck bonus&gt; is very high, the effect will be
852 barely visible in-game. Luck bonus on one piece of equipment
853 should never exceed 3, and such bonus should not be too
854 frequently available.
855 </attribute>
856 <attribute arch="hp" editor="health regen." type="int">
857 Positive &lt;health regen.&gt; bonus speeds up the
858 player's healing process. Negative values slow it down.
859 </attribute>
860 <attribute arch="sp" editor="mana regen." type="int">
861 Positive &lt;mana regen.&gt; bonus speeds up the
862 player's mana regeneration. Negative values slow it down.
863 </attribute>
864 <attribute arch="grace" editor="grace regen." type="int">
865 Positive &lt;grace regen.&gt; bonus speeds up the
866 player's grace regeneration. Negative values slow it down.
867 Since grace can be regenerated rather easy with praying,
868 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
869 </attribute>
870 <attribute arch="food" editor="food bonus" type="int">
871 Positive &lt;food bonus&gt; slows down the player's digestion,
872 thus he consumes less food. Negative values speed it up.
873
874 Note that food is consumed not only for "being alive", but
875 also for healing and mana-regeneration.
876 &lt;food bonus&gt; only affects the amount of food consumed
877 for "being alive". Hence, even with high &lt;food bonus&gt;,
878 during a fight a player can run out of food quickly.
879 </attribute>
880 <attribute arch="xrays" editor="xray vision" type="bool">
881 Xray vision allows the player to see through obstacles
882 in a two-square-wide radius. This is extremely helpful and
883 desireable, so don't give it away for cheap on equipment.
884 </attribute>
885 <attribute arch="stealth" editor="stealth" type="bool">
886 Stealth allows the player to move silently.
887 This comes to effect if a player turns himself
888 invisible and tries to sneak around monsters.
889 (At least that was the idea behind it)
890 </attribute>
891 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
892 If a player is wearing any piece of equipment with
893 the ability to &lt;reflect spells&gt;, all kinds of
894 spell-bullets and -beams will bounce off him.
895 This works only about 90% of all times, to
896 avoid players being completely immune to certain
897 types of attacks.
898
899 This is a very powerful ability and it
900 shouldn't be handed out cheap!
901 </attribute>
902 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
903 If a player is wearing any piece of equipment with
904 the ability to &lt;reflect missiles&gt;, all kinds of
905 projectiles (e.g. arrows, bolts, boulders) will
906 bounce off him. This works only about 90% of all
907 times, to avoid players being completely immune to
908 certain types of attacks.
909 </attribute>
910 <attribute arch="flying" editor="levitate" type="bool">
911 As soon as the player applies a piece of equipment with
912 &lt;levitate&gt; set, the player will start to float in the air.
913 </attribute>
914 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
915 Click on the &lt;attuned paths&gt; button to select spellpaths.
916 The player will get attuned to the specified spellpaths
917 while wearing this item.
918 </attribute>
919 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
920 Click on the &lt;repelled paths&gt; button to select spellpaths.
921 The player will get repelled to the specified spellpaths
922 while wearing this item.
923 </attribute>
924 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
925 Click on the &lt;denied paths&gt; button to select spellpaths.
926 The specified spellpaths will be denied to the player
927 while wearing this item.
928 </attribute>
929 </section>
930 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
931 This text describes the item's "story". Every decent artifact
932 should have such a description.
933 </attribute>
934 </type>
935
936 <!--####################################################################-->
937 <type number="58" name="Battleground">
938 <ignore>
939 <ignore_list name="non_pickable" />
940 </ignore>
941 <description><![CDATA[
942 Battleground is very special: In short, players can die on battleground
943 without any death penalties. They don't loose or gain experience
944 while on battleground. Acid, draining and depletion effects don't
945 work either.
946 When a player dies on battleground, he gets teleported to an exit
947 location which is defined in the battleground object. ]]>
948 </description>
949 <use><![CDATA[
950 Battleground is only meant for player vs. player duels. You can
951 design combat arenas similiar to the one in scorn.<br>
952 What should NEVER be done is placing battleground tiles in
953 open dungeons or other free kinds of land.
954 It must not be possible to gain significant treasure for fighting
955 on battleground, because it bears no risk.<br><br>
956 (Battleground will cease to work when the image or name is changed,
957 or when it is placed beneath another floor tile.
958 This is not a bug, it is there to prevent any attempts of placing
959 "hidden" battleground tiles anywhere.) ]]>
960 </use>
961 <attribute arch="no_pick" value="1" type="fixed" />
962 <attribute arch="is_floor" value="1" type="fixed" />
963 <attribute arch="hp" editor="destination X" type="int">
964 The exit destinations define the (x, y)-coordinates where players
965 get teleported after they died on this battleground.
966 </attribute>
967 <attribute arch="sp" editor="destination Y" type="int">
968 The exit destinations define the (x, y)-coordinates where players
969 get teleported after they died on this battleground.
970 </attribute>
971 </type>
972
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">
1020 <description><![CDATA[
1021 Applying a book, the containing message is displayed to the player. ]]>
1022 </description>
1023 <attribute arch="level" editor="literacy level" type="int">
1024 If this value is set to be greater than zero, the player needs a
1025 certain literacy level to succeed reading the book. The book can be
1026 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1027 book can be a nice idea, personally I like it when a player needs
1028 more than his fighting skills to solve a quest. However, keep the
1029 booklevel at least below 15 because it is quite hard to gain high
1030 mental levels.
1031 </attribute>
1032 <attribute arch="startequip" editor="godgiven item" type="bool">
1033 A godgiven item vanishes as soon as the player
1034 drops it to the ground.
1035 </attribute>
1036 <attribute arch="unique" editor="unique item" type="bool">
1037 Unique items exist only one time on a server. If the item
1038 is taken, lost or destroyed - it's gone for good.
1039 </attribute>
1040 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1041 This is the text that appears "written" in the book.
1042 </attribute>
1043 </type>
1044
1045 <!--####################################################################-->
1046 <type number="99" name="Boots">
1047 <import_type name="Amulet" />
1048 <description><![CDATA[
1049 Wearing boots, the object's stats will directly be inherited to
1050 the player. Usually enhancing his speed, or granting some minor
1051 protection bonus. ]]>
1052 </description>
1053 <use><![CDATA[
1054 Feel free to create your own special artifacts. However, it is very
1055 important that you keep your artifact in balance with existing maps. ]]>
1056 </use>
1057 <attribute arch="exp" editor="speed bonus" type="int">
1058 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1059 while worn. This kind of bonus is quite desirable for players of low-
1060 and medium level. High level players usually have fastest possible
1061 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1062 Still, this bonus is good for nice artifacts - not everything has
1063 to be for highest level.
1064 </attribute>
1065 <attribute arch="magic" editor="magic bonus" type="int">
1066 &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
1068 than direct armour-class bonus on the boots.
1069
1070 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;.
1072 </attribute>
1073 </type>
1074
1075 <!--####################################################################-->
1076 <type number="92" name="Button">
1077 <ignore>
1078 <ignore_list name="non_pickable" />
1079 </ignore>
1080 <description><![CDATA[
1081 When a predefined amount of weigh is placed on a button, the
1082 &lt;connection&gt; value is triggered. In most cases this happens when a
1083 player or monster steps on it. When the button is "released", the
1084 &lt;connection&gt; value get's triggered a second time. ]]>
1085 </description>
1086 <attribute arch="walk_on" value="1" type="fixed" />
1087 <attribute arch="walk_off" value="1" type="fixed" />
1088 <attribute arch="no_pick" value="1" type="fixed" />
1089 <attribute arch="weight" editor="press weight" type="string">
1090 The button is pressed (triggered), as soon as
1091 &lt;press weigh&gt; gram are placed ontop of it.
1092 </attribute>
1093 <attribute arch="connected" editor="connection" type="int">
1094 Every time the button is pressed or released, all objects
1095 with the same &lt;connection&gt; value are activated.
1096 </attribute>
1097 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1098 This text may describe the item. You can use this
1099 message to explain the button's purpose to the player.
1100 </attribute>
1101 </type>
1102
1103 <!--####################################################################-->
1104 <type number="87" name="Cloak">
1105 <import_type name="Amulet" />
1106 <description><![CDATA[
1107 Wearing a cloak, the object's stats will directly be inherited to
1108 the player. Cloaks usually add minor &lt;armour class&gt; and
1109 sometimes a bit of resistance. ]]>
1110 </description>
1111 <use><![CDATA[
1112 Feel free to create your own special artifacts. However, it is very
1113 important that you keep your artifact in balance with existing maps. ]]>
1114 </use>
1115 <attribute arch="magic" editor="magic bonus" type="int">
1116 &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
1118 than direct armour-class bonus on the cloak.
1119
1120 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;.
1122 </attribute>
1123 </type>
1124
1125 <!--####################################################################-->
1126 <type number="9" name="Clock">
1127 <description><![CDATA[
1128 Applying a clock, the time is displayed to the player. ]]>
1129 </description>
1130 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1131 This text may describe the item
1132 </attribute>
1133 </type>
1134
1135 <!--####################################################################-->
1136 <type number="122" name="Container">
1137 <description><![CDATA[
1138 A player can put (certain kinds of) items in the container.
1139 The overall weight of items is reduced when put inside a
1140 container, depending on the settings.
1141 <br><br>
1142 A special feature of containers is the "cauldron",
1143 capable of mixing alchemical receipes. ]]>
1144 </description>
1145 <use><![CDATA[
1146 Note on chests - There are two types of chests:
1147 <UL>
1148 <LI> First the random treasure chests - Those are NOT containers
1149 (but object type Treasure), they create random treasures when
1150 applied. Archetype name is "chest".
1151 <LI> Second there are the permanent chests - Those are containers,
1152 they can be opened and closed again. Archetype name is "chest_2".
1153 </UL> ]]>
1154 </use>
1155 <attribute arch="race" editor="container class" type="string">
1156 If set, the container will hold only certain types of objects.
1157 Possible choices for &lt;container class&gt; are: "gold and jewels",
1158 "arrows" and "keys".
1159
1160 Unfortunately it is not easy to create new container
1161 classes, because items need a matching counterpiece-attribute
1162 to the &lt;container class&gt; before they can be put inside a
1163 container. This attribute ("race") is set only for the existing
1164 container classes.
1165 </attribute>
1166 <attribute arch="slaying" editor="key string" type="string">
1167 If &lt;key string&gt; is set, only players with a special key
1168 of matching &lt;key string&gt; are able to open the container.
1169 </attribute>
1170 <attribute arch="container" editor="maximum weight" type="int">
1171 The container can hold a maximum total weight of the given value
1172 in gram. Note that this weight limit is calculated *after* the
1173 weight reduction (&lt;reduce weight&gt;) has been applied.
1174 </attribute>
1175 <attribute arch="Str" editor="reduce weight %" type="int">
1176 This value determines how much the weight of items is reduced in
1177 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1178 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1179 Most default values are in the range of ten.
1180 </attribute>
1181 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1182 If set, the container can be used as alchemy-cauldron.
1183 The player can put ingredients inside, close it, cast alchemy
1184 and if his formulae is true, he'll get what he longed for.
1185 </attribute>
1186 <attribute arch="unique" editor="unique item" type="bool">
1187 Unique items exist only one time on a server. If the item
1188 is taken, lost or destroyed - it's gone for good.
1189 All contents of a unique container are unique as well.
1190 </attribute>
1191 <attribute arch="startequip" editor="godgiven item" type="bool">
1192 A godgiven item vanishes as soon as the player
1193 drops it to the ground.
1194 </attribute>
1195 <attribute arch="other_arch" editor="animation arch" type="string">
1196 This is used for a certain kind of... "animation" when
1197 opening the container. Stick to the default arches here
1198 and you won't get into trouble.
1199 </attribute>
1200 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201 This text may contain a description of the container.
1202 </attribute>
1203 </type>
1204
1205 <!--####################################################################-->
1206 <type number="103" name="Converter">
1207 <ignore>
1208 <attribute arch="value" />
1209 <attribute arch="nrof" />
1210 <attribute arch="name_pl" />
1211 <attribute arch="no_pick" />
1212 <attribute arch="unpaid" />
1213 <attribute arch="title" />
1214 </ignore>
1215 <description><![CDATA[
1216 Converters are like "exchange tables". When the player drops a
1217 specific type of items, they get converted into other items, at a
1218 predefined exchange-ratio. ]]>
1219 </description>
1220 <use><![CDATA[
1221 Converters are better than shopping with doormats, because the
1222 converters never get sold out. For some items like food or jewels
1223 those "exchange tables" are really nice, while for the more important
1224 stuff like potions converters should not exist.
1225 <br><br>
1226 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1227 items on a converter, the stuff you get must be of equal or lesser
1228 value than before! (Except if you are using "rare" items like
1229 dragonscales for payment). The code will not check if your ratio is
1230 sane, so the player could gain infinite wealth by using your converter. ]]>
1231 </use>
1232 <attribute arch="no_pick" value="1" type="fixed" />
1233 <attribute arch="slaying" editor="cost arch" type="string">
1234 &lt;cost arch&gt; is the name of the archetype the player has to
1235 put on the converter, as payment.
1236 </attribute>
1237 <attribute arch="food" editor="cost number" type="int">
1238 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1239 on the converter, in order to get &lt;receive number&gt; items
1240 of &lt;receive arch&gt;.
1241 </attribute>
1242 <attribute arch="other_arch" editor="receive arch" type="string">
1243 &lt;receive arch&gt; is the name of the archetype to convert into.
1244 </attribute>
1245 <attribute arch="sp" editor="receive number" type="int">
1246 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1247 on the converter, in order to get &lt;receive number&gt; items
1248 of &lt;receive arch&gt;.
1249 </attribute>
1250 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1251 This text may contain a description of the converter.
1252 </attribute>
1253 </type>
1254
1255 <!--####################################################################-->
1256 <type number="42" name="Creator">
1257 <ignore>
1258 <ignore_list name="system_object" />
1259 </ignore>
1260 <description><![CDATA[
1261 A creator is an object which creates another object when it
1262 is triggered. The child object can be anything. Creators are
1263 VERY useful for all kinds of map-mechanisms. ]]>
1264 </description>
1265 <use><![CDATA[
1266 Don't hesitate to hide your creators under the floor.
1267 The created items will still always appear ontop of the floor. ]]>
1268 </use>
1269 <attribute arch="no_pick" value="1" type="fixed" />
1270 <attribute arch="other_arch" editor="create arch" type="string">
1271 This string defines the object that will be created.
1272 You can choose any of the existing arches.
1273 </attribute>
1274 <attribute arch="connected" editor="connection" type="int">
1275 Whenever the connection value is activated,
1276 the creator gets triggered.
1277 </attribute>
1278 <attribute arch="lifesave" editor="infinit uses" type="bool">
1279 If &lt;infinit uses&gt; is set, the creator will work
1280 infinitly, regardless of the value in &lt;number of uses&gt;.
1281 </attribute>
1282 <attribute arch="hp" editor="number of uses" type="int">
1283 The creator can be triggered &lt;number of uses&gt; times, thus
1284 creating that many objects, before it dissappears.
1285 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1286 </attribute>
1287 <attribute arch="slaying" editor="name of creation" type="string">
1288 The created object will bear the name specified in &lt;name creation&gt;.
1289 If nothing is set, the standard name of the archetype is used.
1290 </attribute>
1291 <attribute arch="level" editor="level of creation" type="int">
1292 The created object will be of that level. If zero/unset,
1293 the standard level of the archetype is used.
1294 </attribute>
1295 </type>
1296
1297 <!--####################################################################-->
1298 <type number="51" name="Detector">
1299 <ignore>
1300 <ignore_list name="system_object" />
1301 </ignore>
1302 <description><![CDATA[
1303 Detectors work quite much like inv. checkers/pedestals: If the detector
1304 finds a specific object, it toggles its connected value.
1305 <br><br>
1306 What is "unique" about them, compared to inv. checkers/ pedestals?
1307 - First, detectors check their square for a match periodically, not
1308 instantly. Second, detectors check directly for object names. Third,
1309 detectors do not check the inventory of players/monsters. ]]>
1310 </description>
1311 <use><![CDATA[
1312 There is one major speciality about detectors: You can detect spells
1313 blown over a detector! To detect a lighting bolt for example, set
1314 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1315 walls, this can be very useful for map-mechanisms. ]]>
1316 </use>
1317 <attribute arch="no_pick" value="1" type="fixed" />
1318 <attribute arch="slaying" editor="match name" type="string">
1319 &lt;match name&gt; specifies the name of the object we are looking for.
1320 Actually it does also check for the &lt;key string&gt; in key-objects,
1321 but for this case inventory checkers are often more powerful to use.
1322 </attribute>
1323 <attribute arch="connected" editor="connection" type="int">
1324 When the detector is triggered, all objects with the same
1325 connection value get activated.
1326 </attribute>
1327 <attribute arch="speed" editor="detection speed" type="float">
1328 This value defines the time between two detector-checks.
1329 If you want the detector to behave almost like pedestals/buttons,
1330 set speed rather high, like &lt;detection speed&gt; 1.0.
1331 </attribute>
1332 </type>
1333
1334 <!--####################################################################-->
1335 <type number="112" name="Director">
1336 <ignore>
1337 <ignore_list name="non_pickable" />
1338 </ignore>
1339 <description><![CDATA[
1340 Directors change the direction of spell objects and other projectiles
1341 that fly past. Unlike spinners, directors always move objects in the
1342 same direction. It does not make a difference from what angle you
1343 shoot into it.<br>
1344 Directors are visible per default. ]]>
1345 </description>
1346 <use><![CDATA[
1347 Directors are rarely used in maps. Sometimes they are placed to
1348 change the direction of spells coming out of magic walls,
1349 "channeling" spell-projectiles in some direction. When doing this,
1350 <B>never place directors facing each other with magic walls fireing
1351 into them!</B> The spell-projectiles bouncing between the directors
1352 would accumulate to huge numbers and at some point slow down the
1353 server by eating memory- and CPU-time.
1354 <br><br>
1355 You'd better not place directors in monster vs. player combat
1356 areas too much, because that freaks out wizard-type players. ]]>
1357 </use>
1358 <attribute arch="sp" editor="direction" type="list_direction">
1359 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1360 A director with direction &lt;none&gt; simply stops projectiles.
1361 (The latter works out a bit strange for some spells).
1362 </attribute>
1363 <attribute arch="walk_on" value="1" type="fixed" />
1364 <attribute arch="fly_on" value="1" type="fixed" />
1365 </type>
1366
1367 <!--####################################################################-->
1368 <type number="158" name="Disease">
1369 <ignore>
1370 <ignore_list name="system_object" />
1371 </ignore>
1372 <description><![CDATA[
1373 Diseases are an intersting form of spellcraft in Crossfire.
1374 Once casted, they can spread out and infect creatures in a large
1375 area. Being infected can have various effects, from amusing farts
1376 to horrible damage - almost everything is possible. ]]>
1377 </description>
1378 <use><![CDATA[
1379 Diseases are extremely flexible and usable in a many ways.
1380 So far they are mostly used for causing bad, unwanted effects.
1381 You could just as well create a disease which helps the player
1382 (recharging mana for example).
1383 Infection with a "positive disease" could even be a quest reward. ]]>
1384 </use>
1385 <attribute arch="invisible" value="1" type="fixed" />
1386 <attribute arch="level" editor="plaque level" type="int">
1387 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1388 This mainly reflects in the &lt;damage&gt;. It has no effect on
1389 most other symptoms. Neverthless, it is a very important value for
1390 all damage-inflicting diseases.
1391 </attribute>
1392 <attribute arch="race" editor="infect race" type="string">
1393 The disease will only infect creatures of the specified &lt;race&gt;.
1394 "&lt;race&gt; *" means every creature can be infected.
1395 </attribute>
1396 <attribute arch="ac" editor="progressiveness" type="int">
1397 Every time the disease "moves" the severity of the symptoms are increased
1398 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1399 </attribute>
1400 <section name="spreading">
1401 <attribute arch="wc" editor="infectiosness" type="int">
1402 The &lt;infectiosness&gt; defines the chance of new creatures getting
1403 infected. If you set this too high, the disease is very likely to
1404 be too effective.
1405
1406 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1407 </attribute>
1408 <attribute arch="last_grace" editor="attenuation" type="int">
1409 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1410 everytime it infects someone new. This limits how many generations
1411 a disease can propagate.
1412 </attribute>
1413 <attribute arch="magic" editor="infection range" type="int">
1414 &lt;infection range&gt; sets the range at which infection may occur.
1415 If positive, the &lt;infection range&gt; is level dependant - If negative,
1416 it is not:
1417 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1418 six square range, and &lt;plaque level&gt; doesn't modify that.
1419 </attribute>
1420 <attribute arch="maxhp" editor="persistence" type="int">
1421 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1422 The disease can "move" &lt;persistence&gt; times outside a host before it
1423 vanishes. A negative value means the disease lasts for permanent
1424 (which is only recommended to use in maps without monsters).
1425 </attribute>
1426 <attribute arch="maxgrace" editor="curing duration" type="int">
1427 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1428 (Assuming the host survives and doesn't use a curing spell).
1429 After this period the disease is naturally cured, which provides the
1430 host with immunity from this particular disease of lower or equal level.
1431
1432 A negative value means the disease can never be cured naturally.
1433
1434 Note that this value can be further modulated by spell-parameters,
1435 if the disease is registered as spell in the code. Due to that,
1436 most default diseases take a lot longer to cure than it seems.
1437 </attribute>
1438 <attribute arch="speed" editor="moving speed" type="float">
1439 The &lt;speed&gt; of the disease determines how fast the disease will
1440 "move", thus how fast the symptoms strike the host.
1441 </attribute>
1442 </section>
1443 <section name="symptoms">
1444 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1445 The disease will attack the host with the given &lt;attacktype&gt;.
1446 Godpower attacktype is commonly used for "unresistable" diseases.
1447 </attribute>
1448 <attribute arch="dam" editor="damage" type="int">
1449 A disease with a positive &lt;damage&gt; value will strike the player for that
1450 amount of damage every time the symptoms occur.
1451 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1452 the player's health is reduced by 10% every time the symptoms strike.
1453
1454 Diseases with %-based damage can be dangerous - but not deadly -
1455 for players of all levels.
1456 </attribute>
1457 <attribute arch="other_arch" editor="create arch" type="string">
1458 If set, the specified arch is created and dropped every time the
1459 symptoms strike.
1460
1461 This can be various things: farts, body pieces, eggs ...
1462 Even monsters can be created that way. You could also make a
1463 disease where some exotic stuff like money/gems is created.
1464 </attribute>
1465 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1466 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1467 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1468 </attribute>
1469 <attribute arch="exp" editor="exp. for curing" type="int">
1470 When the player manages to cure this disease (with a curing spell),
1471 he is awarded with &lt;exp. for curing&gt; experience.
1472 </attribute>
1473 <attribute arch="maxsp" editor="mana depletion" type="int">
1474 Every time the disease "moves", the player's mana is
1475 reduced by the value of &lt;mana depletion&gt;.
1476 For negative values, a %-based amount is taken.
1477 </attribute>
1478 <attribute arch="last_eat" editor="food depletion" type="int">
1479 Every time the disease "moves", the player's food is
1480 reduced by the value of &lt;food depletion&gt;.
1481 For negative values, a %-based amount is taken.
1482 </attribute>
1483 <attribute arch="hp" editor="health regen." type="int">
1484 This value increases the player's healing rate.
1485 Negative values decrease it.
1486 </attribute>
1487 <attribute arch="sp" editor="mana regen." type="int">
1488 This value increases the player's rate of mana regeneration.
1489 Negative values decrease it.
1490 </attribute>
1491 </section>
1492 <section name="disability">
1493 <attribute arch="Str" editor="strength" type="int">
1494 The player's strength will rise by the given value
1495 while being infected. (Negative values make strength fall)
1496 </attribute>
1497 <attribute arch="Dex" editor="dexterity" type="int">
1498 The player's dexterity will rise by the given value
1499 while being infected. (Negative values make dexterity fall)
1500 </attribute>
1501 <attribute arch="Con" editor="constitution" type="int">
1502 The player's constitution will rise by the given value
1503 while being infected. (Negative values make constitution fall)
1504 </attribute>
1505 <attribute arch="Int" editor="intelligence" type="int">
1506 The player's intelligence will rise by the given value
1507 while being infected. (Negative values make intelligence fall)
1508 </attribute>
1509 <attribute arch="Pow" editor="power" type="int">
1510 The player's power will rise by the given value
1511 while being infected. (Negative values make power fall)
1512 </attribute>
1513 <attribute arch="Wis" editor="wisdom" type="int">
1514 The player's wisdom will rise by the given value
1515 while being infected. (Negative values make wisdom fall)
1516 </attribute>
1517 <attribute arch="Cha" editor="charisma" type="int">
1518 The player's charisma will rise by the given value
1519 while being infected. (Negative values make charisma fall)
1520 </attribute>
1521 </section>
1522 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1523 This text is displayed to the player every time the
1524 symptoms strike.
1525 </attribute>
1526 </type>
1527
1528 <!--####################################################################-->
1529 <type number="83" name="Duplicator">
1530 <ignore>
1531 <ignore_list name="system_object" />
1532 </ignore>
1533 <description><![CDATA[
1534 When activated, a duplicator can duplicate, multiply or destroy a pile of
1535 objects which lies somewhere on top of the duplicator.
1536 The duplicator has one arch name specified as &lt;target arch&gt;,
1537 and only objects of this archetype can be affected.<br>
1538 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1539 If the latter is set to zero, it will destroy objects. ]]>
1540 </description>
1541 <use><![CDATA[
1542 I hope it is clear that one must be very cautious when inserting a duplicator
1543 anywhere with &lt;multiply factor&gt; greater than one.
1544 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1545 It is <b>not acceptable</b> to allow duplication of anything other than
1546 coins, gold and jewels. Besides, it is very important that the chance to
1547 loose the input matches the chance to earn winnings.<br>
1548 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1549 loosing rate of 2/3 = 67%. ]]>
1550 </use>
1551 <attribute arch="other_arch" editor="target arch" type="string">
1552 Only objects of matching archtype, lying ontop of the dublicator will be
1553 dublicated, multiplied or removed. All other objects will be ignored.
1554 </attribute>
1555 <attribute arch="level" editor="multiply factor" type="int">
1556 The number of items in the target pile will be multiplied by the
1557 &lt;multiply factor&gt;. If it is set to zero, all target objects
1558 will be destroyed.
1559 </attribute>
1560 <attribute arch="connected" editor="connection" type="int">
1561 An activator (lever, altar, button, etc) with matching connection value
1562 is able to trigger this duplicator. Be very careful that players cannot
1563 abuse it to create endless amounts of money or other valuable stuff!
1564 </attribute>
1565 </type>
1566
1567 <!--####################################################################-->
1568 <type number="66" name="Exit">
1569 <ignore>
1570 <ignore_list name="non_pickable" />
1571 </ignore>
1572 <description><![CDATA[
1573 When the player applies an exit, he is transferred to a different location.
1574 (Monsters cannot use exits.) Depending on how it is set, the player applies
1575 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1576 the exit. ]]>
1577 </description>
1578 <use><![CDATA[
1579 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1580 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1581 detected with the show_invisible spell.
1582 <br><br>
1583 You can be quite creative with the outlook of secret exits (their "face").
1584 Don't forget to give the player relyable hints about them though. ]]>
1585 </use>
1586 <attribute arch="slaying" editor="exit path" type="string">
1587 The exit path defines the map that the player is transferred to.
1588 You can enter an absolute path, beginning with '/' (for example
1589 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1590 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1591 relative path "Fire1"). Use relative paths whenever possible! Note that
1592 upper/lower case must always be set correctly. However, please use lower
1593 case only.
1594 It is well possible to have an exit pointing to the same map that the exit
1595 is on. If slaying is not set in an exit, the player will see a message like
1596 "the exit is closed".
1597 </attribute>
1598 <attribute arch="hp" editor="destination X" type="int">
1599 The exit destinations define the (x, y)-coordinates where the exit
1600 leads to.
1601 If both are set to zero, the player will be transferred to the "default
1602 enter location" of the destined map. The latter can be set in the map-
1603 properties as "Enter X/Y". Though, please DO NOT use that.
1604 It turned out to be a source for numerous map-bugs.
1605 </attribute>
1606 <attribute arch="sp" editor="destination Y" type="int">
1607 The exit destinations define the (x, y)-coordinates where the exit
1608 leads to.
1609 If both are set to zero, the player will be transferred to the "default
1610 enter location" of the destined map. The latter can be set in the map-
1611 properties as "Enter X/Y". Though, please DO NOT use that.
1612 It turned out to be a source for numerous map-bugs.
1613 </attribute>
1614 <attribute arch="walk_on" editor="apply by walking" type="bool">
1615 If set, the player will apply the exit by just walking into it. This must
1616 be set for the invisible exits for example. If unset, the player has
1617 to step onto the exit and press 'a' to get transferred.
1618 </attribute>
1619 <attribute arch="fly_on" editor="apply by flying" type="bool">
1620 If set, the player will apply the exit by "flying into it". Flying means
1621 the player is levitating. E.g. wearing levitation boots.
1622 </attribute>
1623 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1624 If set, this message will be displayed to the player when he applies the exit.
1625 This is quite useful to throw in some "role-play feeling": "As you enter the
1626 dark cave you hear the sound of rustling dragonscales...". Well, my english
1627 is poor, but you get the point. =)
1628 </attribute>
1629 <attribute arch="unique" editor="unique destination" type="bool">
1630 This flag defines the destined map as "personal unique map". If set,
1631 there will be a seperate version of that map for every player out there.
1632 This feature is used for the permanent apartments
1633 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1634 than apartments, since Crossfire is a *multi*player game. In such a permanent
1635 apartment don't forget to set the unique-flag for all floor tiles too
1636 (see floors).
1637 An exit pointing outside of a personal unique map must have the
1638 "unique destination"-flag unset.
1639 </attribute>
1640 </type>
1641
1642 <!--####################################################################-->
1643 <type number="72" name="Flesh">
1644 <description><![CDATA[
1645 Just like with food, the player can fill his stomache and gain a
1646 little health by eating flesh-objects. <br>
1647 For dragon players, flesh plays a very special role though: If the
1648 flesh has resistances set, a dragon player has a chance to gain resistance in
1649 those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1650 Don't forget that flesh items with resistances have to be balanced
1651 according to map/monster difficulty. ]]>
1652 </description>
1653 <use><![CDATA[
1654 For dragon players, flesh items can be highly valuable. Note that many
1655 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1656 These flesh items "inherit" resistances and level from the monster they belong to.
1657 When you add special flesh items to the inventory of a monster, this is
1658 not the case - so you have to set it manually.
1659 <br><br>
1660 Generally adding special flesh-treaties for dragon players is a great thing
1661 to do. Always consider that dragon players might really not be interested
1662 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1663 out on the reward completely. ]]>
1664 </use>
1665 <attribute arch="food" editor="foodpoints" type="int">
1666 The player's stomache will get filled with this amount of foodpoints.
1667 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1668 </attribute>
1669 <attribute arch="level" editor="flesh level" type="int">
1670 The &lt;flesh level&gt; is not visible to the players and it affects only
1671 dragon players. Normally this value reflects the level of the monster
1672 from which the flesh item originates.
1673 Dragon players always search for flesh of highest level possible,
1674 because it bears the best chance to gain high resistances.
1675 </attribute>
1676 <attribute arch="startequip" editor="godgiven item" type="bool">
1677 A godgiven item vanishes as soon as the player
1678 drops it to the ground.
1679 </attribute>
1680 <section name="resistance">
1681 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1682 Resistances on flesh items make them more durable against spellcraft
1683 of the appropriate kind. It also allows dragon players to eventually gain
1684 resistance by eating it. Usually resistance should only be set for flesh
1685 items in a monster's inventory.
1686 </attribute>
1687 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1688 Resistances on flesh items make them more durable against spellcraft
1689 of the appropriate kind. It also allows dragon players to eventually gain
1690 resistance by eating it. Usually resistance should only be set for flesh
1691 items in a monster's inventory.
1692 </attribute>
1693 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1694 Resistances on flesh items make them more durable against spellcraft
1695 of the appropriate kind. It also allows dragon players to eventually gain
1696 resistance by eating it. Usually resistance should only be set for flesh
1697 items in a monster's inventory.
1698 </attribute>
1699 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1700 Resistances on flesh items make them more durable against spellcraft
1701 of the appropriate kind. It also allows dragon players to eventually gain
1702 resistance by eating it. Usually resistance should only be set for flesh
1703 items in a monster's inventory.
1704 </attribute>
1705 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1706 Resistances on flesh items make them more durable against spellcraft
1707 of the appropriate kind. It also allows dragon players to eventually gain
1708 resistance by eating it. Usually resistance should only be set for flesh
1709 items in a monster's inventory.
1710 </attribute>
1711 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1712 Resistances on flesh items make them more durable against spellcraft
1713 of the appropriate kind. It also allows dragon players to eventually gain
1714 resistance by eating it. Usually resistance should only be set for flesh
1715 items in a monster's inventory.
1716 </attribute>
1717 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1718 Resistances on flesh items make them more durable against spellcraft
1719 of the appropriate kind. It also allows dragon players to eventually gain
1720 resistance by eating it. Usually resistance should only be set for flesh
1721 items in a monster's inventory.
1722 </attribute>
1723 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1724 Resistances on flesh items make them more durable against spellcraft
1725 of the appropriate kind. It also allows dragon players to eventually gain
1726 resistance by eating it. Usually resistance should only be set for flesh
1727 items in a monster's inventory.
1728 </attribute>
1729 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1730 Resistances on flesh items make them more durable against spellcraft
1731 of the appropriate kind. It also allows dragon players to eventually gain
1732 resistance by eating it. Usually resistance should only be set for flesh
1733 items in a monster's inventory.
1734 </attribute>
1735 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1736 Resistances on flesh items make them more durable against spellcraft
1737 of the appropriate kind. It also allows dragon players to eventually gain
1738 resistance by eating it. Usually resistance should only be set for flesh
1739 items in a monster's inventory.
1740 </attribute>
1741 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1742 Resistances on flesh items make them more durable against spellcraft
1743 of the appropriate kind. It also allows dragon players to eventually gain
1744 resistance by eating it. Usually resistance should only be set for flesh
1745 items in a monster's inventory.
1746 </attribute>
1747 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1748 Resistances on flesh items make them more durable against spellcraft
1749 of the appropriate kind. It also allows dragon players to eventually gain
1750 resistance by eating it. Usually resistance should only be set for flesh
1751 items in a monster's inventory.
1752 </attribute>
1753 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1754 Resistances on flesh items make them more durable against spellcraft
1755 of the appropriate kind. It also allows dragon players to eventually gain
1756 resistance by eating it. Usually resistance should only be set for flesh
1757 items in a monster's inventory.
1758 </attribute>
1759 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1760 Resistances on flesh items make them more durable against spellcraft
1761 of the appropriate kind. It also allows dragon players to eventually gain
1762 resistance by eating it. Usually resistance should only be set for flesh
1763 items in a monster's inventory.
1764 </attribute>
1765 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1766 Resistances on flesh items make them more durable against spellcraft
1767 of the appropriate kind. It also allows dragon players to eventually gain
1768 resistance by eating it. Usually resistance should only be set for flesh
1769 items in a monster's inventory.
1770 </attribute>
1771 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1772 RResistances on flesh items make them more durable against spellcraft
1773 of the appropriate kind. It also allows dragon players to eventually gain
1774 resistance by eating it. Usually resistance should only be set for flesh
1775 items in a monster's inventory.
1776 </attribute>
1777 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1778 Resistances on flesh items make them more durable against spellcraft
1779 of the appropriate kind. It also allows dragon players to eventually gain
1780 resistance by eating it. Usually resistance should only be set for flesh
1781 items in a monster's inventory.
1782 </attribute>
1783 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1784 Resistances on flesh items make them more durable against spellcraft
1785 of the appropriate kind. It also allows dragon players to eventually gain
1786 resistance by eating it. Usually resistance should only be set for flesh
1787 items in a monster's inventory.
1788 </attribute>
1789 </section>
1790 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1791 This text may describe the item.
1792 </attribute>
1793 </type>
1794
1795 <!--####################################################################-->
1796 <type number="0" name="Floor">
1797 <required>
1798 <attribute arch="is_floor" value="1" />
1799 <attribute arch="alive" value="0" />
1800 </required>
1801 <ignore>
1802 <ignore_list name="non_pickable" />
1803 </ignore>
1804 <description><![CDATA[
1805 Floor is a very basic thing whithout too much
1806 functionality. It's a floor - you stand on it. ]]>
1807 </description>
1808 <attribute arch="is_floor" value="1" type="fixed" />
1809 <attribute arch="no_pick" value="1" type="fixed" />
1810 <attribute arch="no_pass" editor="blocking passage" type="bool">
1811 If set, the object cannot be passed by players nor monsters.
1812 </attribute>
1813 <section name="terrain">
1814 <attribute arch="slow_move" editor="slow movement" type="int">
1815 If &lt;slow movement&gt; is set to a value greater zero, all
1816 creatures moving over this spot will be slower than normal.
1817
1818 &lt;slow movement&gt; 1 - rough terrain
1819 &lt;slow movement&gt; 2 - very rough terrain
1820 ...
1821 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1822 </attribute>
1823 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1824 This flag indicates this spot contains wood or high grass.
1825 Players with activated woodsman skill can move faster here.
1826 </attribute>
1827 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1828 This flag indicates this spot contains hills or large rocks.
1829 Players with activated mountaineer skill can move faster here.
1830 </attribute>
1831 </section>
1832 <attribute arch="no_magic" editor="no spells" type="bool">
1833 If enabled, it is impossible for players to use (wizard-)
1834 spells on that spot.
1835 </attribute>
1836 <attribute arch="damned" editor="no prayers" type="bool">
1837 If enabled, it is impossible for players to use prayers
1838 on that spot. It also prevents players from saving.
1839 </attribute>
1840 <attribute arch="unique" editor="unique map" type="bool">
1841 Unique floor means that any items dropped on that spot
1842 will be saved byond map reset. For permanent apartments,
1843 all floor tiles must be set &lt;unique map&gt;.
1844 </attribute>
1845 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1846 This text may describe the object.
1847 </attribute>
1848 </type>
1849
1850 <!--####################################################################-->
1851 <type number="67" name="Floor (Encounter)">
1852 <ignore>
1853 <ignore_list name="non_pickable" />
1854 </ignore>
1855 <description><![CDATA[
1856 Encounter-Floor is pretty much the same as normal floor.
1857 Most outdoor floor/ground-arches are set to be "encounters".
1858 That is kind of a relict from former code: When walking over
1859 encounter-floor, players sometimes got beamed to little maps
1860 with monsters on them. Nowadays this feature is disabled -
1861 Hence encounter floor is not different from normal floor. ]]>
1862 </description>
1863 <attribute arch="is_floor" value="1" type="fixed" />
1864 <attribute arch="no_pick" value="1" type="fixed" />
1865 <attribute arch="no_pass" editor="blocking passage" type="bool">
1866 If set, the object cannot be passed by players nor monsters.
1867 </attribute>
1868 <section name="terrain">
1869 <attribute arch="slow_move" editor="slow movement" type="int">
1870 If &lt;slow movement&gt; is set to a value greater zero, all
1871 creatures moving over this spot will be slower than normal.
1872
1873 &lt;slow movement&gt; 1 - rough terrain
1874 &lt;slow movement&gt; 2 - very rough terrain
1875 ...
1876 &lt;slow movement&gt; 7 - spider web (sticky as hell)
1877 </attribute>
1878 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1879 This flag indicates this spot contains wood or high grass.
1880 Players with activated woodsman skill can move faster here.
1881 </attribute>
1882 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1883 This flag indicates this spot contains hills or large rocks.
1884 Players with activated mountaineer skill can move faster here.
1885 </attribute>
1886 </section>
1887 <attribute arch="no_magic" editor="no spells" type="bool">
1888 If enabled, it is impossible for players to use (wizard-)
1889 spells on that spot.
1890 </attribute>
1891 <attribute arch="damned" editor="no prayers" type="bool">
1892 If enabled, it is impossible for players to use prayers
1893 on that spot. It also prevents players from saving.
1894 </attribute>
1895 <attribute arch="unique" editor="unique map" type="bool">
1896 Unique floor means that any items dropped on that spot
1897 will be saved byond map reset. For permanent apartments,
1898 all floor tiles must be set &lt;unique map&gt;.
1899 </attribute>
1900 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1901 This text may describe the object.
1902 </attribute>
1903 </type>
1904
1905 <!--####################################################################-->
1906 <type number="6" name="Food">
1907 <description><![CDATA[
1908 By eating/drinking food-objects, the player can fill his
1909 stomache and gain a little health. ]]>
1910 </description>
1911 <attribute arch="food" editor="foodpoints" type="int">
1912 The player's stomache will get filled with this amount of foodpoints.
1913 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1914 </attribute>
1915 <attribute arch="startequip" editor="godgiven item" type="bool">
1916 A godgiven item vanishes as soon as the player
1917 drops it to the ground.
1918 </attribute>
1919 </type>
1920
1921 <!--####################################################################-->
1922 <type number="91" name="Gate">
1923 <ignore>
1924 <ignore_list name="non_pickable" />
1925 </ignore>
1926 <description><![CDATA[
1927 Gates play an important role in Crossfire. Gates can be opened
1928 by activating a button/trigger, by speaking passwords (-> magic_ear)
1929 or carrying special key-objects (-> inventory checker).
1930 Unlike locked doors, gates can get shut again after a player has
1931 passed, which makes them more practical in many cases. ]]>
1932 </description>
1933 <use><![CDATA[
1934 Use gates to divide your maps into seperated areas. After solving
1935 area A, the player gains access to area B, and so on. Make your
1936 maps more complex than "one-way". ]]>
1937 </use>
1938 <attribute arch="no_pick" value="1" type="fixed" />
1939 <attribute arch="connected" editor="connection" type="int">
1940 Whenever the inventory checker is triggered, all objects with identical
1941 &lt;connection&gt; value get activated. This only makes sense together with
1942 &lt;blocking passage&gt; disabled.
1943 </attribute>
1944 <attribute arch="wc" editor="position state" type="int">
1945 The &lt;position state&gt; defines the position of the gate:
1946 Zero means completely open/down, the "number of animation-steps" (usually
1947 about 6 or 7) means completely closed/up state. I suggest you don't
1948 mess with this value - Leave the default in place.
1949 </attribute>
1950 <attribute arch="no_pass" editor="blocking passage" type="bool">
1951 For open gates, &lt;blocking passage&gt; should be unset.
1952 For closed gates it must be set.
1953 </attribute>
1954 <attribute arch="no_magic" editor="restrict spells" type="bool">
1955 Restricting the use of spells to pass this gate. This has
1956 an effect only if &lt;block view&gt; is disabled.
1957 </attribute>
1958 <attribute arch="damned" editor="restrict prayers" type="bool">
1959 Restricting the use of prayers to pass this door. This has
1960 an effect only if &lt;block view&gt; is disabled.
1961 </attribute>
1962 </type>
1963
1964 <!--####################################################################-->
1965 <type number="113" name="Girdle">
1966 <import_type name="Amulet" />
1967 <description><![CDATA[
1968 Wearing a girdle, the object's stats will directly be inherited to
1969 the player. Girdles usually provide stats- or damage bonuses and no
1970 defense. ]]>
1971 </description>
1972 <use><![CDATA[
1973 Feel free to create your own special artifacts. However, it is very
1974 important that you keep your artifact in balance with existing maps. ]]>
1975 </use>
1976 <attribute arch="magic" editor="magic bonus" type="int">
1977 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1978 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1979 than direct armour-class bonus on the helmet.
1980
1981 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
1982 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
1983 &lt;magic bonus&gt; is pointless here.
1984 </attribute>
1985 </type>
1986
1987 <!--####################################################################-->
1988 <type number="100" name="Gloves">
1989 <import_type name="Amulet" />
1990 <description><![CDATA[
1991 Wearing gloves, the object's stats will directly be inherited to
1992 the player. Gloves can add defense or damage bonuses. ]]>
1993 </description>
1994 <use><![CDATA[
1995 Feel free to create your own special artifacts. However, it is very
1996 important that you keep your artifact in balance with existing maps. ]]>
1997 </use>
1998 <attribute arch="magic" editor="magic bonus" type="int">
1999 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2000 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2001 will increase that.
2002 </attribute>
2003 </type>
2004
2005 <!--####################################################################-->
2006 <type number="93" name="Handle">
2007 <ignore>
2008 <ignore_list name="non_pickable" />
2009 </ignore>
2010 <description><![CDATA[
2011 A handle can be applied by players and (certain) monsters.
2012 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2013 </description>
2014 <use><![CDATA[
2015 Handles are commonly used to move gates. When placing your lever,
2016 don't forget that some monsters are able to apply it.
2017 The ability to apply levers is rare among monsters -
2018 but vampires can do it for example. ]]>
2019 </use>
2020 <attribute arch="no_pick" value="1" type="fixed" />
2021 <attribute arch="connected" editor="connection" type="int">
2022 Every time the handle is applied, all objects
2023 with the same &lt;connection&gt; value are activated.
2024 </attribute>
2025 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2026 This text may describe the item. You can use this
2027 message to explain the handle's purpose to the player.
2028 </attribute>
2029 </type>
2030
2031 <!--####################################################################-->
2032 <type number="27" name="Handle Trigger">
2033 <import_type name="Handle" />
2034 <ignore>
2035 <ignore_list name="non_pickable" />
2036 </ignore>
2037 <description><![CDATA[
2038 Handle triggers are handles which reset after a short period
2039 of time. Every time it is either applied or reset, the
2040 &lt;connection&gt; value is triggered. ]]>
2041 </description>
2042 <use><![CDATA[
2043 When you connect an ordinary handle to a gate, the gate normally remains
2044 opened after the first player passed. If you want to keep the gate shut,
2045 connecting it to a handle trigger is an easy solution. ]]>
2046 </use>
2047 </type>
2048
2049 <!--####################################################################-->
2050 <type number="88" name="Hazard Floor">
2051 <required>
2052 <attribute arch="is_floor" value="1" />
2053 </required>
2054 <ignore>
2055 <ignore_list name="non_pickable" />
2056 </ignore>
2057 <description><![CDATA[
2058 The best example for Hazard Floor is lava. It works like standard
2059 floor, but damages all creatures standing on it.
2060 Damage is taken in regular time intervals. ]]>
2061 </description>
2062 <use><![CDATA[
2063 The default lava for example does minor damage. But you can turn
2064 it up so that your hazard floor poses a real threat.<br>
2065 Like magic walls, such floors add a permanent thrill to your map.
2066 You can use that to safely chase off too-weak players, or just
2067 to have something different. ]]>
2068 </use>
2069 <attribute arch="is_floor" value="1" type="fixed" />
2070 <attribute arch="lifesave" value="1" type="fixed" />
2071 <attribute arch="walk_on" value="1" type="fixed" />
2072 <attribute arch="no_pick" value="1" type="fixed" />
2073 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2074 This attribute specifys the attacktypes that this floor uses to
2075 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2076 If you want a real tough hazard floor, add more than just one attacktype.
2077 </attribute>
2078 <attribute arch="dam" editor="base damage" type="int">
2079 The &lt;base damage&gt; defines how much damage is inflicted to the
2080 victim per hit. The final damage is influenced by several other
2081 factors like the victim's resistance and level.
2082 </attribute>
2083 <attribute arch="wc" editor="weaponclass" type="int">
2084 &lt;weapon class&gt; improves the chance of hitting the victim.
2085 Lower values are better.
2086 Usually, hazard floors like lava are supposed to hit the
2087 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2088 to something like -30.
2089 </attribute>
2090 <attribute arch="level" editor="attack level" type="int">
2091 I guess this value is supposed to work similar to monster levels.
2092 But in fact, it does not seem to have an effect. Set any non-zero
2093 value to be on the safe side.
2094 </attribute>
2095 <section name="terrain">
2096 <attribute arch="slow_move" editor="slow movement" type="int">
2097 If &lt;slow movement&gt; is set to a value greater zero, all
2098 creatures moving over this spot will be slower than normal.
2099
2100 &lt;slow movement&gt; 1 - rough terrain
2101 &lt;slow movement&gt; 2 - very rough terrain
2102 ...
2103 &lt;slow movement&gt; 7 - spider web (sticky as hell)
2104 </attribute>
2105 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2106 This flag indicates this spot contains wood or high grass.
2107 Players with activated woodsman skill can move faster here.
2108 </attribute>
2109 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2110 This flag indicates this spot contains hills or large rocks.
2111 Players with activated mountaineer skill can move faster here.
2112 </attribute>
2113 </section>
2114 <attribute arch="no_magic" editor="no spells" type="bool">
2115 If enabled, it is impossible for players to use (wizard-)
2116 spells on that spot.
2117 </attribute>
2118 <attribute arch="damned" editor="no prayers" type="bool">
2119 If enabled, it is impossible for players to use prayers
2120 on that spot. It also prevents players from saving.
2121 </attribute>
2122 <attribute arch="unique" editor="unique map" type="bool">
2123 Unique floor means that any items dropped on that spot
2124 will be saved byond map reset. For permanent apartments,
2125 all floor tiles must be set &lt;unique map&gt;.
2126 </attribute>
2127 </type>
2128
2129 <!--####################################################################-->
2130 <type number="34" name="Helmet">
2131 <import_type name="Amulet" />
2132 <description><![CDATA[
2133 Wearing a helmet, the object's stats will directly be inherited to
2134 the player. Normal helmets usually increase defense, while crowns
2135 add more special bonuses like stats/resistances paired with
2136 low defense. ]]>
2137 </description>
2138 <use><![CDATA[
2139 Feel free to create your own special artifacts. However, it is very
2140 important that you keep your artifact in balance with existing maps. ]]>
2141 </use>
2142 <attribute arch="magic" editor="magic bonus" type="int">
2143 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2144 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2145 than direct armour-class bonus on the helmet.
2146
2147 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2148 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2149 Crowns for instance typically provide no &lt;amour class&gt;.
2150 </attribute>
2151 </type>
2152
2153 <!--####################################################################-->
2154 <type number="56" name="Holy Altar">
2155 <ignore>
2156 <ignore_list name="non_pickable" />
2157 </ignore>
2158 <description><![CDATA[
2159 Holy_altars are altars for the various religions. Praying
2160 at a Holy_altar will make you a follower of that god, and
2161 if you already follow that god, you may get some extra bonus. ]]>
2162 </description>
2163 <attribute arch="no_pick" value="1" type="fixed" />
2164 <attribute arch="other_arch" editor="god name" type="string">
2165 The altar belongs to the god of the given name. Possible options for
2166 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2167 Gorokh, Valriel and Sorig.
2168
2169 If you want to have an unconsecrated altar, set
2170 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2171 </attribute>
2172 <attribute arch="level" editor="reconsecrate level" type="int">
2173 To re-consecrate an altar, the player's wisdom level must be as
2174 high or higher than this value. In that way, some altars can not
2175 be re-consecrated, while other altars, like those in dungeons, could be.
2176
2177 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2178 Some characters might need those altars, they would be very unhappy to
2179 see them re-consecrated to another cult.
2180 </attribute>
2181 </type>
2182
2183 <!--####################################################################-->
2184 <type number="35" name="Horn">
2185 <ignore>
2186 <attribute arch="title" />
2187 </ignore>
2188 <description><![CDATA[
2189 Horns are very similar to rods. The difference is that horns regenerate
2190 spellpoints faster and thus are more valuable than rods.
2191 <br><br>
2192 A horn contains a spell. The player can use this spell by applying and
2193 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2194 used endlessly. ]]>
2195 </description>
2196 <use><![CDATA[
2197 Horns are powerful due to their fast recharge rate. They should
2198 never contain high level attacking spells. Even curing/healing spells
2199 are almost too good on a horn. ]]>
2200 </use>
2201 <attribute arch="sp" editor="spell" type="spell">
2202 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2203 horns to players, since they can be used endlessly without any mana cost!
2204 Horns with heal/ restoration/ protection spells, IF available, MUST be
2205 very very VERY hard to get!
2206 </attribute>
2207 <attribute arch="level" editor="casting level" type="int">
2208 The casting level of the &lt;spell&gt; determines it's power.
2209 For attack spells, level should not be set too high.
2210 </attribute>
2211 <attribute arch="hp" editor="initial spellpoints" type="int">
2212 This value represents the initial amount of spellpoints in the horn.
2213 Naturally, this is quite unimportant.
2214 </attribute>
2215 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2216 When the horn is fully charged up, it will hold this maximum amount of
2217 spellpoints. Make sure it is enough to cast the contained spell at least
2218 once. But don't set the value too high, as that might make the horn way
2219 too effective.
2220 </attribute>
2221 <attribute arch="startequip" editor="godgiven item" type="bool">
2222 A godgiven item vanishes as soon as the player
2223 drops it to the ground.
2224 </attribute>
2225 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2226 This text may contain a description of the horn.
2227 </attribute>
2228 </type>
2229
2230 <!--####################################################################-->
2231 <type number="73" name="Inorganic">
2232 <description><![CDATA[
2233 Inorganic materials are generally used as ingredients for
2234 alchemical receipes. By themselves, they have no special
2235 functionalities. ]]>
2236 </description>
2237 <attribute arch="is_dust" editor="is dust" type="bool">
2238 </attribute>
2239 <section name="resistance">
2240 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2241 </attribute>
2242 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2243 </attribute>
2244 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2245 </attribute>
2246 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2247 </attribute>
2248 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2249 </attribute>
2250 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2251 </attribute>
2252 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2253 </attribute>
2254 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2255 </attribute>
2256 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2257 </attribute>
2258 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2259 </attribute>
2260 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2261 </attribute>
2262 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2263 </attribute>
2264 </section>
2265 </type>
2266
2267 <!--####################################################################-->
2268 <type number="64" name="Inventory Checker">
2269 <ignore>
2270 <ignore_list name="system_object" />
2271 </ignore>
2272 <description><![CDATA[
2273 Inventory checkers passively check the players inventory for a
2274 specific object. You can set a connected value that is triggered
2275 either if that object is present or missing (-&gt; "last_sp") when a
2276 player walks over the inv. checker. A valid option is to remove the
2277 matching object (usually not recommended, see "last_heal").
2278 <br><br>
2279 Alternatively, you can set your inv. checker to block all players
2280 that do/don't carry the matching object (-&gt; "no_pass").
2281 <br><br>
2282 As you can see, inv. checkers are quite powerful, holding a
2283 great variety of possibilities. ]]>
2284 </description>
2285 <use><![CDATA[
2286 Putting a check_inventory space in front of a gate (one below) and
2287 one on the opposite side works reasonably well as a control mechanism.
2288 Unlike the key/door-combo, this one works infinite since it is
2289 independant from map reset. Use it to put a "structure" into your
2290 maps: Player must solve area A to gain access to area B. This concept
2291 can be found in nearly every RPG - simple but effective. ]]>
2292 </use>
2293 <attribute arch="no_pick" value="1" type="fixed" />
2294 <attribute arch="slaying" editor="match key string" type="string">
2295 This string specifies the object we are looking for: We have a match
2296 if the player does/don't carry a key object or a mark with identical
2297 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2298 this context. A typical example is the city gate mechanism of scorn.
2299 </attribute>
2300 <attribute arch="race" editor="match arch name" type="string">
2301 This string specifies the object we are looking for: We have a match
2302 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2303 </attribute>
2304 <attribute arch="hp" editor="match type" type="int">
2305 This value specifies the object we are looking for: We have a match
2306 if the player does/don't carry an object that is of type &lt;match type&gt;.
2307
2308 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2309 enabled. Now you have an inv. checker blocking all players that carry any
2310 kind of melee weapon. To pass, a player is forced to leave behind all
2311 his weaponry... bad news for a warrior. ;)
2312 </attribute>
2313 <attribute arch="last_sp" editor="match = having" type="bool">
2314 Enabled means having that object is a match.
2315 Disabled means not having that object is a match.
2316 </attribute>
2317 <attribute arch="connected" editor="connection" type="int">
2318 Whenever the inventory checker is triggered, all objects with identical
2319 &lt;connection&gt; value get activated. This only makes sense together with
2320 &lt;blocking passage&gt; disabled.
2321 </attribute>
2322 <attribute arch="no_pass" editor="blocking passage" type="bool">
2323 If set, only players meeting the match criteria can pass
2324 through that space. If unset (default), the inventory
2325 checker acts like a trigger/button.
2326 </attribute>
2327 <attribute arch="last_heal" editor="remove match" type="bool">
2328 &lt;remove match&gt; means remove object if found. Setting this is usually not
2329 recommended because inv. checkers are in general invisible. So, unlike
2330 for altars/ locked doors, the player won't expect to lose an object when
2331 walking over that square. And he doesn't even get a message either.
2332
2333 So, *if* you enable &lt;remove match&gt;, make sure
2334 to inform the player what's going on!
2335 </attribute>
2336 </type>
2337
2338 <!--####################################################################-->
2339 <type number="60" name="Jewel">
2340 <description><![CDATA[
2341 Items of the type Gold &amp; Jewels are handled like a currency.
2342 Unlike for any other type of item, in shops, the buy- and selling
2343 prices differ only marginally. ]]>
2344 </description>
2345 <attribute arch="race" value="gold and jewels" type="fixed" />
2346 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2347 This text may describe the object.
2348 </attribute>
2349 </type>
2350
2351 <!--####################################################################-->
2352 <type number="20" name="Locked Door">
2353 <ignore>
2354 <ignore_list name="non_pickable" />
2355 </ignore>
2356 <description><![CDATA[
2357 A locked door can be opened only when carrying
2358 the appropriate special key. ]]>
2359 </description>
2360 <use><![CDATA[
2361 If you want to create a locked door that cannot be opened (no key),
2362 set a &lt;key string&gt; like "no_key_available". This will clearify things
2363 and only a fool would create a key matching that string.
2364
2365 Door-objects can not only be used for "doors". In many maps these
2366 are used with all kinds of faces/names, especially often as
2367 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2368 There you have magic forces (door objects) put under certain artifact
2369 items. To get your hands on the artifacts, you need to bring up the
2370 appropriate quest items (key objects). ]]>
2371 </use>
2372 <attribute arch="no_pass" value="1" type="fixed" />
2373 <attribute arch="no_pick" value="1" type="fixed" />
2374 <attribute arch="slaying" editor="key string" type="string">
2375 The &lt;key string&gt; in the door must be identical with the
2376 &lt;key string&gt; in the special key, then the door is unlocked.
2377 It is VERY important to set the &lt;key string&gt; to something that
2378 is unique among the CF mapset.
2379
2380 DONT EVER USE the default string "set_individual_value".
2381 </attribute>
2382 <attribute arch="no_magic" editor="restrict spells" type="bool">
2383 Restricting the use of spells to pass this door.
2384 This should be set in most cases.
2385 (Don't forget that the spell "dimension door" is easily
2386 available at about wisdom level 10).
2387 </attribute>
2388 <attribute arch="damned" editor="restrict prayers" type="bool">
2389 Restricting the use of prayers to pass this door.
2390 This should be set in most cases.
2391 </attribute>
2392 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2393 When a player is trying to open the door without carrying the
2394 appropriate key, this text is displayed to the player. This is
2395 a good opportunity to place hints about the special key needed
2396 to unlock the door.
2397 </attribute>
2398 </type>
2399
2400 <!--####################################################################-->
2401 <type number="29" name="Magic Ear">
2402 <ignore>
2403 <ignore_list name="system_object" />
2404 </ignore>
2405 <description><![CDATA[
2406 Magic_ears trigger a connected value
2407 when the player speaks a specific keyword. ]]>
2408 </description>
2409 <use><![CDATA[
2410 Whenever you put magic_ears on your maps, make sure there are
2411 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2412 something like a gate that is opened by speaking "open" or
2413 "sesame", expecting the player to figure this out all by himself.
2414 <br><br>
2415 Magic_ears are typically used for interaction with NPCs. You
2416 can create the impression that the NPC actually *does* something
2417 according to his conversation with a player. Mostly this means
2418 opening a gate or handing out some item, but you could be quite
2419 creative here. ]]>
2420 </use>
2421 <attribute arch="no_pick" value="1" type="fixed" />
2422 <attribute arch="connected" editor="connection" type="int">
2423 The Magic_ear will trigger all objects with the
2424 same connection value, every time it is activated.
2425 </attribute>
2426 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2427 This textfield contains the keyword-matching-syntax. The text should
2428 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2429 Any number of keywords from one to infinite is allowed. Make sure
2430 they are seperated by a '|'.
2431
2432 Examples: "@match yes", "@match gold|treasure". The connected
2433 value will be triggerd when the player speaks any of the given
2434 keywords within a two-square radius. IMPORTANT: Upper/lower case
2435 does not make a difference!
2436 </attribute>
2437 </type>
2438
2439 <!--####################################################################-->
2440 <type number="62" name="Magic Wall">
2441 <ignore>
2442 <ignore_list name="non_pickable" />
2443 </ignore>
2444 <description><![CDATA[
2445 Magic walls fire spells in a given direction, in regular intervals.
2446 Magic walls can contain any spell. However, some spells do not
2447 operate very successfully in them. The only way to know is to test
2448 the spell you want to use with a wall.
2449 <br><br>
2450 Several types of magical walls are predefined for you in the
2451 archetypes, and can be found on the "connected" Pickmap. ]]>
2452 </description>
2453 <use><![CDATA[
2454 Spellcasting walls pose an interesting alternative to monsters.
2455 Usually they are set to be undestroyable. Thus, while monsters
2456 in a map can be cleared out, the magic walls remain. Low level
2457 characters for example will not be able to pass through their
2458 spell-area, hence they cannot loot a map that a high level character
2459 might have cleared out.
2460 <br><br>
2461 Another point of magic walls is that if the player dies, he has to face
2462 them all again. Magic walls can add a kind of "permanent thrill" to
2463 your maps.
2464 <br><br>
2465 Be careful that your magic walls don't kill the monsters on a map. If
2466 placing monsters, eventually take ones that are immune to the
2467 walls' spell(s).
2468 <br><br>
2469 It is possible to make walls rotate when triggered. But that is so
2470 confusing (and useless IMHO) that I did not mention it above. You
2471 can find a working example on the map
2472 "/pup_land/castle_eureca/castle_eureca8". ]]>
2473 </use>
2474 <attribute arch="dam" editor="spell" type="spell">
2475 The magic wall will cast this &lt;spell&gt;.
2476 </attribute>
2477 <attribute arch="level" editor="spell level" type="int">
2478 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2479 walls cast spells at minimal strength. "level 100" walls cast deadly
2480 spells. Arch default is level 1 - you should always set this value
2481 to meet the overall difficulty of your map.
2482 </attribute>
2483 <attribute arch="connected" editor="connection" type="int">
2484 Every time the &lt;connection&gt; value is triggered, the wall will cast
2485 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2486 have much visible effect.
2487 </attribute>
2488 <attribute arch="speed" editor="casting speed" type="float">
2489 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2490 You can fine-tune how long the duration between two casts shall
2491 be. If you want to create a wall that can be activated (cast per
2492 trigger) via connected lever/button/etc, you must set "speed 0".
2493 </attribute>
2494 <attribute arch="sp" editor="direction" type="list_direction">
2495 The magic wall will cast it's spells always in the specified
2496 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2497 always fire in a random direction.
2498 </attribute>
2499 <attribute arch="no_pass" editor="blocking passage" type="bool">
2500 If set, the object cannot be passed by players nor monsters.
2501 </attribute>
2502 <section name="destroyable">
2503 <attribute arch="alive" editor="is destroyable" type="bool">
2504 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2505 destroyed by the player. If disabled, all other attributes on
2506 this tab, as well as resistances, are meaningless.
2507 </attribute>
2508 <attribute arch="hp" editor="hitpoints" type="int">
2509 The more &lt;hitpoints&gt; the wall has, the longer
2510 it takes to be destroyed.
2511 </attribute>
2512 <attribute arch="maxhp" editor="max hitpoints" type="int">
2513 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2514 can have. This only makes sense if the wall can regain health.
2515 </attribute>
2516 <attribute arch="ac" editor="armour class" type="int">
2517 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2518 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2519 to &lt;weapon class&gt;.
2520 </attribute>
2521 </section>
2522 <section name="resistance">
2523 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2524 </attribute>
2525 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2526 </attribute>
2527 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2528 </attribute>
2529 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2530 </attribute>
2531 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2532 </attribute>
2533 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2534 </attribute>
2535 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2536 </attribute>
2537 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2538 </attribute>
2539 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2540 </attribute>
2541 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2542 </attribute>
2543 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2544 </attribute>
2545 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2546 </attribute>
2547 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2548 </attribute>
2549 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2550 </attribute>
2551 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2552 </attribute>
2553 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2554 </attribute>
2555 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2556 </attribute>
2557 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2558 </attribute>
2559 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2560 </attribute>
2561 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2562 </attribute>
2563 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2564 </attribute>
2565 </section>
2566 </type>
2567
2568 <!--####################################################################-->
2569 <type number="55" name="Marker">
2570 <ignore>
2571 <ignore_list name="system_object" />
2572 </ignore>
2573 <description><![CDATA[
2574 A marker is an object that inserts an invisible force (a mark) into a
2575 player stepping on it. This force does nothing except containing a
2576 &lt;key string&gt; which can be discovered by detectors or inventory
2577 checkers. It is also possible to use markers for removing marks again.
2578 <br><br>
2579 Note that the player has no possibility to "see" his own marks,
2580 except by the effect that they cause on the maps. ]]>
2581 </description>
2582 <use><![CDATA[
2583 Markers hold real cool possibilities for map-making. I encourage
2584 you to use them frequently. However there is one negative point
2585 about markers: Players don't "see" what's going on with them. It is
2586 your task, as map-creator, to make sure the player is always well
2587 informed and never confused.
2588 <br><br>
2589 Please avoid infinite markers when they aren't needed. They're
2590 using a little space in the player file after all, so if there
2591 is no real purpose, set an expire time. ]]>
2592 </use>
2593 <attribute arch="no_pick" value="1" type="fixed" />
2594 <attribute arch="slaying" editor="key string" type="string">
2595 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2596 If the player already has a force with that &lt;key string&gt;,
2597 there won't be inserted a second one.
2598 </attribute>
2599 <attribute arch="connected" editor="connection" type="int">
2600 When the detector is triggered, all objects with the same
2601 connection value get activated.
2602 </attribute>
2603 <attribute arch="speed" editor="marking speed" type="float">
2604 The &lt;marking speed&gt; defines how quickly it will mark something
2605 standing on the marker. Set this value rather high to make
2606 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2607 should do fine.
2608 </attribute>
2609 <attribute arch="food" editor="mark duration" type="int">
2610 This value defines the duration of the force it inserts.
2611 If nonzero, the duration of the player's mark is finite:
2612 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2613 means the mark will stay on the player forever.
2614 </attribute>
2615 <attribute arch="name" editor="delete mark" type="string">
2616 When the player steps onto the marker, all existing forces in
2617 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2618 will be removed. If you don't want to remove any marks, leave
2619 this textfield empty.
2620
2621 Note that the string &lt;delete mark&gt; is set as the name of
2622 this marker. So don't be confused, and remember changing the
2623 name will take effect on the marker's functionality.
2624 </attribute>
2625 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2626 In the moment when the player gets marked, this text is displayed
2627 to him. You should really set a message in any marker you create,
2628 because it's the only way for the player to notice what's going on.
2629 </attribute>
2630 </type>
2631 <!--####################################################################-->
2632 <type number="52" name="Trigger Marker">
2633 <ignore>
2634 <ignore_list name="system_object" />
2635 </ignore>
2636 <description><![CDATA[
2637 A trigger marker is an object that inserts an invisible force (a mark) into a
2638 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
2639 &lt;key string&gt; which can be discovered by detectors or inventory
2640 checkers. It is also possible to use markers for removing marks again.
2641 <br><br>
2642 Note that the player has no possibility to "see" his own marks,
2643 except by the effect that they cause on the maps. ]]>
2644 </description>
2645 <use><![CDATA[
2646 Markers hold real cool possibilities for map-making. I encourage
2647 you to use them frequently. However there is one negative point
2648 about markers: Players don't "see" what's going on with them. It is
2649 your task, as map-creator, to make sure the player is always well
2650 informed and never confused.
2651 <br><br>
2652 Please avoid infinite markers when they aren't needed. They're
2653 using a little space in the player file after all, so if there
2654 is no real purpose, set an expire time. ]]>
2655 </use>
2656 <attribute arch="no_pick" value="1" type="fixed" />
2657 <attribute arch="slaying" editor="key string" type="string">
2658 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2659 If the player already has a force with that &lt;key string&gt;,
2660 there won't be inserted a second one.
2661 </attribute>
2662 <attribute arch="connected" editor="connection" type="int">
2663 Unlike a regular marker this is the connection that triggers this marker to activate.
2664 </attribute>
2665 <attribute arch="food" editor="mark duration" type="int">
2666 This value defines the duration of the force it inserts.
2667 If nonzero, the duration of the player's mark is finite:
2668 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2669 means the mark will stay on the player forever.
2670 </attribute>
2671 <attribute arch="name" editor="delete mark" type="string">
2672 When the player steps onto the marker, all existing forces in
2673 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2674 will be removed. If you don't want to remove any marks, leave
2675 this textfield empty.
2676
2677 Note that the string &lt;delete mark&gt; is set as the name of
2678 this marker. So don't be confused, and remember changing the
2679 name will take effect on the marker's functionality.
2680 </attribute>
2681 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2682 In the moment when the player gets marked, this text is displayed
2683 to him. You should really set a message in any marker you create,
2684 because it's the only way for the player to notice what's going on.
2685 </attribute>
2686 </type>
2687 <!--####################################################################-->
2688 <type number="36" name="Money">
2689 <ignore>
2690 <attribute arch="unpaid" />
2691 </ignore>
2692 <description><![CDATA[
2693 Items of the type Money are handled as currency.
2694 Money cannot be sold/bought in shops. When money is dropped
2695 in a shop, it stays the same.<br>
2696 When a player picks an item from a shop and attempts to
2697 walk over the shop mat, the item's selling-price is automatically
2698 subtracted from the player's money.
2699 <br><br>
2700 For money, always use the default arches.
2701 Don't modify them. ]]>
2702 </description>
2703 <attribute arch="race" value="gold and jewels" type="fixed" />
2704 </type>
2705
2706 <!--####################################################################-->
2707 <type number="0" name="Monster &amp; NPC">
2708 <required>
2709 <attribute arch="is_floor" value="0" />
2710 <attribute arch="alive" value="1" />
2711 <attribute arch="tear_down" value="0" />
2712 </required>
2713 <ignore>
2714 <attribute arch="material" />
2715 <attribute arch="name_pl" />
2716 <attribute arch="nrof" />
2717 <attribute arch="value" />
2718 <attribute arch="unpaid" />
2719 </ignore>
2720 <description><![CDATA[
2721 Monsters can behave in various kinds of ways.
2722 They can be aggressive, attacking the player. Or peaceful,
2723 helping the player - maybe joining him as pet.
2724 The unagressive creatures who communicate with players are
2725 usually called "NPCs" (Non Player Character), a well-known
2726 term in role-play environments. ]]>
2727 </description>
2728 <use><![CDATA[
2729 Monsters play a central role in most maps. Choosing the right
2730 combination of monsters for your map is vital:
2731 <UL>
2732 <LI> Place only monsters of slightly varying (increasing) strength.
2733 It's no fun to play for two hours just to find out the last
2734 monster is unbeatable. Similar, it's not exciting to fight orcs
2735 after passing a room of dragons.<br>
2736 This rule applies only for linear maps (one room after the other),
2737 with treasure at the end. You can sprinkle the treasure around,
2738 or make non-linear maps - That is often more entertaining.
2739 <LI> Places with high level monsters must not be easy to reach.
2740 Balrogs, Dragonmen and the likes should be at the end of a quest,
2741 not at the beginning.
2742 <LI> Don't stick monsters together that tend to kill each other.
2743 Fire- and cold dragons in one room for example is a bad idea.
2744 By weakening and killing each other they are easy prey for players,
2745 not worth the experience they hold.
2746 <LI> Create your own monsters, especially for "boss"-type monsters.
2747 Having stage-bosses guarding treasure is a lot of fun when done right.
2748 Avoid to create monsters with completely non-intuitive abilities:
2749 Don't give ice-spells to firedragons or vice versa. Don't add
2750 draining attack to trolls, etc. Additionally, you should inform the
2751 player before he bumps right into some very special/unusual monster.
2752 <LI> Last but not least: Always keep an eye on the experience your monsters
2753 hold. Design your maps in a way that high experience
2754 is always well-defended. Don't make large rooms full with only one kind
2755 of monster. Keep in mind the different abilities/techniques players
2756 can use.
2757 </UL>
2758 I know it's impossible to make the perfectly balanced map. There's always
2759 some part which is found too easy or too hard for a certain kind of player.
2760 Just give it your best shot. And listen to feedback from players if you
2761 receive some. :-) ]]>
2762 </use>
2763 <attribute arch="alive" value="1" type="fixed" />
2764 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2765 When the monster is killed, items from the treasurelist will
2766 drop to the ground. This is a common way to reward players
2767 for killing (masses of) monsters.
2768
2769 Note that you can always put items into the monster's
2770 inventory. Those will drop-at-kill just like the stuff
2771 from the &lt;treasurelist&gt;.
2772 </attribute>
2773 <attribute arch="level" editor="level" type="int">
2774 A monster's &lt;level&gt; is the most important attribute.
2775 &lt;level&gt; affects the power of a monster in various ways.
2776 </attribute>
2777 <attribute arch="race" editor="race" type="string">
2778 Every monster should have a race set to cathegorize it.
2779 The monster's &lt;race&gt; can have different effects:
2780 Slaying weapons inflict tripple damage against enemy races
2781 and holy word kills only enemy races of the god.
2782 </attribute>
2783 <attribute arch="exp" editor="experience" type="int">
2784 When a player kills this monster, he will get exactly this
2785 amount of &lt;experience&gt;. The experience will flow into
2786 the skill-cathegory the player used for the kill.
2787
2788 If you create special monsters of tweaked strenght/abilities,
2789 always make sure that the &lt;experience&gt; is set to a
2790 reasonable value. Compare with existing arches to get a feeling
2791 what reasonable means. Keep in mind that spellcasting monsters
2792 are a lot harder to kill than non-spellcasters!
2793 </attribute>
2794 <attribute arch="speed" editor="speed" type="float">
2795 The &lt;speed&gt; determines how fast a monster will both move
2796 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2797 </attribute>
2798 <attribute arch="other_arch" editor="breed monster" type="string">
2799 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2800 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2801 can be set to any valid arch-name of a monster. Multipart monster
2802 should not be used.
2803 </attribute>
2804 <attribute arch="generator" editor="multiply" type="bool">
2805 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2806 every once in a while. Mice are a good example for this effect.
2807 If enabled, you must also set &lt;breed monster&gt; or check
2808 &lt;template generation&gt; and put other monsters in the inventory.
2809 </attribute>
2810 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2811 This only takes effect if &lt;multiply&gt; is enabled. The monster
2812 will create a new monster every once in a while by duplicating it's inventory.
2813 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2814 Each time the monster need to generate an object, it will be
2815 a randomly chosen item from the inventory. When generator is destroyed,
2816 inventory is destroyed.
2817 </attribute>
2818 <attribute arch="flying" editor="flying" type="bool">
2819 Flying monsters won't get slowed down in rough terrain
2820 and they won't be affected by movers.
2821 </attribute>
2822 <attribute arch="undead" editor="undead" type="bool">
2823 Several spells only affect undead monsters:
2824 turn undead, banish undead, holy word, etc.
2825 </attribute>
2826 <attribute arch="carrying" editor="carries weight" type="int">
2827 If a monster has something in the inventory, this
2828 value can be set to reflect the slowdown due to
2829 the carried weight.
2830 </attribute>
2831
2832 <section name="melee">
2833 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2834 This number is a bitmask, specifying the monster's attacktypes
2835 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2836 Strong monsters often have more than just physical attacktype.
2837
2838 When a monster with multiple attacktypes hits aan oponent, it will do
2839 as much damage as the "best" of it's attacktypes does. So, the more
2840 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2841 somehow exceptions.
2842 </attribute>
2843 <attribute arch="dam" editor="damage" type="int">
2844 Among other parameters, &lt;damage&gt; affects how much melee damage
2845 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2846 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2847 take effect on the melee damage of a monster.
2848 </attribute>
2849 <attribute arch="wc" editor="weapon class" type="int">
2850 Monsters of high &lt;weapon class&gt; are more likely to really hit
2851 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2852 to &lt;armour class&gt;.
2853 </attribute>
2854 <attribute arch="hp" editor="health points" type="int">
2855 The &lt;health points&gt; of a monster define how long it takes to
2856 kill it. With every successful hit from an opponent, &lt;health points&gt;
2857 get drained - The monster dies by zero &lt;health points&gt;.
2858 </attribute>
2859 <attribute arch="maxhp" editor="max health" type="int">
2860 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2861 monster can have.
2862 </attribute>
2863 <attribute arch="ac" editor="armour class" type="int">
2864 Monsters of low &lt;armour class&gt; are less likely to get hit from
2865 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2866 to &lt;weapon class&gt;.
2867 Values typically range between +20 (very bad) to -20 (quite good).
2868 </attribute>
2869 <attribute arch="Con" editor="healing rate" type="int">
2870 Monsters regenerate this many hit points each move. Each time the
2871 monster has a move, it gets &lt;healing rate&gt; health points back.
2872 Hence, &lt;movement speed&gt; has great effect on the monster's healing
2873 rate as well.
2874 </attribute>
2875 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
2876 A monster with this flag has the ability to &lt;reflect missiles&gt;,
2877 all kinds of projectiles (e.g. arrows, bolts, boulders) will
2878 bounce off.
2879 </attribute>
2880 <attribute arch="hitback" editor="hitback" type="bool">
2881 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
2882 to the amount of damage the *attacker* inflicted. This damage
2883 is additional to the regular melee damage of the monster.
2884 As far as I know, hitback uses acid attacktype, and it only takes
2885 effect if the monster actually has acid attacktype at it's disposal.
2886 Acid spheres for example use this feature.
2887 </attribute>
2888 <attribute arch="one_hit" editor="one hit only" type="bool">
2889 Monsters with &lt;one hit only&gt; dissapear after one successful hit
2890 to a player.
2891 </attribute>
2892 </section>
2893
2894 <section name="spellcraft">
2895 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
2896 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
2897 Only wands/rods/etc can be used, given the appropriate abilities.
2898 </attribute>
2899 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
2900 A monster with this flag has the ability to &lt;reflect spells&gt;,
2901 all kinds of spell-bullets and -beams will bounce off.
2902
2903 Generally this flag should not be set because it puts
2904 wizard-type players at an unfair disadvantage.
2905 </attribute>
2906 <attribute arch="sp" editor="spellpoints" type="int">
2907 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
2908 them for both wizard- and prayer-spells. However, this value defines
2909 only the amount of *initial* spellpoints the monster starts with.
2910 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
2911 and &lt;spellpoint regen.&gt; are more important than just initial
2912 &lt;spellpoints&gt;.
2913 </attribute>
2914 <attribute arch="maxsp" editor="max spellpoints" type="int">
2915 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
2916 can hold. Setting this to high values has little effect unless
2917 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
2918 "regenerate mana" at it's disposal.
2919 </attribute>
2920 <attribute arch="Pow" editor="spellpoint regen." type="int">
2921 Monsters regenerate this many spellpoints each move. Each time the
2922 monster has a move, it gets &lt;spellpoint regen.&gt; spellpoints back.
2923 Hence, &lt;movement speed&gt; has great effect on the monster's
2924 spellpoint regeneration as well.
2925
2926 To make a real tough spellcasting monster, the rate of spellpoint
2927 regeneration is most important. If your monster is still not casting
2928 fast enough, give it the spell-ability of "regenerate mana".
2929 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
2930 </attribute>
2931 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
2932 Click on the &lt;attuned paths&gt; button to select spellpaths.
2933 The creature will get attuned to the specified spellpaths.
2934 </attribute>
2935 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
2936 Click on the &lt;repelled paths&gt; button to select spellpaths.
2937 The creature will get repelled to the specified spellpaths.
2938 </attribute>
2939 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
2940 Click on the &lt;denied paths&gt; button to select spellpaths.
2941 The creature won't be able to cast spells of the specified paths.
2942 </attribute>
2943 </section>
2944
2945 <section name="ability">
2946 <attribute arch="Int" editor="detect hidden" type="int">
2947 The &lt;detect hidden&gt; value gives monsters the ablitity to find
2948 hidden/invisible creatures. Higher values make for better
2949 detection-skills. Enabling &lt;see invisible&gt; makes this value
2950 obsolete.
2951 </attribute>
2952 <attribute arch="see_invisible" editor="see invisible" type="bool">
2953 A monster with the ability to &lt;see invisible&gt; cannot be fooled
2954 with by invisible or hiding players. This flag is a must-have
2955 for high-level monsters. When a monster is unable to detect
2956 invisible players, it can be killed without fighting back.
2957 </attribute>
2958 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
2959 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
2960 by spells of darkness or dark maps. This flag is a "should-have"
2961 for high-level monsters. When a monster is unable to see in
2962 darkness, players can cast darkness and sneak around it safely.
2963 </attribute>
2964 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
2965 Monster is able to wield weapon type objects.
2966 </attribute>
2967 <attribute arch="can_use_bow" editor="can use bows" type="bool">
2968 Monster is able to use missile-weapon type objects.
2969 </attribute>
2970 <attribute arch="can_use_armour" editor="can use armour" type="bool">
2971 Monster is able to wear protective equipment like brestplate
2972 armour, shields, helmets etc.
2973 </attribute>
2974 <attribute arch="can_use_ring" editor="can use rings" type="bool">
2975 Monster is able to wear rings.
2976 </attribute>
2977 <attribute arch="can_use_wand" editor="can use wands" type="bool">
2978 Monster is able to use wands and staves.
2979 </attribute>
2980 <attribute arch="can_use_rod" editor="can use rods" type="bool">
2981 Monster is able to use rods.
2982 </attribute>
2983 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
2984 Monster is able to read scrolls.
2985 </attribute>
2986 <attribute arch="can_use_skill" editor="can use skills" type="bool">
2987 Monster is able to use skills from it's inventory.
2988 For example, you can put a throwing skill object and some
2989 boulders into the monster's object and set &lt;can use skills&gt;.
2990 </attribute>
2991 </section>
2992
2993 <section name="behave">
2994 <attribute arch="monster" editor="monster behaviour" type="bool">
2995 When &lt;monster behaviour&gt; is enabled, this object will behave
2996 like a monster: It can move and attack enemies (which are
2997 typically players).
2998 This flag should be set for all monsters as-such.
2999 Monsters which don't move, like guards, should also have
3000 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3001 It should *not* be set for things like immobile generators.
3002 </attribute>
3003 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3004 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3005 </attribute>
3006 <attribute arch="friendly" editor="friendly" type="bool">
3007 &lt;friendly&gt; monsters help the player, attacking any
3008 non-friendly monsters in range.
3009 </attribute>
3010 <attribute arch="stand_still" editor="stand still" type="bool">
3011 Monsters which &lt;stand still&gt; won't move to leave their position.
3012 When agressive, they will attack all enemies who get close to
3013 them. This behaviour is commonly known from castle guards.
3014
3015 In older versions of Crossfire it was possible to eventually
3016 push a &lt;stand still&gt;-monster out of position by force.
3017 I believe this is no longer possible. Neverthless, you should
3018 still be cautious when lining up &lt;stand still&gt;-monster in order
3019 to "defend" something: Such monsters are rather easy to kill.
3020 It's good for low level maps, but not much more.
3021 </attribute>
3022 <attribute arch="sleep" editor="asleep" type="bool">
3023 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3024 &lt;sensing range&gt; of the monster. Usually the sensing range is
3025 larger than the players line of sight. Due to that, in most cases
3026 the player won't ever notice weither a monster was asleep or not.
3027 </attribute>
3028 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3029 This entry defines which kinds of environment actions the
3030 creature is able to perform.
3031 </attribute>
3032 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3033 Click on the &lt;pick up&gt; button and select which types of objects
3034 the creature should try to pick up.
3035
3036 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3037 etc are set, then the creature will pick up the matching items even
3038 if this is not set here.
3039 </attribute>
3040 <attribute arch="Wis" editor="sensing range" type="int">
3041 &lt;sensing range&gt; determines how close a player needs to be before
3042 the creature wakes up. This is done as a square, for reasons of speed.
3043 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3044 11x11 square of the monster will wake the monster up. If the player
3045 has stealth, the size of this square is reduced in half plus 1.
3046 </attribute>
3047 <attribute arch="attack_movement" editor="attack movement" type="int">
3048 </attribute>
3049 <attribute arch="run_away" editor="run at % health" type="int">
3050 This is a percentage value in the range 0-100.
3051 When the monster's health points drop below this percentage
3052 (relative to max health), it attempts to run away from the
3053 attacker.
3054 </attribute>
3055 </section>
3056
3057 <section name="resistance">
3058 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3059 </attribute>
3060 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3061 </attribute>
3062 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3063 </attribute>
3064 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3065 </attribute>
3066 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3067 </attribute>
3068 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3069 </attribute>
3070 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3071 </attribute>
3072 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3073 </attribute>
3074 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3075 </attribute>
3076 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3077 </attribute>
3078 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3079 </attribute>
3080 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3081 </attribute>
3082 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3083 </attribute>
3084 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3085 </attribute>
3086 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3087 </attribute>
3088 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3089 </attribute>
3090 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3091 </attribute>
3092 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3093 </attribute>
3094 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3095 </attribute>
3096 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3097 </attribute>
3098 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3099 </attribute>
3100 </section>
3101 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3102 </attribute>
3103 </type>
3104
3105 <!--####################################################################-->
3106 <type number="65" name="Mood Floor">
3107 <ignore>
3108 <ignore_list name="system_object" />
3109 </ignore>
3110 <description><![CDATA[
3111 As the name implies, mood floors can change the "mood" of
3112 a monsters/NPC. For example, an unagressive monster could be
3113 turned mad to start attacking. Similar, an agressive monster
3114 could be calmed. ]]>
3115 </description>
3116 <use><![CDATA[
3117 Mood floors are absolutely cool for NPC interaction. To make an
3118 unaggressive monster/NPC attack, put a creator with "other_arch
3119 furious_floor" under it. Connect the creator to a magic_ear, so the
3120 player speaks a keyword like "stupid sucker" - and the monster attacks.
3121 <br><br>
3122 To turn an NPC into a pet, put a charm_floor under it and connect
3123 it directly to a magic_ear. Then the player speaks a keyword like
3124 "help me" - and the NPC joins him as pet.
3125 <br><br>
3126 (Of course you must always give clear hints about keywords!
3127 And there is no reason why you couldn't use a button/lever/pedestal
3128 etc. instead of a magic_ear.) ]]>
3129 </use>
3130 <attribute arch="no_pick" value="1" type="fixed" />
3131 <attribute arch="last_sp" editor="mood" type="list_mood">
3132 &lt;mood&gt; is used to determine what will happen to the
3133 monster when affected by the mood floor:
3134
3135 &lt;mood&gt; 'furious': Makes all monsters aggressive
3136
3137 &lt;mood&gt; 'angry': As above but pets are unaffected
3138
3139 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3140
3141 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3142
3143 &lt;mood&gt; 'charm': Turns monster into a pet of person
3144 who triggers the square. This setting is not
3145 enabled for continous operation, you need to
3146 insert a &lt;connection&gt; value!
3147 </attribute>
3148 <attribute arch="connected" editor="connection" type="int">
3149 This should only be set in combination with &lt;mood number&gt; 4.
3150 Normally, monsters are affected by the mood floor as soon as they
3151 step on it. But charming (monster -&gt; pet) is too powerful,
3152 so it needs to be activated.
3153
3154 Typically it is connected to an altar, for buying a "hireling".
3155 But a powerful pet could as well be the reward for solving a
3156 quest. Or even better: It could be *part* of a quest!
3157 </attribute>
3158 <attribute arch="no_magic" editor="no spells" type="bool">
3159 If enabled, it is impossible for players to use (wizard-)
3160 spells on that spot.
3161 </attribute>
3162 <attribute arch="damned" editor="no prayers" type="bool">
3163 If enabled, it is impossible for players to use prayers
3164 on that spot. It also prevents players from saving.
3165 </attribute>
3166 </type>
3167
3168 <!--####################################################################-->
3169 <type number="40" name="Mover">
3170 <ignore>
3171 <ignore_list name="non_pickable" />
3172 </ignore>
3173 <description><![CDATA[
3174 Movers move the objects above them. However, only living objects
3175 are affected (monsters/NPCs always, players optional). Movers have
3176 a direction, so players can be made to move in a pattern, and so
3177 can monsters. Motion is involuntary. Additionally, players or
3178 monsters can be "frozen" while ontop of movers so that they MUST
3179 move along a chain of them.
3180 <br><br>
3181 Multisquare monsters can be moved as well, given
3182 enough space. Movers are usually invisible. ]]>
3183 </description>
3184 <use><![CDATA[
3185 NEVER EVER consider a mover being unpassable in the backwards
3186 direction. Setting "forced movement" makes it seemingly impossible
3187 but there is still a trick: One player can push a second player
3188 past the mover, in opposite to the mover's direction! The more
3189 movers, the more players needed. Hence, don't make a treasure
3190 room that is surrounded by movers instead of solid walls/gates.
3191 <br><br>
3192 Btw, it does not make a difference putting movers above or
3193 below the floor. Moreover, movers that are set to be invisible
3194 cannot be discovered with the show_invisible spell.
3195 <br><br>
3196 Note that Movers and Directors are seperate objects, even though
3197 they look and act similar. Directors only do spells/missiles,
3198 while movers only do living creatures (depending on how it
3199 is set: monsters and players). ]]>
3200 </use>
3201 <attribute arch="attacktype" editor="forced movement" type="bool">
3202 If forced movement is enabled, the mover "freezes" anyone it
3203 moves (so they are forced to move along a chain).
3204 For players there is no way to escape this forced movement,
3205 except being pushed by a second player.
3206 </attribute>
3207 <attribute arch="maxsp" editor="freeze duration" type="int">
3208 The player will be "frozen" for that many moves.
3209 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3210 enabled, then &lt;freeze duration&gt; gets assigned the
3211 "default value" 2 automatically.
3212 </attribute>
3213 <attribute arch="speed" editor="movement speed" type="float">
3214 The movement speed value determines how fast a chain of
3215 these movers will push a player along (default is -0.2).
3216 </attribute>
3217 <attribute arch="sp" editor="direction" type="list_direction">
3218 The mover will push creatures in the specified &lt;direction&gt;.
3219 A mover with direction set to &lt;none&gt; will spin clockwise,
3220 thus pushing creatures in unpredictable directions.
3221 </attribute>
3222 <attribute arch="lifesave" editor="gets used up" type="bool">
3223 If enabled, the mover gets "used up" after a certain number of moves
3224 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitly.
3225 </attribute>
3226 <attribute arch="hp" editor="number of uses" type="int">
3227 This value has only a meaning if &lt;gets used up&gt; is set:
3228 &lt;number of uses&gt; is the number of times minus one, that it
3229 will move a creature before disappearing. (It will move
3230 someone &lt;number of uses&gt;+1 times, then vanish).
3231 </attribute>
3232 <section name="targets">
3233 <attribute arch="level" editor="move players" type="bool">
3234 If &lt;move players&gt; is enabled, both players and monsters will be
3235 moved. In the arches' default it is disabled - thus ONLY monsters
3236 get moved. Remember that "monsters" includes NPCs!
3237
3238 This feature provides you with the possibility to make NPCs
3239 literally "come to life". Example: The player is talking with an
3240 NPC, speaking a certain keyword. This triggers a magic_ear and
3241 activates creators, creating (per default: monster-only) movers
3242 under the NPC's feet. The NPC starts "walking" on a predefined
3243 route! Note that it's useful to set this NPC immune to everything,
3244 preventing the player to push the NPC off his trace.
3245 </attribute>
3246 <attribute arch="walk_on" editor="move walking creatures" type="bool">
3247 This should always be set.
3248 </attribute>
3249 <attribute arch="fly_on" editor="move flying creatures" type="bool">
3250 Move flying creatures enabled means all flying (living)
3251 objects will get moved too. If disabled, only walking
3252 (non-flying) creatures will get moved.
3253 </attribute>
3254 </section>
3255 </type>
3256
3257 <!--####################################################################-->
3258 <type number="17" name="Pedestal">
3259 <ignore>
3260 <ignore_list name="non_pickable" />
3261 </ignore>
3262 <description><![CDATA[
3263 Pedestals are designed to detect certain types of living objects.
3264 When a predefined type of living creature steps on the pedestal, the
3265 connected value is triggered. ]]>
3266 </description>
3267 <use><![CDATA[
3268 If you want to create a place where only players of a certain race
3269 can enter, put a teleporter over your pedestal. So the teleporter is
3270 only activated for players of the matching race. Do not use gates,
3271 because many other players could sneak in. If you put powerful
3272 artifacts into such places, generally set "startequip 1", so that
3273 they are preserved for that one race and can't be traded to others. ]]>
3274 </use>
3275 <attribute arch="no_pick" value="1" type="fixed" />
3276 <attribute arch="slaying" editor="match race" type="string">
3277 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3278 matches the monster's or the player's race, we have a match.
3279 Yes, pedestals can detect a player's race! E.g. you could create a
3280 place where only fireborns can enter, by setting "slaying unnatural".
3281
3282 If it is set to "player", any player stepping on the pedestal
3283 is a match. Very useful if you want to open a gate for players
3284 but not for monsters.
3285 </attribute>
3286 <attribute arch="connected" editor="connection" type="int">
3287 When the pedestal is triggered, all objects with the same
3288 connection value get activated.
3289 </attribute>
3290 <attribute arch="walk_on" value="1" type="fixed" />
3291 <attribute arch="walk_off" value="1" type="fixed" />
3292 </type>
3293
3294 <!--####################################################################-->
3295 <type number="94" name="Pit">
3296 <ignore>
3297 <ignore_list name="non_pickable" />
3298 </ignore>
3299 <description><![CDATA[
3300 Pits are holes, transporting the player when he walks (and falls) into them.
3301 A speciality about pits is that they don't transport the player to
3302 the exact destination, but within a two-square radius of the destination
3303 (never on blocked squares).<br>
3304 Optionally, pits can get closed and opened, similar to gates.<br><br>
3305 Monsters and items are affected by pits just as well as players.
3306 Even multipart monsters can fall through them, given enough space. ]]>
3307 </description>
3308 <use><![CDATA[
3309 Pits can add interesting effects to your map. When using them, make
3310 sure to use them in a "logical way": Pits should always drop the
3311 player to some kind of lower level. They should not be used to
3312 randomly interconnect maps like teleporters do. ]]>
3313 </use>
3314 <attribute arch="no_pick" value="1" type="fixed" />
3315 <attribute arch="connected" editor="connection" type="int">
3316 When a &lt;connection&gt; value is set, the pit can be opened/closed
3317 by activating the connection.
3318 </attribute>
3319 <attribute arch="hp" editor="destination X" type="int">
3320 The pit will transport creatures (and items) randomly into a two-square
3321 radius of the destination coordinates.
3322 If the destination square becomes blocked, the pit will act like
3323 being filled up and not work anymore!
3324 </attribute>
3325 <attribute arch="sp" editor="destination Y" type="int">
3326 The pit will transport creatures (and items) randomly into a two-square
3327 radius of the destination coordinates.
3328 If the destination square becomes blocked, the pit will act like
3329 being filled up and not work anymore!
3330 </attribute>
3331 <attribute arch="wc" editor="position state" type="int">
3332 The &lt;position state&gt; defines the position of the gate:
3333 Zero means completely open/down, the "number of animation-steps" (usually
3334 about 6 or 7) means completely closed/up state. I suggest you don't
3335 mess with this value - Leave the default in place.
3336 </attribute>
3337 <attribute arch="walk_on" editor="swallow walking" type="bool">
3338 If set, all walking creatures will fall into the pit.
3339 This does NOT need to be set for closed pits!
3340 </attribute>
3341 <attribute arch="fly_on" editor="swallow flying" type="bool">
3342 If set, all flying creatures will fall into the pit as well.
3343 This is not the behaviour expected from a pit, and it should
3344 only be used for map-mechanisms (e.g. for transporting flying
3345 monsters).
3346 An interesting side-effect: If this flag is enabled, spell
3347 effects like fire/snow also make their way through the pit.
3348 </attribute>
3349 </type>
3350
3351 <!--####################################################################-->
3352 <type number="7" name="Poison Food">
3353 <description><![CDATA[
3354 When eating, the player's stomache is drained by 1/4 of food.
3355 If his food drops to zero, the player might even die. ]]>
3356 </description>
3357 </type>
3358
3359 <!--####################################################################-->
3360 <type number="5" name="Potion">
3361 <description><![CDATA[
3362 The player can drink these and gain various kinds of benefits
3363 (/penalties) by doing so. ]]>
3364 </description>
3365 <use><![CDATA[
3366 One potion should never give multiple benefits at once. ]]>
3367 </use>
3368 <attribute arch="level" editor="potion level" type="int">
3369 If the potion contains a spell, the spell is cast at this level.
3370 For other potions it should be set at least to 1.
3371 </attribute>
3372 <attribute arch="sp" editor="spell" type="spell">
3373 When a player drinks this potion, the selected spell
3374 will be casted (once). This should work for any given spell.
3375 E.g. heal is "sp 35", magic power is "sp 67".
3376 </attribute>
3377 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3378 There are two types of special effects for potions:
3379 'life restoration' - restore the player's stats lost by death or draining
3380 (this has nothing in common with the restoration spell!)
3381 'improvement' - increase the player's maximum health/mana/grace
3382 by a very small amount.
3383 </attribute>
3384 <attribute arch="cursed" editor="cursed" type="bool">
3385 If a potion is cursed, benefits generally turn into penalties.
3386 Note that potions can be "uncursed" by praying over an altar,
3387 with relative ease. *But* the potion must be identified to notice
3388 that it is cursed &gt;:)
3389 </attribute>
3390 <attribute arch="startequip" editor="godgiven item" type="bool">
3391 A godgiven item vanishes as soon as the player
3392 drops it to the ground.
3393 </attribute>
3394 <section name="stats">
3395 <attribute arch="Str" editor="strength" type="int">
3396 The player's strentgh will rise/fall by the given value for permanent
3397 (of course there is an upper limit). Generally there shouldn't be stat
3398 potions granting more than one stat. Cursed potions will subtract the
3399 stats if positive.
3400 </attribute>
3401 <attribute arch="Dex" editor="dexterity" type="int">
3402 The player's dexterity will rise/fall by the given value for permanent
3403 (of course there is an upper limit). Generally there shouldn't be stat
3404 potions granting more than one stat. Cursed potions will subtract the
3405 stats if positive.
3406 </attribute>
3407 <attribute arch="Con" editor="constitution" type="int">
3408 The player's constitution will rise/fall by the given value for permanent
3409 (of course there is an upper limit). Generally there shouldn't be stat
3410 potions granting more than one stat. Cursed potions will subtract the
3411 stats if positive.
3412 </attribute>
3413 <attribute arch="Int" editor="intelligence" type="int">
3414 The player's intelligence will rise/fall by the given value for permanent
3415 (of course there is an upper limit). Generally there shouldn't be stat
3416 potions granting more than one stat. Cursed potions will subtract the
3417 stats if positive.
3418 </attribute>
3419 <attribute arch="Pow" editor="power" type="int">
3420 The player's power will rise/fall by the given value for permanent
3421 (of course there is an upper limit). Generally there shouldn't be stat
3422 potions granting more than one stat. Cursed potions will subtract the
3423 stats if positive.
3424 </attribute>
3425 <attribute arch="Wis" editor="wisdom" type="int">
3426 The player's wisdom will rise/fall by the given value for permanent
3427 (of course there is an upper limit). Generally there shouldn't be stat
3428 potions granting more than one stat. Cursed potions will subtract the
3429 stats if positive.
3430 </attribute>
3431 <attribute arch="Cha" editor="charisma" type="int">
3432 The player's charisma will rise/fall by the given value for permanent
3433 (of course there is an upper limit). Generally there shouldn't be stat
3434 potions granting more than one stat. Cursed potions will subtract the
3435 stats if positive.
3436 </attribute>
3437 </section>
3438 <section name="resistance">
3439 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3440 The player's resistance to physical will rise by this value in percent
3441 (range -100 till +100). The effect is only temporare, and it does NOT
3442 add on the values from the player's equipment.
3443 Cursed potions will make negative resistance.. very nasty in combat!
3444 </attribute>
3445 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3446 The player's resistance to magic will rise by this value in percent
3447 (range -100 till +100). The effect is only temporare, and it does NOT
3448 add on the values from the player's equipment.
3449 Cursed potions will make negative resistance.. very nasty in combat!
3450 </attribute>
3451 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3452 The player's resistance to fire will rise by this value in percent
3453 (range -100 till +100). The effect is only temporare, and it does NOT
3454 add on the values from the player's equipment.
3455 Cursed potions will make negative resistance.. very nasty in combat!
3456 </attribute>
3457 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3458 The player's resistance to electricity will rise by this value in percent
3459 (range -100 till +100). The effect is only temporare, and it does NOT
3460 add on the values from the player's equipment.
3461 Cursed potions will make negative resistance.. very nasty in combat!
3462 </attribute>
3463 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3464 The player's resistance to cold will rise by this value in percent
3465 (range -100 till +100). The effect is only temporare, and it does NOT
3466 add on the values from the player's equipment.
3467 Cursed potions will make negative resistance.. very nasty in combat!
3468 </attribute>
3469 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3470 The player's resistance to acid will rise by this value in percent
3471 (range -100 till +100). The effect is only temporare, and it does NOT
3472 add on the values from the player's equipment.
3473 Cursed potions will make negative resistance.. very nasty in combat!
3474 </attribute>
3475 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3476 The player's resistance to confusion will rise by this value in percent
3477 (range -100 till +100). The effect is only temporare, and it does NOT
3478 add on the values from the player's equipment.
3479 Cursed potions will make negative resistance.. very nasty in combat!
3480 </attribute>
3481 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3482 The player's resistance to weaponmagic will rise by this value in percent
3483 (range -100 till +100). The effect is only temporare, and it does NOT
3484 add on the values from the player's equipment.
3485 Cursed potions will make negative resistance.. very nasty in combat!
3486 </attribute>
3487 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3488 The player's resistance to paralyze will rise by this value in percent
3489 (range -100 till +100). The effect is only temporare, and it does NOT
3490 add on the values from the player's equipment.
3491 Cursed potions will make negative resistance.. very nasty in combat!
3492 </attribute>
3493 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3494 The player's resistance to draining will rise by this value in percent
3495 (range -100 till +100). The effect is only temporare, and it does NOT
3496 add on the values from the player's equipment.
3497 Cursed potions will make negative resistance.. very nasty in combat!
3498 </attribute>
3499 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3500 The player's resistance to depletion will rise by this value in percent
3501 (range -100 till +100). The effect is only temporare, and it does NOT
3502 add on the values from the player's equipment.
3503 Cursed potions will make negative resistance.. very nasty in combat!
3504 </attribute>
3505 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3506 The player's resistance to poison will rise by this value in percent
3507 (range -100 till +100). The effect is only temporare, and it does NOT
3508 add on the values from the player's equipment.
3509 Cursed potions will make negative resistance.. very nasty in combat!
3510 </attribute>
3511 </section>
3512 </type>
3513
3514 <!--####################################################################-->
3515 <type number="156" name="Power Crystal">
3516 <description><![CDATA[
3517 Power crystals can store a player's mana:
3518 When the player applies the crystal with full mana, half of
3519 it flows into the crystal. When the player applies it with
3520 lacking mana, the crystal replenishes the player's mana. ]]>
3521 </description>
3522 <attribute arch="sp" editor="initial mana" type="int">
3523 &lt;initial mana&gt; is the amount of spellpoints that the
3524 crystal holds when the map is loaded.
3525 </attribute>
3526 <attribute arch="maxsp" editor="mana capacity" type="int">
3527 The &lt;mana capacity&gt; defines how much mana can be stored
3528 in the crystal. This is what makes the crystal interesting.
3529 Wizard-players will always seek for crystals with large
3530 capacities.
3531 </attribute>
3532 </type>
3533
3534 <!--####################################################################-->
3535 <type number="13" name="Projectile">
3536 <description><![CDATA[
3537 Projectiles like arrows/crossbow bolts are used as ammunition
3538 for shooting weapons.
3539 <br><br>
3540 It's very easy to add new pairs of weapons &amp; projectiles.
3541 Just set matching &lt;ammunition class&gt; both for shooting
3542 weapon and projectile. ]]>
3543 </description>
3544 <use><![CDATA[
3545 If you want to create new kinds of projectiles, you could
3546 add an alchemical receipe to create these.
3547
3548 Don't create new pairs of weapons &amp; projectiles unless
3549 they really fullfill a useful purpose. In fact, even bows
3550 and crossbows are rarely ever used. ]]>
3551 </use>
3552 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3553 This number is a bitmask, specifying the projectile's attacktypes.
3554 Attacktypes are: physical, magical, fire, cold.. etc.
3555 This works identical to melee weapons. Note that shooting
3556 weapons cannot have attacktypes.
3557 </attribute>
3558 <attribute arch="race" editor="ammunition class" type="string">
3559 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3560 these projectiles. For arrows set "arrows", for crossbow bolts
3561 set "crossbow bolts" (big surprise).
3562
3563 In certain cases, the ammunition class is displayed in the game.
3564 Hence, when you create a new ammunition class, choose an
3565 intuitive name like "missiles", "spirit bolts" - whatever.
3566
3567 You can also make special containers holding these projectiles
3568 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3569 </attribute>
3570 <attribute arch="slaying" editor="slaying race" type="string">
3571 Slaying means the weapon does tripple (3x) damage to monsters
3572 of the specified race. If &lt;slaying race&gt; matches an arch name,
3573 only monsters of that archtype receive tripple damage.
3574 Tripple damage is very effective.
3575 </attribute>
3576 <attribute arch="dam" editor="damage" type="int">
3577 The projectile &lt;damage&gt; significantly affects the damage
3578 done. Damage can be further increased by the shooting
3579 weapon's attributes.
3580 </attribute>
3581 <attribute arch="wc" editor="weaponclass" type="int">
3582 This value is supposed to be the base &lt;weaponclass&gt;,
3583 but it seems to have rather little effect.
3584 High values are good here, low values bad.
3585 </attribute>
3586 <attribute arch="food" editor="chance to break" type="int">
3587 The &lt;chance to break&gt; defines the breaking probability when this
3588 projectile hits an obstacle, e.g. wall or monster.
3589 The value is the %-chance to break, ranging from 0 (never breaking)
3590 to 100 (breaking at first shot).
3591 </attribute>
3592 <attribute arch="magic" editor="magic bonus" type="int">
3593 Magic bonus increases chance to hit and damage a little bit.
3594 </attribute>
3595 <attribute arch="unique" editor="unique item" type="bool">
3596 Unique items exist only one time on a server. If the item
3597 is taken, lost or destroyed - it's gone for good.
3598 </attribute>
3599 <attribute arch="startequip" editor="godgiven item" type="bool">
3600 A godgiven item vanishes as soon as the player
3601 drops it to the ground.
3602 </attribute>
3603 <attribute arch="no_drop" editor="don't drop" type="bool">
3604 When a monster carries a projectile with &lt;don't drop&gt;,
3605 this item will never drop to the ground but
3606 vanish instead. If this object is shot, it can still drop
3607 after hitting an obstacle. You can prevent this by
3608 setting &lt;chance to break&gt; 100.
3609 </attribute>
3610 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3611 This text may describe the projectile. This
3612 could be nice for very special ones.
3613 </attribute>
3614 </type>
3615
3616 <!--####################################################################-->
3617 <type number="70" name="Ring">
3618 <import_type name="Amulet" />
3619 <description><![CDATA[
3620 Rings are worn on the hands - one ring each.
3621 Wearing rings, the object's stats will directly be inherited to
3622 the player. Usually enhancing his spellcasting potential. ]]>
3623 </description>
3624 <use><![CDATA[
3625 When you create an artifact ring, never forget that players can
3626 wear <B>two</B> rings! Due to that it is extremely important to
3627 keep rings in balance with the game.
3628 <br><br>
3629 Also keep in mind that rings are generally the wizard's tools.
3630 They should primarily grant bonuses to spellcasting abilities
3631 and non-physical resistances. ]]>
3632 </use>
3633 </type>
3634
3635 <!--####################################################################-->
3636 <type number="3" name="Rod">
3637 <ignore>
3638 <attribute arch="title" />
3639 </ignore>
3640 <description><![CDATA[
3641 A rod contains a spell. The player can use this spell by applying and
3642 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3643 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3644 used endlessly. ]]>
3645 </description>
3646 <use><![CDATA[
3647 Rods with healing/curing spells are extremely powerful. Usually, potions have
3648 to be used for that purpose. Though, potions are expensive and only good for
3649 one-time-use.<br> ]]>
3650 </use>
3651 <attribute arch="sp" editor="spell" type="spell">
3652 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3653 rods to players, since they can be used endlessly without any mana cost!
3654 Rods with heal/ restoration/ protection spells, IF available, MUST be
3655 very very VERY hard to get!
3656 </attribute>
3657 <attribute arch="level" editor="casting level" type="int">
3658 The casting level of the &lt;spell&gt; determines it's power.
3659 For attack spells, level should be set to something reasonable.
3660 </attribute>
3661 <attribute arch="hp" editor="initial spellpoints" type="int">
3662 This value represents the initial amount of spellpoints in the rod.
3663 Naturally, this is quite unimportant.
3664 </attribute>
3665 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3666 When the rod is fully charged up, it will hold this maximum amount of
3667 spellpoints. Make sure it is enough to cast the contained spell at least
3668 once. But don't set the value too high, as that might make the rod
3669 too effective.
3670 </attribute>
3671 <attribute arch="startequip" editor="godgiven item" type="bool">
3672 A godgiven item vanishes as soon as the player
3673 drops it to the ground.
3674 </attribute>
3675 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3676 This text may contain a description of the rod.
3677 </attribute>
3678 </type>
3679
3680 <!--####################################################################-->
3681 <type number="154" name="Rune">
3682 <ignore>
3683 <attribute arch="no_pick" />
3684 <attribute arch="title" />
3685 <attribute arch="name_pl" />
3686 <attribute arch="weight" />
3687 <attribute arch="value" />
3688 <attribute arch="material" />
3689 <attribute arch="unpaid" />
3690 </ignore>
3691 <description><![CDATA[
3692 A rune is a magical enscription on the dungeon floor.
3693 <br><br>
3694 Runes hit any monster or person who steps on them for 'dam' damage in
3695 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3696 and will cast this spell when it detonates. Yet another kind is the
3697 "summoning rune", summoning predefined monsters of any kind, at detonation.
3698 <br><br>
3699 Many runes are already defined in the archetypes. ]]>
3700 </description>
3701 <use><![CDATA[
3702 Avoid monsters stepping on your runes. For example, summoning runes
3703 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3704 </use>
3705 <attribute arch="no_pick" value="1" type="fixed" />
3706 <attribute arch="walk_on" value="1" type="fixed" />
3707 <attribute arch="level" editor="rune level" type="int">
3708 This value sets the level the rune will cast the spell it contains at,
3709 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3710 (&lt;rune level&gt; 0 runes won't detonate at all!)
3711
3712 Level Also effects how easily a rune may be found and disarmed, and
3713 how much experience the player gets for doing so. Beware: High level
3714 runes can be quite a cheap source of experience! So either make them
3715 tough, or keep the level low.
3716 </attribute>
3717 <attribute arch="Cha" editor="visibility" type="int">
3718 This value determines what fraction of the time the rune is visible:
3719 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3720 how easily the rune may be found.
3721 </attribute>
3722 <attribute arch="hp" editor="number of charges" type="int">
3723 The rune will detonate &lt;number of charges&gt; times before disappearing.
3724 </attribute>
3725 <attribute arch="dam" editor="direct damage" type="int">
3726 &lt;direct damage&gt; specifies how much damage is done by the rune,
3727 if it doesn't contain a spell. This should be set in reasonable
3728 relation to the rune's level.
3729 </attribute>
3730 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3731 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3732 attribute defines what attacktype to use for direct damage when
3733 the rune detonates.
3734 </attribute>
3735 <section name="spellcraft">
3736 <attribute arch="sp" editor="spell" type="spell">
3737 The selected &lt;spell&gt; defines the spell in the rune, if any.
3738 (Many runes do direct damage).
3739 </attribute>
3740 <attribute arch="slaying" editor="spell name" type="string">
3741 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3742 but if present, overrides the &lt;spell&gt; setting.
3743 </attribute>
3744 <attribute arch="other_arch" editor="spell arch" type="string">
3745 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3746 is optional, but if present, overrides the &lt;spell&gt; setting.
3747 You can choose any of the existing arches.
3748 </attribute>
3749 <attribute arch="maxsp" editor="direction" type="list_direction">
3750 If set, the rune will cast it's containing spell (if any) in
3751 this &lt;direction&gt;.In most cases this appears useless because
3752 the spell directly hits the player.
3753 </attribute>
3754 <attribute arch="race" editor="summon monster" type="string">
3755 If this is set to the arch name of any monster, together with
3756 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3757 of those on detonation. (dam and attacktype will still be ignored
3758 in this case). Runes are even capable of summoning multi-square
3759 monsters, given enough space. You'd better test it though.
3760 </attribute>
3761 <attribute arch="maxhp" editor="summon amount" type="int">
3762 This should only be set to a summoning rune. It will then summon
3763 that many creatures of the kind &lt;summon monster&gt;.
3764 </attribute>
3765 </section>
3766 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3767 When the rune detonates, this text is displayed to the
3768 victim. For especially powerful runes, create an appropriate
3769 thrilling description. ;)
3770 </attribute>
3771 </type>
3772
3773 <!--####################################################################-->
3774 <type number="106" name="Savebed">
3775 <ignore>
3776 <ignore_list name="non_pickable" />
3777 </ignore>
3778 <description><![CDATA[
3779 When the player applies a savebed, he is not only saved. Both his
3780 respawn-after-death and his word-of-recall positions are pointing
3781 to the last-applied savebed. ]]>
3782 </description>
3783 <use><![CDATA[
3784 Put savebed locations in towns, do not put them into dungeons.
3785 It is absolutely neccessary that a place with savebeds is 100% secure.
3786 That means:
3787 <UL>
3788 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3789 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3790 <LI> Insert a relyable exit! Make sure there is no possibility that
3791 players get trapped in a savebed location.
3792 <LI> If possible, mark the whole site as no-spell area (Insert this
3793 arch called "dungeon_magic" everywhere). This is not required,
3794 but it makes the place much more safe.
3795 </UL> ]]>
3796 </use>
3797 <attribute arch="no_pick" value="1" type="fixed" />
3798 <attribute arch="no_magic" value="1" type="fixed" />
3799 <attribute arch="damned" value="1" type="fixed" />
3800 </type>
3801
3802 <!--####################################################################-->
3803 <type number="14" name="Shooting Weapon">
3804 <description><![CDATA[
3805 Schooting weapons like bows/crossbows are used to shoot projectiles
3806 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3807 wielded both at the same time. Like with any other equipment,
3808 stats/bonuses from shooting weapons are directly inherited to the player.
3809 <br><br>
3810 It's very easy to add new pairs of weapons &amp; projectiles.
3811 Just set matching &lt;ammunition class&gt; both for shooting
3812 weapon and projectile. ]]>
3813 </description>
3814 <use><![CDATA[
3815 Shooting weapons should not add bonuses in general. There's already
3816 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
3817 Schooting weapons should especially not add bonuses to the player
3818 that have nothing to do with schooting. A Wisdom bonus on a bow
3819 is crap for example! A name like "Longbow of great Wisdom" doesn't help
3820 - still crap. ]]>
3821 </use>
3822 <attribute arch="race" editor="ammunition class" type="string">
3823 Only projectiles with matching &lt;ammunition class&gt; can be fired
3824 with this weapon. For normal bows set "arrows", for normal
3825 crossbows set "crossbow bolts".
3826
3827 In certain cases, the ammunition class is displayed in the game.
3828 Hence, when you create a new ammunition class, choose an
3829 intuitive name like "missiles", "spirit bolts" - whatever.
3830 </attribute>
3831 <attribute arch="sp" editor="shooting speed" type="int">
3832 After shooting a projectile, the player is frozen for a short
3833 period of time (to prevent shooting arrows machine-gun-like).
3834 The greater &lt;shooting speed&gt;, the shorter this period of time.
3835 1 is minimum (=worst) and 100 is maximum (=best) value.
3836
3837 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
3838 SET IT TO ZERO! (That would freeze the player for eternety).
3839 </attribute>
3840 <attribute arch="dam" editor="base damage" type="int">
3841 The &lt;base damage&gt; significantly affects the damage done
3842 by using this weapon. This damage is added to the projectile
3843 damage and then (if &lt;ignore strength&gt; disabled) a bonus
3844 according to the player's strength is added.
3845 </attribute>
3846 <attribute arch="wc" editor="weaponclass" type="int">
3847 This value is supposed to be the base &lt;weaponclass&gt;,
3848 but it seems to have rather little effect.
3849 High values are good here, low values bad.
3850 </attribute>
3851 <attribute arch="item_power" editor="item power" type="int">
3852 The &lt;item power&gt; value measures how "powerful" an artifact is.
3853 Players will only be able to wear equipment with a certain total
3854 amount of &lt;item power&gt;, depending on their own level. This is the
3855 only way to prevent low level players to wear "undeserved" equipment
3856 (like gifts from other players or cheated items).
3857
3858 It is very important to adjust the &lt;item power&gt; value carefully
3859 for every artifact you create! If zero/unset, the CF server will
3860 calculate a provisional value at runtime, but this is never
3861 going to be an accurate measurement of &lt;item power&gt;.
3862 </attribute>
3863 <attribute arch="no_strength" editor="ignore strength" type="bool">
3864 Usually the player's strentgh takes effect on the damage
3865 done by the shooting weapon. If &lt;ignore strength&gt; is set,
3866 the player's strength is ignored.
3867 </attribute>
3868 <attribute arch="damned" editor="damnation" type="bool">
3869 A damned shooting weapon cannot be unwielded unless
3870 the curse is removed. Removing damnations is
3871 a tick harder than removing curses.
3872 </attribute>
3873 <attribute arch="cursed" editor="curse" type="bool">
3874 A cursed shooting weapon cannot be unwielded unless
3875 the curse is removed.
3876 </attribute>
3877 <attribute arch="unique" editor="unique item" type="bool">
3878 Unique items exist only one time on a server. If the item
3879 is taken, lost or destroyed - it's gone for good.
3880 </attribute>
3881 <attribute arch="startequip" editor="godgiven item" type="bool">
3882 A godgiven item vanishes as soon as the player
3883 drops it to the ground.
3884 </attribute>
3885 <section name="stats">
3886 <attribute arch="Str" editor="strength" type="int">
3887 The player's strentgh will rise/fall by the given value
3888 while wearing this shooting weapon.
3889 </attribute>
3890 <attribute arch="Dex" editor="dexterity" type="int">
3891 The player's dexterity will rise/fall by the given value
3892 while wearing this shooting weapon.
3893 </attribute>
3894 <attribute arch="Con" editor="constitution" type="int">
3895 The player's constitution will rise/fall by the given value
3896 while wearing this shooting weapon.
3897 </attribute>
3898 <attribute arch="Int" editor="intelligence" type="int">
3899 The player's intelligence will rise/fall by the given value
3900 while wearing this shooting weapon.
3901 </attribute>
3902 <attribute arch="Pow" editor="power" type="int">
3903 The player's power will rise/fall by the given value
3904 while wearing this shooting weapon.
3905 </attribute>
3906 <attribute arch="Wis" editor="wisdom" type="int">
3907 The player's wisdom will rise/fall by the given value while
3908 wearing this shooting weapon.
3909 </attribute>
3910 <attribute arch="Cha" editor="charisma" type="int">
3911 The player's charisma will rise/fall by the given value
3912 while wearing this shooting weapon.
3913 </attribute>
3914 </section>
3915 <section name="bonus">
3916 <attribute arch="luck" editor="luck bonus" type="int">
3917 With positive luck bonus, the player is more likely to
3918 succeed in all sorts of things (spellcasting, praying,...).
3919 Unless the &lt;luck bonus&gt; is very high, the effect will be
3920 barely visible in-game. Luck bonus on one piece of equipment
3921 should never exceed 3, and such bonus should not be too
3922 frequently available.
3923 </attribute>
3924 <attribute arch="magic" editor="magic bonus" type="int">
3925 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
3926 I'm not sure what exactly is increased - maybe weaponclass?
3927 However, &lt;magic bonus&gt; seems to have a little bit of positive
3928 influence on your chance to hit.
3929 </attribute>
3930 </section>
3931 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3932 This text describes the weapons's "story". Every decent artifact weapon
3933 should have such a description.
3934 </attribute>
3935 </type>
3936
3937 <!--####################################################################-->
3938 <type number="111" name="Scroll">
3939 <ignore>
3940 <attribute arch="title" />
3941 </ignore>
3942 <description><![CDATA[
3943 Scrolls contain spells (similar to spell-potions). Unlike potions,
3944 scrolls require a certain literacy skill to read successfully.
3945 Accordingly, for a successful reading, a small amount of
3946 experience is gained. Scrolls allow only one time usage, but
3947 usually they are sold in bulks. ]]>
3948 </description>
3949 <use><![CDATA[
3950 For low level quests, scrolls of healing/curing-spells
3951 can be a nice reward. At higher levels, scrolls become less
3952 and less useful. ]]>
3953 </use>
3954 <attribute arch="level" editor="casting level" type="int">
3955 The spell of the scroll will be casted at this level.
3956 This value should always be set, at least to 1.
3957 </attribute>
3958 <attribute arch="sp" editor="spell" type="spell">
3959 When a player/monster applies this scroll, the selected &lt;spell&gt;
3960 will be casted (once). This should work for any given spell.
3961 </attribute>
3962 <attribute arch="startequip" editor="godgiven item" type="bool">
3963 A godgiven item vanishes as soon as the player
3964 drops it to the ground.
3965 </attribute>
3966 </type>
3967
3968 <!--####################################################################-->
3969 <type number="33" name="Shield">
3970 <import_type name="Amulet" />
3971 <description><![CDATA[
3972 Wearing a shield, the object's stats will directly be inherited to
3973 the player. Shields usually provide good defense, only surpassed
3974 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3975 </description>
3976 <use><![CDATA[
3977 Feel free to create your own special artifacts. However, it is very
3978 important that you keep your artifact in balance with existing maps. ]]>
3979 </use>
3980 <attribute arch="magic" editor="magic bonus" type="int">
3981 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3982 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3983 than direct armour-class bonus on the shield.
3984 </attribute>
3985 </type>
3986
3987 <!--####################################################################-->
3988 <type number="68" name="Shop Floor">
3989 <ignore>
3990 <ignore_list name="non_pickable" />
3991 </ignore>
3992 <description><![CDATA[
3993 Shop floor is used for shops. It acts like a combination of the
3994 common floor- and the treasure type: When the map is loaded,
3995 randomitems (depending on the setings) are generated on it.
3996 These items are all flagged as unpaid.
3997 When a player drops an item onto shop floor, the item becomes
3998 unpaid and the player receives payment according to the item's
3999 selling-value.
4000 Shopfloor always prevents magic (To hinder players from burning
4001 or freezing the goods). ]]>
4002 </description>
4003 <use><![CDATA[
4004 Tile your whole shop-interior space which shop floor.
4005 (That assures players receive payment for dropping items).
4006 Place shop mats to enter/leave the shop, and make sure
4007 there is no other exit than the shop mat. ]]>
4008 </use>
4009 <attribute arch="is_floor" value="1" type="fixed" />
4010 <attribute arch="no_pick" value="1" type="fixed" />
4011 <attribute arch="no_magic" value="1" type="fixed" />
4012 <attribute arch="auto_apply" editor="generate goods" type="bool">
4013 If enabled, items will appear on this square when the map is loaded.
4014 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4015 are generated. The items will be unpaid.
4016 </attribute>
4017 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4018 This entry determines what kind of treasure will appear, when
4019 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4020 for details about existing treasurelists.
4021 </attribute>
4022 <attribute arch="exp" editor="quality level" type="int">
4023 The &lt;quality level&gt; will be used for the quality of the generated
4024 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4025 doesn't need to be set, unless you want extraordinarily good/bad
4026 quality. If you want to make a shop with very high quality, meaybe
4027 charge an entrance fee, or make the shop hard-to-come-by.
4028 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4029 and appearance of artifact-items.
4030 </attribute>
4031 <attribute arch="damned" editor="no prayers" type="bool">
4032 If enabled, it is impossible for players to use prayers
4033 on that spot. It also prevents players from saving.
4034 (Remember that &lt;no magic&gt; is always set for shop floors.)
4035 </attribute>
4036 </type>
4037
4038 <!--####################################################################-->
4039 <type number="69" name="Shop Mat">
4040 <ignore>
4041 <ignore_list name="non_pickable" />
4042 </ignore>
4043 <description><![CDATA[
4044 Shop mats are used for entering/leaving shops. You should always
4045 have exactly TWO shop mats on your shop-map: One inside the
4046 "shopping-area" and one outside. Shop mats don't use exit paths/
4047 or -destinations. When stepping onto a shopmat the player gets beamed
4048 to the nearest other mat. If the player has unpaid items in his
4049 inventory, the price gets charged from his coins automatically.
4050 If the player has insufficient coins to buy his unpaid items, he
4051 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4052 </description>
4053 <use><![CDATA[
4054 As stated above, always place TWO shop mats into your shop.
4055 Not more and not less than that. ]]>
4056 </use>
4057 <attribute arch="no_pick" value="1" type="fixed" />
4058 <attribute arch="walk_on" editor="apply by walking" type="bool">
4059 If set, the player can enter/leave the
4060 shop by just walking into the shop mat.
4061 </attribute>
4062 <attribute arch="fly_on" editor="apply by flying" type="bool">
4063 If set, the player can enter/leave the
4064 shop by "flying" into the shop mat.
4065 </attribute>
4066 </type>
4067
4068 <!--####################################################################-->
4069 <type number="98" name="Sign &amp; MagicMouth">
4070 <ignore>
4071 <ignore_list name="non_pickable" />
4072 </ignore>
4073 <description><![CDATA[
4074 The purpose of a sign or magic_mouth is to display a certain message to
4075 the player. There are three ways to have the player get this message:
4076 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4077 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4078 </description>
4079 <use><![CDATA[
4080 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4081 some true roleplay feeling to your maps, support your storyline or give
4082 hints about hidden secrets/dangers. Place signs to provide the player
4083 with all kinds of useful information for getting along in your maps. ]]>
4084 </use>
4085 <attribute arch="connected" editor="connection" type="int">
4086 When a connection value is set, the message will be printed whenever
4087 the connection is triggered. This should be used in combination with
4088 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4089 If activating your magic_mouth this way, the message will not only be
4090 printed to one player, but all players on the current map.
4091 </attribute>
4092 <attribute arch="walk_on" editor="activate by walking" type="bool">
4093 If set, the player gets the message when walking ontop of the object.
4094 "invisible 1" should be set in this case. This is the typical configuration
4095 for a "magic_mouth": The player walks through a dungeon and suddenly he
4096 gets a message. Use this to create some roleplay atmosphere, and to inform
4097 the player about possible dangers or secrets.
4098 </attribute>
4099 <attribute arch="fly_on" editor="activate by flying" type="bool">
4100 If set, the player gets the message when flying (=levitating) ontop
4101 of the object. Usually this should be set together with walk_on.
4102 </attribute>
4103 <attribute arch="food" editor="counter" type="int">
4104 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4105 (printing the message) only that many times. For signs this really shouldn't
4106 be used, while for magic_mouths it is extremely helpful.
4107 Monsters walking over the magic_mouth do not decrease the counter.
4108
4109 Often, you might want to have a message displayed only one time. For example:
4110 The player enters your map and you put a magic_mouth to tell him about the
4111 monsters and how dangerous they look and all. Later, when all the monsters
4112 are killed and the player leaves the map, displaying the same message a
4113 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4114 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4115 </attribute>
4116 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4117 This text will be displayed to the player.
4118 </attribute>
4119 </type>
4120
4121 <!--####################################################################-->
4122 <type number="43" name="Skill">
4123 <ignore>
4124 <ignore_list name="system_object" />
4125 </ignore>
4126 <description><![CDATA[
4127 Skills are objects which exist in the player/monster inventory.
4128 Both NPC/monsters and players use the same skill archetypes. Not all skills
4129 are enabled for monster use however. ]]>
4130 </description>
4131 <use><![CDATA[
4132 For mapmaking, Skill objects serve two purposes:
4133 <p>First, the predefined skill archtypes (in the 'skills' directory)
4134 can be seen as the global skill definitions. A skill which doesn't
4135 exists as an archtype cannot be learned or used by players. When you
4136 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4137 of defined skill archtypes, because those strings are used as a reference in
4138 many skill-related objects.
4139 </p><p>
4140 Secondly, in order to enable monsters to use skills, you will need to
4141 copy default skill archtypes into the monsters' inventories.
4142 You can even customize the skills by changing stats. It is not
4143 recommended however, to use skills in your maps which are totally
4144 unrelated to any predefined skill archtype.</p> ]]>
4145 </use>
4146 <attribute arch="invisible" value="1" type="fixed" />
4147 <attribute arch="no_drop" value="1" type="fixed" />
4148 <attribute arch="skill" editor="skill name" type="string">
4149 The &lt;skill name&gt; is used for matchings. When a usable
4150 object has an identical &lt;skill name&gt;, players
4151 (or monsters) will need this skill to apply/use the object.
4152 </attribute>
4153 <attribute arch="expmul" editor="exp multiplier" type="float">
4154 This is the ratio of experience the players total should increase by
4155 when this skill is used. If this is zero, then experience only goes to
4156 to the skill. Values higher than 1 are allowed. Note that experience
4157 rewarded to the players total is in addition to that given to the
4158 skill. Eg, if player should get 500 exp for using a skill, and
4159 expmul is 1, the player will get 500 added to that skill as well as
4160 500 to their total.
4161 </attribute>
4162 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4163 The &lt;skill type&gt; defines the base functionality of the skill.
4164 Skill types are hardcoded in the Crossfire server. It isn't hard to
4165 create new skill types, but it requires a bit of server-coding.
4166 </attribute>
4167 <attribute arch="level" editor="level" type="int">
4168 </attribute>
4169 <attribute arch="exp" editor="experience" type="int">
4170 </attribute>
4171 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4172 The &lt;is native skill&gt; flag has an effect only when this
4173 skill object is placed in the inventory of a monster (or player).
4174 If it is set, the monster or player knows the skill natively, which
4175 means he does not need a skill tool to use it.
4176 </attribute>
4177 </type>
4178
4179 <!--####################################################################-->
4180 <type number="130" name="Skill Scroll">
4181 <description><![CDATA[
4182 By reading a skill scroll, a player has a chance to learn the
4183 contained skill. ]]>
4184 </description>
4185 <use><![CDATA[
4186 Skill scrolls are very much sought for by players. Currently,
4187 all skill scrolls are sold in shops randomly, which is in fact not
4188 a good system. It would be nice to have some cool quests with
4189 skill scrolls rewarded at the end. ]]>
4190 </use>
4191 <attribute arch="race" value="scrolls" type="fixed" />
4192 <attribute arch="skill" editor="skill name" type="string">
4193 The &lt;skill name&gt; matches the skill object that can
4194 be learned from this scroll.
4195 </attribute>
4196 </type>
4197
4198 <!--####################################################################-->
4199 <type number="21" name="Special Key">
4200 <ignore>
4201 <attribute arch="material" />
4202 </ignore>
4203 <description><![CDATA[
4204 When carrying the appropriate special key, a locked door can
4205 be opened. The key will dissapear.
4206 <br><br>
4207 This object-type can also be used for "passport"-like items:
4208 When walking onto an invetory checker, a gate for example might
4209 get opened. The "passport" will stay in the player's inventory. ]]>
4210 </description>
4211 <use><![CDATA[
4212 How to make a "passport": You take the special key arch
4213 (archetype name is "key2"), set the face to something like
4214 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4215 certainly must match with the appropiate inventory checker.
4216 <br><br>
4217 Of course you can be creative with names and faces of
4218 key-objects. A "mysterious crystal" or a "big dragon claw"
4219 (with appropriate faces) appear more interesting than just
4220 a "strange key", or "passport". ]]>
4221 </use>
4222 <attribute arch="slaying" editor="key string" type="string">
4223 This string must be identical with the &lt;key string&gt; in the
4224 locked door, then it can be unlocked. It can also be used
4225 to trigger inventory checkers.
4226 </attribute>
4227 <attribute arch="material" editor="material" type="bitmask_material">
4228 For Special Keys, material should always be unset or set
4229 to Adamantite. This prevents the key from getting
4230 burned or otherwise destroyed.
4231 </attribute>
4232 <attribute arch="unique" editor="unique item" type="bool">
4233 Unique items exist only one time on a server. If the item
4234 is taken, lost or destroyed - it's gone for good.
4235
4236 This can be used if you want to sell apartments on your
4237 map: Simply sell a unique passport/key, and place
4238 an inventory checker at the entrance of your apartment.
4239 </attribute>
4240 <attribute arch="startequip" editor="godgiven item" type="bool">
4241 A godgiven item vanishes as soon as the player
4242 drops it to the ground.
4243 </attribute>
4244 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4245 This will add a description to the object. The player can read
4246 this text by clicking on the item in his inventory. Use this
4247 message to describe what the key/passport is good for. A player
4248 might have 50 different keys on his key-ring. Don't expect
4249 players to recall their purpose just by their names.
4250 </attribute>
4251 </type>
4252
4253 <!--####################################################################-->
4254 <type number="101" name="Spell">
4255 <ignore>
4256 <ignore_list name="system_object" />
4257 </ignore>
4258 <description><![CDATA[
4259 Spell objects define a spell. When a spell is put in a spellbook,
4260 players can learn it by reading the book. Once learned, players
4261 can use the spell as often as they like. With increasing skill level
4262 of the player, spells may gain power but also increase cost.<br>
4263 Monsters can use spells which are put in their inventory (provided
4264 that certain "enabling" settings are correct). The monster's
4265 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4266 </description>
4267 <use><![CDATA[
4268 A lot of the spells' settings can be tuned and customized.
4269 When creating new spells which are accessible to players, it is
4270 important to think about balance. A single spell which is too
4271 powerful and/or too easy to use can eventually toss the whole skill
4272 and magic school system out of whack. Testing new spells is
4273 quite important therefore. ]]>
4274 </use>
4275 <attribute arch="no_drop" value="1" type="fixed" />
4276 <attribute arch="invisible" value="1" type="fixed" />
4277 <attribute arch="skill" editor="skill name" type="string">
4278 The &lt;skill name&gt; matches the skill which is needed
4279 to cast this spell. This should be one out of "sorcery",
4280 "pyromancy", "evocation", "summoning" or "praying".
4281 If you want to fiddle with these, please take care not
4282 to upset the concept and balance of the various skills.
4283 </attribute>
4284 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4285 The &lt;spell type&gt; defines the basic type of spell.
4286 Some of these types are of a more generic nature than others.
4287 </attribute>
4288 <attribute arch="level" editor="spell level" type="int">
4289 </attribute>
4290 <attribute arch="casting_time" editor="casting time" type="int">
4291 </attribute>
4292 <attribute arch="duration" editor="duration" type="int">
4293 </attribute>
4294 <attribute arch="other_arch" editor="create object" type="string">
4295 </attribute>
4296 <attribute arch="sp" editor="cost spellpoints" type="int">
4297 </attribute>
4298 <attribute arch="grace" editor="cost grace" type="int">
4299 </attribute>
4300 <attribute arch="maxsp" editor="double cost per level" type="int">
4301 </attribute>
4302 </type>
4303
4304 <!--####################################################################-->
4305 <type number="85" name="Spellbook">
4306 <description><![CDATA[
4307 By reading a spellbook, the player has a chance of learning the
4308 contained spell. Once learned from a book, the spell is available
4309 forever. Spellbooks with high level spells require some skill-level
4310 to read.<br><br>
4311 You can create widely customized spells only by adjusting the
4312 spell object in the spellbooks inventory. Refer to the description
4313 of spell objects for detailed information how to customize spells.<br>
4314 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4315 with a compilation of spells that the book may contain. ]]>
4316 </description>
4317 <use><![CDATA[
4318 Don't put any of the godgiven spells into a spellbook! These are
4319 reserved for the followers of the appropriate cults. Handing them
4320 out in a spellbook would violate the balance between different religions.
4321 <br><br>
4322 Note that there is no fundamental difference between the spellbooks
4323 of varying schools (pyromancy, sorcery, evocation, summoning, and
4324 even praying). The difference lies only in the spells they contain.
4325 It is up to you, the mapmaker, to pick the right type of book
4326 for your spells. ]]>
4327 </use>
4328 <attribute arch="skill" value="literacy" type="fixed" />
4329 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4330 There are two ways to put spells into a spellbook:
4331 1. Put a spell object in the books inventory. In this case,
4332 treasurelist must be set to &lt;none&gt;.
4333 2. Choose a treasurelist which contains spells.
4334 In that way, a spell will be chosen randomly from the list.
4335 </attribute>
4336 <attribute arch="startequip" editor="godgiven item" type="bool">
4337 A godgiven item vanishes as soon as the player
4338 drops it to the ground.
4339 </attribute>
4340 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4341 This text may contain a nice description
4342 of the spellbook's cover or something.
4343 </attribute>
4344 </type>
4345
4346 <!--####################################################################-->
4347 <type number="90" name="Spinner">
4348 <ignore>
4349 <ignore_list name="non_pickable" />
4350 </ignore>
4351 <description><![CDATA[
4352 Spinners change the direction of spell objects and other projectiles
4353 that fly past. Unlike directors, it does make a difference from what
4354 angle you shoot into the spinner. The direction of objects flying past
4355 is always changed by a certain degree. ]]>
4356 </description>
4357 <use><![CDATA[
4358 Spinners are very rarely used. I believe they are quite
4359 confusing and pointless. The only use I can think of is building
4360 some puzzle about where to shoot into spinners to shoot somewhere you
4361 otherwise couldn't.
4362
4363 When placing spinners on a map with magic walls, make sure the spell-
4364 projectiles from magic walls don't get to fly in loops. ]]>
4365 </use>
4366 <attribute arch="sp" editor="direction number" type="int">
4367 The spinner will change the direction of flying objects by
4368 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4369 positive values counter clockwise.
4370
4371 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4372 </attribute>
4373 <attribute arch="walk_on" value="1" type="fixed" />
4374 <attribute arch="fly_on" value="1" type="fixed" />
4375 </type>
4376
4377 <!--####################################################################-->
4378 <type number="138" name="Swamp">
4379 <ignore>
4380 <ignore_list name="non_pickable" />
4381 </ignore>
4382 <description><![CDATA[
4383 Swamp areas show a special behaviour:
4384 When a player stands still on a swamp-square for too long,
4385 he will start to sink in and eventually drown and die.
4386 Items dropped on the swamp sink in and dissapear.
4387 Players with knowledge of the woodsman skill are a lot less likely
4388 to die in the swamp. ]]>
4389 </description>
4390 <attribute arch="walk_on" value="1" type="fixed" />
4391 <attribute arch="is_floor" value="1" type="fixed" />
4392 <attribute arch="is_wooded" value="1" type="fixed" />
4393 <attribute arch="speed" editor="drowning speed" type="float">
4394 The higher the &lt;drowning speed&gt;, the faster will players and items
4395 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4396 and unexpected death-trap. Players should get a warning before such areas.
4397 </attribute>
4398 <attribute arch="slow_move" editor="slow movement" type="int">
4399 If &lt;slow movement&gt; is set to a value greater zero, all
4400 creatures moving over this spot will be slower than normal.
4401
4402 &lt;slow movement&gt; 1 - rough terrain
4403 &lt;slow movement&gt; 2 - very rough terrain
4404 ...
4405 &lt;slow movement&gt; 5 - default for deep swamp
4406 </attribute>
4407 <attribute arch="no_magic" editor="no spells" type="bool">
4408 If enabled, it is impossible for players to use (wizard-)
4409 spells on that spot.
4410 </attribute>
4411 <attribute arch="damned" editor="no prayers" type="bool">
4412 If enabled, it is impossible for players to use prayers
4413 on that spot. It also prevents players from saving.
4414 </attribute>
4415 </type>
4416
4417 <!--####################################################################-->
4418 <type number="41" name="Teleporter">
4419 <ignore>
4420 <ignore_list name="non_pickable" />
4421 </ignore>
4422 <description><![CDATA[
4423 When the player walks into a teleporter, he is transferred to a
4424 different location. The main difference to the object-type exit
4425 is the possibility to have teleporters connected to levers/buttons/etc.
4426 Sometimes teleporters are activated even against the players will.
4427 <br><br>
4428 Unlike exits, teleporters can also transfer items and
4429 monsters to different locations on the same map. ]]>
4430 </description>
4431 <use><![CDATA[
4432 When creating maps, I guess sooner or later you'll want to have
4433 an invisible teleporter. If using "invisible 1", the teleporter
4434 can still be discovered with the show_invisible spell. And in
4435 some cases you can't place it under the floor to prevent this.
4436 <br><br>
4437 Fortunately, there is a cool trick to make a perfectly invisible
4438 teleporter: You simply add teleporter functionality to the floor
4439 itself. That means: You take the floor arch (e.g. "flagstone"),
4440 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4441 </use>
4442 <attribute arch="slaying" editor="exit path" type="string">
4443 The exit path specifies the map that the player is transferred to.
4444 &lt;exit path&gt; can be an absolute path, beginning with '/'
4445 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4446 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4447 for example I could use the relative path "Fire1"). Use relative
4448 paths whenever possible! Note that upper/lower case must always be
4449 set correctly. However, please use lower case only.
4450
4451 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4452 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4453 monsters and items. In this case, the destined map is automatically
4454 the same map the teleporter is on.
4455 </attribute>
4456 <attribute arch="hp" editor="destination X" type="int">
4457 The exit destinations define the (x, y)-coordinates where the exit
4458 leads to.
4459
4460 If both are set to zero and &lt;exit path&gt; is empty, the player will
4461 get teleported to another, randomly chosen teleporter on the same
4462 map (Slightly confusing for the player though). Make sure there
4463 actually *is* a second one in that case.
4464
4465 If both are set to zero and &lt;exit path&gt; is set, the player will
4466 be transferred to the "default enter location" of the destined map.
4467 The latter can be set in the map-properties as "Enter X/Y". Though,
4468 please DO NOT use that. It turned out to be a source for numerous
4469 map-bugs.
4470 </attribute>
4471 <attribute arch="sp" editor="destination Y" type="int">
4472 The exit destinations define the (x, y)-coordinates where the exit
4473 leads to.
4474
4475 If both are set to zero and &lt;exit path&gt; is empty, the player will
4476 get teleported to another, randomly chosen teleporter on the same
4477 map (Slightly confusing for the player though). Make sure there
4478 actually *is* a second one in that case.
4479
4480 If both are set to zero and &lt;exit path&gt; is set, the player will
4481 be transferred to the "default enter location" of the destined map.
4482 The latter can be set in the map-properties as "Enter X/Y". Though,
4483 please DO NOT use that. It turned out to be a source for numerous
4484 map-bugs.
4485 </attribute>
4486 <attribute arch="connected" editor="connection" type="int">
4487 If a connection value is set, the teleporter will be activated
4488 whenever the connection is triggered. To use this properly,
4489 &lt;activation speed&gt; must be zero.
4490 </attribute>
4491 <attribute arch="speed" editor="activation speed" type="float">
4492 If the &lt;activation speed&gt; is nonzero, the teleporter will
4493 automatically be activated in regular time-intervals. Hence, the
4494 player can just step on it and gets teleported sooner or later.
4495 The duration between two activates depends on the given value.
4496 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4497
4498 VERY IMPORTANT: If you want to have your teleporter activated via
4499 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4500 </attribute>
4501 </type>
4502
4503 <!--####################################################################-->
4504 <type number="155" name="Trap">
4505 <ignore>
4506 <attribute arch="no_pick" />
4507 <attribute arch="title" />
4508 <attribute arch="name_pl" />
4509 <attribute arch="weight" />
4510 <attribute arch="value" />
4511 <attribute arch="material" />
4512 <attribute arch="unpaid" />
4513 </ignore>
4514 <description><![CDATA[
4515 A trap is a object that can either do damage or trigger another connected object
4516 when detonated. Traps are like runes except they are not magical in nature,
4517 and generally have either a physical attack or trigger a reaction.
4518 <br><br>
4519 Traps hit any monster or person who steps on them for 'dam' damage in
4520 'attacktype' attacktype and/or trigger a reaction.
4521 <br><br>
4522 Many traps are already defined in the archetypes. ]]>
4523 </description>
4524 <use><![CDATA[
4525 Avoid monsters stepping on your traps. For example, a party of orcs setting
4526 off your lightning wall and pit trap is usually a bad idea. ]]>
4527 </use>
4528 <attribute arch="no_pick" value="1" type="fixed" />
4529 <attribute arch="walk_on" value="1" type="fixed" />
4530 <attribute arch="level" editor="trap level" type="int">
4531 Level effects how easily a trap may be found and disarmed, and
4532 how much experience the player gets for doing so. Beware: High level
4533 traps can be quite a cheap source of experience! So either make them
4534 tough, or keep the level low.
4535 </attribute>
4536 <attribute arch="Cha" editor="visibility" type="int">
4537 This value determines what fraction of the time the trap is visible:
4538 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4539 how easily the trap may be found.
4540 </attribute>
4541 <attribute arch="hp" editor="number of charges" type="int">
4542 The trap will detonate &lt;number of charges&gt; times before disappearing.
4543 </attribute>
4544 <attribute arch="dam" editor="direct damage" type="int">
4545 &lt;direct damage&gt; specifies how much damage is done by the trap.
4546 This should be set in reasonable relation to the trap's level.
4547 </attribute>
4548 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4549 This attribute defines what attacktype to use for direct damage when
4550 the trap detonates.
4551 </attribute>
4552 <attribute arch="connected" editor="connection" type="int">
4553 When the trap is detonated, all objects with the same
4554 connection value get activated.
4555 </attribute>
4556 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4557 When the trap detonates, this text is displayed to the
4558 victim. For especially powerful or complex traps, create an appropriate
4559 and thrilling description. ;)
4560 </attribute>
4561 </type>
4562
4563 <!--####################################################################-->
4564 <type number="95" name="Trapdoor">
4565 <ignore>
4566 <ignore_list name="non_pickable" />
4567 </ignore>
4568 <description><![CDATA[
4569 Trapdoors are very similar to pits. The difference is that they
4570 can not be closed. Instead, the weight of the object on the
4571 trapdoor determines weither it slams the trapdoor open and falls through
4572 or not.<br>
4573 Once a trapdoor has been opened (by a creature or items of sufficient
4574 weight,) it remains open, acting like an opened pit. ]]>
4575 </description>
4576 <use><![CDATA[
4577 Trapdoors should be used in the same fashion as pits:
4578 They should always drop the victims to some kind of lower level. They
4579 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4580 </use>
4581 <attribute arch="no_pick" value="1" type="fixed" />
4582 <attribute arch="walk_on" value="1" type="fixed" />
4583 <attribute arch="weight" editor="hold weight" type="int">
4584 This value defines how much weight the trapdoor can hold.
4585 Once items or creatures are gathered on the trapdoor, with
4586 a total weight surpassing this value, then the trapdoor will
4587 open and things start falling through.
4588 </attribute>
4589 <attribute arch="hp" editor="destination X" type="int">
4590 The trapdoor will transport creatures (and items) randomly into
4591 a two-square radius of the destination coordinates.
4592 If the destination square becomes blocked, the trapdoor will act like
4593 being filled up and not work anymore!
4594 </attribute>
4595 <attribute arch="sp" editor="destination Y" type="int">
4596 The trapdoor will transport creatures (and items) randomly into
4597 a two-square radius of the destination coordinates.
4598 If the destination square becomes blocked, the trapdoor will act like
4599 being filled up and not work anymore!
4600 </attribute>
4601 </type>
4602
4603 <!--####################################################################-->
4604 <type number="4" name="Treasure">
4605 <ignore>
4606 <attribute arch="nrof" />
4607 <attribute arch="title" />
4608 <attribute arch="name_pl" />
4609 <attribute arch="weight" />
4610 <attribute arch="value" />
4611 <attribute arch="material" />
4612 </ignore>
4613 <description><![CDATA[
4614 A treasure-object turns into certain randomitems when the map is loaded
4615 into the game. ]]>
4616 </description>
4617 <use><![CDATA[
4618 About usage of the "random-artifact" treasurelist:
4619 This will generate powerful stuff like girdles, xray helmets, special
4620 swords etc. If you put this as reward to your quest, players might be
4621 motivated to do it more than once. BUT, by doing so they will get a huge
4622 number of different artifacts! Besides, players will always seek the place
4623 with the most easy-to-get random artifact and ignore all others.
4624 My advice: Don't use it! Attract players with good fighting experience
4625 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4626 </use>
4627 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4628 This entry determines what kind of treasure will appear. Look into
4629 /crossfire/share/crossfire/treasures for details about existing
4630 treasurelists.
4631 </attribute>
4632 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4633 "Auto-generate" must be set in order to have the treasure be created
4634 when the map is loaded.
4635 If you want to create a random treasure chest, you unset this flag.
4636 That way, the player has to apply the object (the chest), then the
4637 treasure is generated.
4638 </attribute>
4639 <attribute arch="hp" editor="create number" type="int">
4640 "Create number" specifies how many pieces of the given treasurelist
4641 will appear. Note that for every piece there is a chance that nothing is
4642 generated. Also, sometimes there can be stacks of items generated, like
4643 for gems/money.
4644 </attribute>
4645 <attribute arch="exp" editor="quality level" type="int">
4646 The &lt;quality level&gt; will be used for the quality of the generated
4647 treasure instead of the map difficulty (as was done with shops).
4648 If zero/unset, the map difficulty will instead be used.
4649 (Example for comparison: Shop floors generate treasure of
4650 &lt;quality level&gt; 5 per default).
4651 </attribute>
4652 </type>
4653
4654 <!--####################################################################-->
4655 <type number="0" name="Wall">
4656 <required>
4657 <attribute arch="is_floor" value="0" />
4658 <attribute arch="alive" value="0" />
4659 <attribute arch="no_pass" value="1" />
4660 </required>
4661 <ignore>
4662 <attribute arch="nrof" />
4663 <attribute arch="title" />
4664 <attribute arch="name_pl" />
4665 <attribute arch="value" />
4666 <attribute arch="unpaid" />
4667 </ignore>
4668 <description><![CDATA[
4669 Walls usually block passage and sight. ]]>
4670 </description>
4671 <attribute arch="no_pass" editor="blocking passage" type="bool">
4672 If set, the object cannot be passed by players nor monsters.
4673 </attribute>
4674 <attribute arch="can_roll" editor="moveable" type="bool">
4675 If set, the object is able to "roll", so it can be pushed around.
4676 This setting is used for boulders and barrels.
4677 </attribute>
4678 <attribute arch="no_magic" editor="restrict spells" type="bool">
4679 This takes effect only with &lt;blocksview&gt; disabled.
4680 Restricting the use of spells to pass this wall.
4681 </attribute>
4682 <attribute arch="damned" editor="restrict prayers" type="bool">
4683 This takes effect only with &lt;blocksview&gt; disabled.
4684 Restricting the use of spells to pass this wall.
4685 </attribute>
4686 </type>
4687
4688 <!--####################################################################-->
4689 <type number="0" name="Weak Wall">
4690 <required>
4691 <attribute arch="is_floor" value="0" />
4692 <attribute arch="alive" value="1" />
4693 <attribute arch="tear_down" value="1" />
4694 </required>
4695 <ignore>
4696 <ignore_list name="non_pickable" />
4697 </ignore>
4698 <description><![CDATA[
4699 A weak wall is a breakable spot amidsts a solid wall. Typically
4700 these weak walls look similar to their solid "relatives" except
4701 for a small crack or little chunks of wall on the ground. ]]>
4702 </description>
4703 <use><![CDATA[
4704 If you want to create hidden rooms, using weak walls is alot
4705 better than completely indiscernible passages in a wall.<br>
4706 Anyways, there can be a lot more to weak walls than just finding
4707 them: Rising their defensive stats, weak walls can become a
4708 serious obstacle. An ice wall might only be torn down by a fire
4709 attack for example. A granite wall for instance might be very
4710 hard to destroy. ]]>
4711 </use>
4712 <attribute arch="alive" value="1" type="fixed" />
4713 <attribute arch="no_pick" value="1" type="fixed" />
4714 <attribute arch="tear_down" value="1" type="fixed" />
4715 <attribute arch="race" editor="race" type="string">
4716 For weak walls, &lt;race&gt; should always be set to "wall",
4717 unless you create something fancy like a building which
4718 is in fact meant to be a huge animal.
4719 Note that shovels slay walls, so they do tripple damage
4720 against weak walls.
4721 </attribute>
4722 <attribute arch="level" editor="level" type="int">
4723 The &lt;level&gt; of a weak wall works similar to monster levels.
4724 Due to the fact that weak walls cannot attack, the level
4725 is much less important though.
4726 </attribute>
4727 <attribute arch="hp" editor="health points" type="int">
4728 The &lt;health points&gt; of a weak wall define how long it takes to
4729 tear it down. With every successful hit from an opponent,
4730 &lt;health points&gt; get drained.
4731 </attribute>
4732 <attribute arch="maxhp" editor="max health" type="int">
4733 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4734 weak wall can have. Since walls generally don't heal, I doubt
4735 this has much real effect.
4736 </attribute>
4737 <attribute arch="ac" editor="armour class" type="int">
4738 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4739 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4740 </attribute>
4741 <section name="resistance">
4742 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4743 </attribute>
4744 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4745 </attribute>
4746 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4747 </attribute>
4748 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4749 </attribute>
4750 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4751 </attribute>
4752 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4753 </attribute>
4754 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4755 </attribute>
4756 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4757 </attribute>
4758 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4759 </attribute>
4760 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4761 </attribute>
4762 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4763 </attribute>
4764 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4765 </attribute>
4766 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4767 </attribute>
4768 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4769 </attribute>
4770 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4771 </attribute>
4772 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
4773 </attribute>
4774 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4775 </attribute>
4776 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4777 </attribute>
4778 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4779 </attribute>
4780 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4781 </attribute>
4782 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
4783 </attribute>
4784 </section>
4785 </type>
4786
4787 <!--####################################################################-->
4788 <type number="15" name="Weapon">
4789 <description><![CDATA[
4790 Wielding a weapon, the object's stats will directly be inherited to the
4791 player. Usually enhancing his fighting-abilities. Non-magical weapons can
4792 be improved with scrolls. ]]>
4793 </description>
4794 <use><![CDATA[
4795 If you create artifacts (equipment) with stats- or resistance-bonus:
4796 Keep playbalance in mind! Such items mustn't be reachable without hard
4797 fighting AND questing. ]]>
4798 </use>
4799 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4800 This number is a bitmask, specifying the weapon's attacktypes.
4801 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
4802 have no more than one or two attacktypes. Keep in mind that all weapons
4803 can be blessed by the player's diety, thus adding an additional attacktype.
4804
4805 When a player hits a monster with a weapon that has more than one attacktype,
4806 then he will do as much damage as the "best" of his attacktypes does. So,
4807 the more attacktypes you've got, the better your chance to take advantage
4808 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
4809 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
4810 </attribute>
4811 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
4812 The &lt;weapontype&gt; characterizes the weapon's type of physical
4813 attack. It could best be considered a "subclassification"
4814 of the physical attacktype. For now, this is only used for
4815 attack messages!
4816
4817 You should always set this correctly when creating new
4818 weapons for your maps.
4819 </attribute>
4820 <attribute arch="skill" editor="skill name" type="string">
4821 Matching &lt;skill name&gt; of the skill that is required
4822 to use this weapon.
4823 </attribute>
4824 <attribute arch="dam" editor="damage" type="int">
4825 The damage value is used as base value for how much damage the weapon
4826 does per hit. The actual damage involves more dependencies,
4827 like wielder's level and defender's level. Look at existing weapons
4828 to get a feel for the range of weapon damage values.
4829 </attribute>
4830 <attribute arch="slaying" editor="slaying race" type="string">
4831 Slaying means the weapon does tripple (3x) damage to monsters of the
4832 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
4833 only monsters of that archtype are hit with tripple damage.
4834
4835 No god blessings are possible for weapons with a race set in this entry
4836 (That's because god blessings add tripple damage against their own
4837 enemy races). Tripple damage is very effective.
4838 </attribute>
4839 <attribute arch="last_sp" editor="weapon speed" type="int">
4840 The weapon speed determines how often the wielder can swing the weapon
4841 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
4842 is best (that is lightning- fast). A typical average value is 8.
4843 Speed and damage should be kept in reasonable relation.
4844 </attribute>
4845 <attribute arch="wc" editor="weapon class" type="int">
4846 The weapon class value adds to the overall weapon class of the wielder's
4847 melee attacks. Weapon class improves the chance of hitting the opponent.
4848 </attribute>
4849 <attribute arch="magic" editor="magic bonus" type="int">
4850 For a weapon, magic bonus works just like weapon class, except that
4851 magic bonus can be improved by the gods or reduced by acid. Hence, it is
4852 less useful than direct weapon class value on a weapon.
4853 </attribute>
4854 <attribute arch="item_power" editor="item power" type="int">
4855 The &lt;item power&gt; value measures how "powerful" an artifact is.
4856 Players will only be able to wear equipment with a certain total
4857 amount of &lt;item power&gt;, depending on their own level. This is the
4858 only way to prevent low level players to wear "undeserved" equipment
4859 (like gifts from other players or cheated items).
4860
4861 It is very important to adjust the &lt;item power&gt; value carefully
4862 for every artifact you create! If zero/unset, the CF server will
4863 calculate a provisional value at runtime, but this is never
4864 going to be an accurate measurement of &lt;item power&gt;.
4865 </attribute>
4866 <attribute arch="damned" editor="damnation" type="bool">
4867 A damned weapon cannot be unwielded unless
4868 the curse is removed. Removing damnations is
4869 a tick harder than removing curses.
4870 </attribute>
4871 <attribute arch="cursed" editor="curse" type="bool">
4872 A cursed weapon cannot be unwielded unless
4873 the curse is removed.
4874 </attribute>
4875 <attribute arch="lifesave" editor="save life" type="bool">
4876 An item with this flag enabled will save the players life
4877 for one time: When the player is wearing this item and his
4878 healthpoints reach zero, the item dissapears, replenishing
4879 half of the player's health.
4880
4881 An item with &lt;save life&gt; should not have
4882 any decent additional bonuses!
4883 </attribute>
4884 <attribute arch="unique" editor="unique item" type="bool">
4885 Unique items exist only one time on a server. If the item
4886 is taken, lost or destroyed - it's gone for good.
4887 </attribute>
4888 <attribute arch="startequip" editor="godgiven item" type="bool">
4889 A godgiven item vanishes as soon as the player
4890 drops it to the ground.
4891 </attribute>
4892 <section name="resistance">
4893 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4894 This adds physical resistance to the weapon (= armour value). The number is
4895 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
4896 and what they require to do for getting this-and-that artifact.
4897 </attribute>
4898 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4899 This adds magic resistance to the weapon. The number is a percent-value in
4900 the range 0-100. Treat this with CARE. Look at other maps and what they
4901 require to do for getting this-and-that artifact.
4902 </attribute>
4903 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4904 This adds fire resistance to the weapon. The number is a percent-value in
4905 the range 0-100. Treat this with CARE. Look at other maps and what they
4906 require to do for getting this-and-that artifact.
4907 </attribute>
4908 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4909 This adds electricity resistance to the weapon. The number is a percent-value in
4910 the range 0-100. Treat this with CARE. Look at other maps and what they
4911 require to do for getting this-and-that artifact.
4912 </attribute>
4913 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
4914 This adds fire resistance to the weapon. The number is a percent-value in
4915 the range 0-100. Treat this with CARE. Look at other maps and what they
4916 require to do for getting this-and-that artifact.
4917 </attribute>
4918 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
4919 This adds confusion resistance to the weapon. The number is a percent-value in
4920 the range 0-100. Confusion resistance is not very effective
4921 unless the value comes close to 100 (= perfect immunity).
4922 </attribute>
4923 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
4924 This adds acid resistance to the weapon. The number is a percent-value in
4925 the range 0-100. Treat this with CARE. Look at other maps and what they
4926 require to do for getting this-and-that artifact.
4927 </attribute>
4928 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
4929 This adds draining resistance to the weapon. The number is a percent-value
4930 in the range 0-100. Draining resistance is little effective
4931 unless the value is 100 (= perfect immunity).
4932 </attribute>
4933 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
4934 This adds weaponmagic resistance to the weapon. The number is a percent-value in
4935 the range 0-100. Weaponmagic resistance generally should not exist on
4936 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
4937 are not meant to be easily resisted.
4938 </attribute>
4939 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
4940 This adds ghosthit resistance to the weapon. The number is a percent-value
4941 in the range 0-100. Treat this with CARE. Look at other maps and what they
4942 require to do for getting this-and-that artifact.
4943 </attribute>
4944 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
4945 This adds poison resistance to the weapon. The number is a percent-value in
4946 the range 0-100. Treat this with CARE. Look at other maps and what they
4947 require to do for getting this-and-that artifact.
4948 </attribute>
4949 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
4950 This adds fear resistance to the weapon. The number is a percent-value in
4951 the range 0-100. Resistance to fear is pretty useless.
4952 </attribute>
4953 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
4954 This adds paralyze resistance to the weapon. The number is a percent-value in
4955 the range 0-100. Paralyze resistance is little effective
4956 unless the value is 100 (= perfect immunity).
4957 </attribute>
4958 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
4959 This adds fear resistance to the weapon. The number is a percent-value in
4960 the range 0-100. Resistance to fear is pretty useless.
4961 </attribute>
4962 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
4963 This adds depletion resistance to the weapon. The number is a percent-value
4964 in the range 0-100. Depletion resistance is little effective
4965 unless the value is 100 (= perfect immunity).
4966 </attribute>
4967 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
4968 This adds death-attack resistance to the weapon. The number is a
4969 percent-value in the range 0-100. Death-attack resistance is little
4970 effective unless the value is 100 (= perfect immunity).
4971 Generally, resistance to death-attack is not supposed to be
4972 available to players!
4973 </attribute>
4974 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
4975 This adds chaos resistance to the weapon. The number is a percent-value in
4976 the range 0-100. Treat this with CARE. Look at other maps and what they
4977 require to do for getting this-and-that artifact.
4978 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
4979 combination of other attacktypes.
4980 </attribute>
4981 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
4982 This adds blinding resistance to the weapon. The number is a percent-value
4983 in the range 0-100. Treat this with CARE. Look at other maps and what they
4984 require to do for getting this-and-that artifact.
4985 </attribute>
4986 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
4987 This adds holy power resistance to the weapon. The number is a percent-value
4988 in the range 0-100. Holy power is the attacktype that holyword-type spells
4989 use to hurt undead creatures. This kind of resistance is only reasonable
4990 for undead players (wraith or devourer cult).
4991 Generally, resistance to holy word should not be available for players.
4992 </attribute>
4993 </section>
4994 <section name="stats">
4995 <attribute arch="Str" editor="strength" type="int">
4996 The player's strentgh will rise/fall by the given value
4997 while wearing this weapon.
4998 </attribute>
4999 <attribute arch="Dex" editor="dexterity" type="int">
5000 The player's dexterity will rise/fall by the given value
5001 while wearing this weapon.
5002 </attribute>
5003 <attribute arch="Con" editor="constitution" type="int">
5004 The player's constitution will rise/fall by the given value
5005 while wearing this weapon.
5006 </attribute>
5007 <attribute arch="Int" editor="intelligence" type="int">
5008 The player's intelligence will rise/fall by the given value
5009 while wearing this weapon.
5010 </attribute>
5011 <attribute arch="Pow" editor="power" type="int">
5012 The player's power will rise/fall by the given value
5013 while wearing this weapon.
5014 </attribute>
5015 <attribute arch="Wis" editor="wisdom" type="int">
5016 The player's wisdom will rise/fall by the given value while
5017 wearing this weapon.
5018 </attribute>
5019 <attribute arch="Cha" editor="charisma" type="int">
5020 The player's charisma will rise/fall by the given value
5021 while wearing this weapon.
5022 </attribute>
5023 </section>
5024 <section name="misc">
5025 <attribute arch="luck" editor="luck bonus" type="int">
5026 With positive luck bonus, the player is more likely to
5027 succeed in all sorts of things (spellcasting, praying,...).
5028 Unless the &lt;luck bonus&gt; is very high, the effect will be
5029 barely visible in-game. Luck bonus on one piece of equipment
5030 should never exceed 3, and such bonus should not be too
5031 frequently available.
5032 </attribute>
5033 <attribute arch="hp" editor="health regen." type="int">
5034 Positive &lt;health regen.&gt; bonus speeds up the
5035 player's healing process. Negative values slow it down.
5036 </attribute>
5037 <attribute arch="sp" editor="mana regen." type="int">
5038 Positive &lt;mana regen.&gt; bonus speeds up the
5039 player's mana regeneration. Negative values slow it down.
5040 </attribute>
5041 <attribute arch="grace" editor="grace regen." type="int">
5042 Positive &lt;grace regen.&gt; bonus speeds up the
5043 player's grace regeneration. Negative values slow it down.
5044 Since grace can be regenerated rather easy with praying,
5045 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5046 </attribute>
5047 <attribute arch="food" editor="food bonus" type="int">
5048 Positive &lt;food bonus&gt; slows down the player's digestion,
5049 thus he consumes less food. Negative values speed it up.
5050
5051 Note that food is consumed not only for "being alive", but
5052 also for healing and mana-regeneration.
5053 &lt;food bonus&gt; only affects the amount of food consumed
5054 for "being alive". Hence, even with high &lt;food bonus&gt;,
5055 during a fight a player can run out of food quickly.
5056 </attribute>
5057 <attribute arch="xrays" editor="xray vision" type="bool">
5058 Xray vision allows the player to see through obstacles
5059 in a two-square-wide radius. This is extremely helpful and
5060 desireable, so don't give it away for cheap on equipment.
5061 </attribute>
5062 <attribute arch="stealth" editor="stealth" type="bool">
5063 Stealth allows the player to move silently.
5064 This comes to effect if a player turns himself
5065 invisible and tries to sneak around monsters.
5066 (At least that was the idea behind it)
5067 </attribute>
5068 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5069 If a player is wearing any piece of equipment with
5070 the ability to &lt;reflect spells&gt;, all kinds of
5071 spell-bullets and -beams will bounce off him.
5072 This works only about 90% of all times, to
5073 avoid players being completely immune to certain
5074 types of attacks.
5075
5076 This is a very powerful ability and it
5077 shouldn't be handed out cheap!
5078 </attribute>
5079 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5080 If a player is wearing any piece of equipment with
5081 the ability to &lt;reflect missiles&gt;, all kinds of
5082 projectiles (e.g. arrows, bolts, boulders) will
5083 bounce off him. This works only about 90% of all
5084 times, to avoid players being completely immune to
5085 certain types of attacks.
5086 </attribute>
5087 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5088 Click on the &lt;attuned paths&gt; button to select spellpaths.
5089 The player will get attuned to the specified spellpaths
5090 while wearing this weapon.
5091 </attribute>
5092 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5093 Click on the &lt;repelled paths&gt; button to select spellpaths.
5094 The player will get repelled to the specified spellpaths
5095 while wearing this weapon.
5096 </attribute>
5097 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5098 Click on the &lt;denied paths&gt; button to select spellpaths.
5099 The specified spellpaths will be denied to the player
5100 while wearing this weapon.
5101 </attribute>
5102 </section>
5103 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5104 This text describes the weapons's "story". Every decent artifact weapon
5105 should have such a description.
5106 </attribute>
5107 </type>
5108
5109 <!--####################################################################-->
5110 <type number="109" name="Wand &amp; Staff">
5111 <description><![CDATA[
5112 Wands contain a certain spell. The player can apply (ready) and
5113 fire the wand. After a defined number of casts, the wand is
5114 "used up". It is possible to recharge a wand with scrolls of
5115 charging, but usually that isn't worth the cost. ]]>
5116 </description>
5117 <use><![CDATA[
5118 Wands are quite seldomly used. The reason prolly is that they're
5119 generally not cost-efficient. Handing out high-level wands with
5120 powerfull special spells isn't a good idea either, because of
5121 the recharge ability.
5122 <br><br>
5123 For low levels, staffs of healing/cure and word of recall are
5124 quite desireable though. Ideal rewards for low level quests. ]]>
5125 </use>
5126 <attribute arch="sp" editor="spell" type="spell">
5127 The &lt;spell&gt; specifies the contained spell.
5128 </attribute>
5129 <attribute arch="level" editor="casting level" type="int">
5130 The &lt;casting level&gt; of the wand determines it's power.
5131 An average level for wands in shops is about 10.
5132 </attribute>
5133 <attribute arch="food" editor="number of charges" type="int">
5134 The wand can be used &lt;number of charges&gt; times before it is
5135 used up. It can be recharged with scrolls of charging.
5136 </attribute>
5137 <attribute arch="startequip" editor="godgiven item" type="bool">
5138 A godgiven item vanishes as soon as the player
5139 drops it to the ground.
5140 </attribute>
5141 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5142 This text may contain a description of the wand.
5143 </attribute>
5144 </type>
5145
5146 </types>