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Revision: 1.10
Committed: Thu Mar 23 08:55:55 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.9: +31 -1 lines
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File Contents

# Content
1 <?xml version="1.0" standalone="no" ?>
2 <!--
3 ######################################################################
4 # types.xml - This is the definitions-file for all the different #
5 # Crossfire object types and their attributes. #
6 # #
7 # The server code of the Crossfire game is always changing and #
8 # evolving. From time to time, object-attributes change in purpose, #
9 # or new ones are created. #
10 # Therefore, it is important that an Editor is flexible and #
11 # easy to "upgrade" to handle such new features. That's why the #
12 # CFJavaEditor reads the type-definitions from this xml file. #
13 # #
14 # If you encounter bugs, typos or missing entries in the LATEST #
15 # VERSION of this file - Don't hesitate to improve it, contact me #
16 # and eventually send the improved file to me: <red.blaze@gmx.net>. #
17 # I will put it into the "official version" of the CFJavaEditor #
18 # and all fellow Crossfire-Map-Makers can benefit from your work! #
19 # #
20 # IMPORTANT: Make a backup copy of this file before you start #
21 # to modify it! #
22 # #
23 # New types must be inserted maintaining the alphabetical order. #
24 # #
25 # about the 'type' elements: #
26 # #
27 # <type number="15" name="Type Name"> #
28 # <import_type name="Type Name" /> import attributes of this type #
29 # <required> #
30 # list of required attributes to identifying this type #
31 # </required> #
32 # <ignore> #
33 # list of attributes not to import from default_type #
34 # </ignore> #
35 # <description><![CDATA[ #
36 # Description of this type. ]]> #
37 # </description> #
38 # <use><![CDATA[ #
39 # How to use this type. ]]> #
40 # </use> #
41 # ... attributes ... #
42 # </type> #
43 # #
44 # about the 'attribute' type: <attribute ... type="XXX" > #
45 # #
46 # bool - This attribute can only be set to '1' or '0' #
47 # int - This attribute contains a decimal number #
48 # float - This attr. contains a floating point number #
49 # string - This attribute contains a string #
50 # text - This attribute contains a text ("text" can have #
51 # linebreaks, unlike "string") #
52 # fixed - This attribute is always set to a fixed 'value' #
53 # (There is no user-input for this attribute) #
54 # spell - This attribute contains a spell. The mapmaker can #
55 # choose spells from a combo box. #
56 # nz_spell - works just like 'spell', except that the #
57 # spell-value zero is always interpreted as <none>, #
58 # never as "magic bullet" #
59 # bool_special - Like bool, but with customized true/false values #
60 # treasurelist - CF treasure list (see "treasures" file) #
61 # list_LISTNAME - list, must be defined as a <list> element #
62 # bitmask_BITMASKNAME - bitmask, must be defined as a <bitmask> #
63 # element #
64 # #
65 # Created by Andreas Vogl. #
66 ######################################################################
67 -->
68 <!DOCTYPE types [
69 <!ELEMENT types ((bitmask | list | ignore_list)*, default_type, ignore_list*, type+)>
70
71 <!ELEMENT bitmask (entry*)>
72 <!ATTLIST bitmask name CDATA #REQUIRED>
73
74 <!ELEMENT list (entry*)>
75 <!ATTLIST list name CDATA #REQUIRED>
76
77 <!ELEMENT entry EMPTY>
78 <!ATTLIST entry bit CDATA #IMPLIED
79 value CDATA #IMPLIED
80 name CDATA #REQUIRED>
81
82 <!ELEMENT ignore_list (attribute* | EMPTY)>
83 <!ATTLIST ignore_list name CDATA #REQUIRED>
84
85 <!ELEMENT default_type (attribute*)>
86
87 <!ELEMENT type (import_type?,required?,ignore?,description?,use?,(section | attribute)*)>
88 <!ATTLIST type name CDATA #REQUIRED
89 number CDATA #REQUIRED>
90
91 <!ELEMENT description (#PCDATA)>
92 <!ELEMENT use (#PCDATA)>
93
94 <!ELEMENT import_type EMPTY>
95 <!ATTLIST import_type name CDATA #REQUIRED>
96
97 <!ELEMENT required (attribute+)>
98 <!ELEMENT ignore (attribute*,ignore_list*)>
99
100 <!ELEMENT section (attribute+)>
101 <!ATTLIST section name CDATA #REQUIRED>
102
103 <!ELEMENT attribute (#PCDATA)>
104 <!ATTLIST attribute type CDATA #IMPLIED
105 arch CDATA #IMPLIED
106 arch_begin CDATA #IMPLIED
107 arch_end CDATA #IMPLIED
108 editor CDATA #IMPLIED
109 value CDATA #IMPLIED
110 length CDATA #IMPLIED
111 true CDATA #IMPLIED
112 false CDATA #IMPLIED>
113
114 <!ENTITY move_on "
115 <attribute arch='move_on' editor='movement type' type='bitmask_movement_type'>
116 Which movement types automatically (as opposed to manually) activate this object.
117 </attribute>
118 ">
119 <!ENTITY move_off "
120 <attribute arch='move_off' editor='movement type' type='bitmask_movement_type'>
121 Which movement types deactivate this object (e.g. button).
122 </attribute>
123 ">
124 <!ENTITY move_type "
125 <attribute arch='move_type' editor='movement type' type='bitmask_movement_type'>
126 Determines which kinds of movement this object can use (e.g. for monsters)
127 or grants (e.g. for amulets).
128 </attribute>
129 ">
130 <!ENTITY movement_types_terrain "
131 <attribute arch='move_block' editor='blocked movement' type='bitmask_movement_type'>
132 Objects using these movement types cannot move over this space.
133 </attribute>
134 <attribute arch='move_allow' editor='allowed movement' type='bitmask_movement_type'>
135 Objects using these movement types are allowed to move over this space. Takes
136 precedence over 'blocked movements'.
137 </attribute>
138 <attribute arch='move_slow' editor='slowed movement' type='bitmask_movement_type'>
139 The types of movement that should by slowed down by the 'slow movement penalty'.
140 </attribute>
141 <attribute arch='move_slow_penalty' editor='slow movement penalty' type='int'>
142 If &lt;slow movement&gt; is set to a value greater zero, all
143 creatures matching 'slow move' will be slower than normal on this spot.
144
145 &lt;slow movement&gt; 1 - rough terrain
146 &lt;slow movement&gt; 2 - very rough terrain
147 ...
148 &lt;slow movement&gt; 5 - default for deep swamp
149 ...
150 &lt;slow movement&gt; 7 - spider web (sticky as hell)
151 </attribute>
152 ">
153 ]>
154
155 <types>
156
157 <!--###################### bitmask definitions ######################-->
158
159 <bitmask name="attacktype">
160 <entry bit="0" name="Physical" />
161 <entry bit="1" name="Magical" />
162 <entry bit="2" name="Fire" />
163 <entry bit="3" name="Electricity" />
164 <entry bit="4" name="Cold" />
165 <entry bit="5" name="Confusion" />
166 <entry bit="6" name="Acid" />
167 <entry bit="7" name="Drain" />
168 <entry bit="8" name="Weaponmagic" />
169 <entry bit="9" name="Ghosthit" />
170 <entry bit="10" name="Poison" />
171 <entry bit="11" name="Slow" />
172 <entry bit="12" name="Paralyze" />
173 <entry bit="13" name="Turn Undead" />
174 <entry bit="14" name="Fear" />
175 <entry bit="15" name="Cancellation" />
176 <entry bit="16" name="Depletion" />
177 <entry bit="17" name="Death" />
178 <entry bit="18" name="Chaos" />
179 <entry bit="19" name="Counterspell" />
180 <entry bit="20" name="God Power" />
181 <entry bit="21" name="Holy Power" />
182 <entry bit="22" name="Blinding" />
183 </bitmask>
184
185 <bitmask name="material">
186 <entry bit="0" name="Paper" />
187 <entry bit="1" name="Iron" />
188 <entry bit="2" name="Glass" />
189 <entry bit="3" name="Leather" />
190 <entry bit="4" name="Wood" />
191 <entry bit="5" name="Organics" />
192 <entry bit="6" name="Stone" />
193 <entry bit="7" name="Cloth" />
194 <entry bit="8" name="Adamantite" />
195 <entry bit="9" name="Liquid" />
196 <entry bit="10" name="Soft Metal" />
197 <entry bit="11" name="Bone" />
198 <entry bit="12" name="Ice" />
199 <entry bit="13" name="(supress name on display)" />
200
201 </bitmask>
202
203 <bitmask name="spellpath">
204 <entry bit="0" name="Protection" />
205 <entry bit="1" name="Fire" />
206 <entry bit="2" name="Frost" />
207 <entry bit="3" name="Electricity" />
208 <entry bit="4" name="Missiles" />
209 <entry bit="5" name="Self" />
210 <entry bit="6" name="Summoning" />
211 <entry bit="7" name="Abjuration" />
212 <entry bit="8" name="Restoration" />
213 <entry bit="9" name="Detonation" />
214 <entry bit="10" name="Mind" />
215 <entry bit="11" name="Creation" />
216 <entry bit="12" name="Teleportation" />
217 <entry bit="13" name="Information" />
218 <entry bit="14" name="Transmutation" />
219 <entry bit="15" name="Transferrence" />
220 <entry bit="16" name="Turning" />
221 <entry bit="17" name="Wounding" />
222 <entry bit="18" name="Death" />
223 <entry bit="19" name="Light" />
224 </bitmask>
225
226 <bitmask name="will_apply">
227 <entry bit="0" name="Apply Handles" />
228 <entry bit="1" name="Open Chests" />
229 <entry bit="2" name="Break Walls" />
230 <entry bit="3" name="Open Doors" />
231 </bitmask>
232
233 <bitmask name="pick_up">
234 <entry bit="0" name="Nothing" />
235 <entry bit="1" name="Wealth" />
236 <entry bit="2" name="Food" />
237 <entry bit="3" name="Weapons" />
238 <entry bit="4" name="Armour" />
239 <entry bit="5" name="Inverse" />
240 <entry bit="6" name="All" />
241 </bitmask>
242
243 <bitmask name="movement_type">
244 <entry bit="0" name="Walk" />
245 <entry bit="1" name="Fly Low" />
246 <entry bit="2" name="Fly High" />
247 <entry bit="3" name="Swim" />
248 <entry bit="4" name="Boat" />
249 </bitmask>
250
251 <!--###################### list definitions ######################-->
252
253 <list name="direction">
254 <entry value="0" name="&lt;none&gt;" />
255 <entry value="1" name="north" />
256 <entry value="2" name="northeast" />
257 <entry value="3" name="east" />
258 <entry value="4" name="southeast" />
259 <entry value="5" name="south" />
260 <entry value="6" name="southwest" />
261 <entry value="7" name="west" />
262 <entry value="8" name="northwest" />
263 </list>
264
265 <list name="mood">
266 <entry value="0" name="furious" />
267 <entry value="1" name="angry" />
268 <entry value="2" name="calm" />
269 <entry value="3" name="sleep" />
270 <entry value="4" name="charm" />
271 </list>
272
273 <list name="potion_effect">
274 <entry value="0" name="&lt;none&gt;" />
275 <entry value="65536" name="life restoration" />
276 <entry value="1048576" name="improvement" />
277 </list>
278
279 <list name="weapon_type">
280 <entry value="0" name="&lt;unknown&gt;" />
281 <entry value="1" name="sword" />
282 <entry value="2" name="arrows" />
283 <entry value="3" name="axe" />
284 <entry value="4" name="katana" />
285 <entry value="5" name="knife, dagger" />
286 <entry value="6" name="whip, chain" />
287 <entry value="7" name="hammer, flail" />
288 <entry value="8" name="club, stick" />
289 </list>
290
291 <list name="skill_type">
292 <entry value="1" name="lockpicking" />
293 <entry value="2" name="hiding" />
294 <entry value="3" name="smithery" />
295 <entry value="4" name="bowyer" />
296 <entry value="5" name="jeweler" />
297 <entry value="6" name="alchemy" />
298 <entry value="7" name="stealing" />
299 <entry value="8" name="literacy" />
300 <entry value="9" name="bargaining" />
301 <entry value="10" name="jumping" />
302 <entry value="11" name="detect magic" />
303 <entry value="12" name="oratory" />
304 <entry value="13" name="singing" />
305 <entry value="14" name="detect curse" />
306 <entry value="15" name="find traps" />
307 <entry value="16" name="mediatation" />
308 <entry value="17" name="punching" />
309 <entry value="18" name="flame touch" />
310 <entry value="19" name="karate" />
311 <entry value="20" name="climbing" />
312 <entry value="21" name="woodsman" />
313 <entry value="22" name="inscription" />
314 <entry value="23" name="one handed weapons" />
315 <entry value="24" name="missile weapons" />
316 <entry value="25" name="throwing" />
317 <entry value="26" name="use magic item" />
318 <entry value="27" name="disarm traps" />
319 <entry value="28" name="set traps" />
320 <entry value="29" name="thaumaturgy" />
321 <entry value="30" name="praying" />
322 <entry value="31" name="clawing" />
323 <entry value="32" name="levitation" />
324 <entry value="33" name="summoning" />
325 <entry value="34" name="pyromancy" />
326 <entry value="35" name="evocation" />
327 <entry value="36" name="sorcery" />
328 <entry value="37" name="two handed weapons" />
329 </list>
330
331 <list name="spell_type">
332 <entry value="1" name="raise dead" />
333 <entry value="2" name="rune" />
334 <entry value="3" name="make mark" />
335 <entry value="4" name="bolt" />
336 <entry value="5" name="bullet" />
337 <entry value="6" name="explosion" />
338 <entry value="7" name="cone" />
339 <entry value="8" name="bomb" />
340 <entry value="9" name="wonder" />
341 <entry value="10" name="smite" />
342 <entry value="11" name="magic missile" />
343 <entry value="12" name="summon golem" />
344 <entry value="13" name="dimension door" />
345 <entry value="14" name="magic mapping" />
346 <entry value="15" name="magic wall" />
347 <entry value="16" name="destruction" />
348 <entry value="17" name="perceive self" />
349 <entry value="18" name="word of recall" />
350 <entry value="19" name="invisible" />
351 <entry value="20" name="probe" />
352 <entry value="21" name="healing" />
353 <entry value="22" name="create food" />
354 <entry value="23" name="earth to dust" />
355 <entry value="24" name="change ability" />
356 <entry value="25" name="bless" />
357 <entry value="26" name="curse" />
358 <entry value="27" name="summon monster" />
359 <entry value="28" name="recharge" />
360 <entry value="29" name="polymorph" />
361 <entry value="30" name="alchemy" />
362 <entry value="31" name="remove curse" />
363 <entry value="32" name="identify" />
364 <entry value="33" name="detection" />
365 <entry value="34" name="mood change" />
366 <entry value="35" name="moving ball" />
367 <entry value="36" name="swarm" />
368 <entry value="37" name="charge mana" />
369 <entry value="38" name="dispel rune" />
370 <entry value="39" name="create missile" />
371 <entry value="40" name="consecrate" />
372 <entry value="41" name="animate weapon" />
373 <entry value="42" name="light" />
374 <entry value="43" name="change map light" />
375 <entry value="44" name="faery fire" />
376 <entry value="45" name="disease" />
377 <entry value="46" name="aura" />
378 <entry value="47" name="town portal" />
379 </list>
380
381 <list name="event_type">
382 <entry value="0" name="none" />
383 <entry value="1" name="apply" />
384 <entry value="2" name="attack" />
385 <entry value="3" name="death" />
386 <entry value="4" name="drop" />
387 <entry value="5" name="pickup" />
388 <entry value="6" name="say" />
389 <entry value="7" name="stop" />
390 <entry value="8" name="time" />
391 <entry value="9" name="throw" />
392 <entry value="10" name="trigger" />
393 <entry value="11" name="close" />
394 <entry value="12" name="timer" />
395 <entry value="28" name="move" />
396 </list>
397
398 <list name="attack_movement_bits_0_3">
399 <entry value="0" name="default" />
400 <entry value="1" name="attack from distance" />
401 <entry value="2" name="run away" />
402 <entry value="3" name="hit and run" />
403 <entry value="4" name="wait, then hit, then move" />
404 <entry value="5" name="rush blindly" />
405 <entry value="6" name="always run" />
406 <entry value="7" name="attack from distance if hit" />
407 <entry value="8" name="do not approach" />
408 </list>
409
410 <list name="attack_movement_bits_4_7">
411 <entry value="0" name="none" />
412 <entry value="16" name="pet" />
413 <entry value="32" name="small circle" />
414 <entry value="48" name="large circle" />
415 <entry value="64" name="small horizontal" />
416 <entry value="80" name="large horizontal" />
417 <entry value="96" name="random direction" />
418 <entry value="112" name="random movement" />
419 <entry value="128" name="small vertical" />
420 <entry value="144" name="large vertical" />
421 </list>
422
423 <!--###################### default attributes ######################-->
424
425 <!--
426 The attributes of the default_type get added to all other types by default.
427 Every type can have an 'ignore' element however, which is used to specify
428 default attributes *not* to inherit.
429 -->
430 <default_type>
431 <attribute arch="name" editor="name" type="string">
432 This is the name of the object, displayed to the player.
433 </attribute>
434 <attribute arch="name_pl" editor="plural name" type="string">
435 This is the plural name of the object. A plural name must be set for
436 all items that can be picked up and collected by the player.
437 </attribute>
438 <attribute arch="title" editor="title" type="string">
439 This is the object's title. Once an object is identified the title is
440 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
441 </attribute>
442 <attribute arch="face" editor="image" type="string">
443 The image-name defines what image is displayed for this object in-game.
444 </attribute>
445 <attribute arch="nrof" editor="number" type="int">
446 This value determines the number of objects in one stack (for example:
447 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
448 any pickable object - otherwise it won't be mergeable into a stack.
449 </attribute>
450 <attribute arch="weight" editor="weight" type="int">
451 This value defines the object's weight in grams (1000g is 1kg). Objects with
452 zero weight are not pickable for players. Still, set the "non-pickable"-flag
453 for explicitly non-pickable objects (hey, this is opensource.. you
454 never know ;) ).
455 </attribute>
456 <attribute arch="value" editor="value" type="int">
457 Adds a certain value to the object: It will be worth that many times the
458 default value from it's archetype (E.g. "value = 3" means three times
459 worth the default value). Value for buying/selling will be
460 further modified by various factors. Hence, testing values in-game is
461 usually inevitable.
462 </attribute>
463 <attribute arch="glow_radius" editor="glow radius" type="int">
464 If &lt;glow radius&gt; is set to a value greater zero, the object
465 appears lit up on dark maps. &lt;glow radius&gt; can be a value
466 between 0 and 4, the higher, the more light does the object emit.
467 </attribute>
468 <attribute arch="material" editor="material" type="bitmask_material">
469 This bitmask-value informs the player of which material(s) the
470 object consists. Material does also affect how likely the object
471 can be destroyed by hazardous spell-effects.
472 </attribute>
473 <attribute arch="no_pick" editor="non-pickable" type="bool">
474 If set, the object cannot be picked up (Neither by players nor monsters).
475 </attribute>
476 <attribute arch="invisible" editor="invisible" type="bool">
477 Generally makes the object invisible. Depending on the object-type,
478 some can be made visible by the show_invisible spell. If in doubt, test it.
479 Putting an invisible object under the floor always prevents it from being
480 shown.
481 </attribute>
482 <attribute arch="blocksview" editor="block view" type="bool">
483 If an item is set to block view, players (and monsters) cannot
484 see byond it unless they cross it or manage to stand ontop.
485 </attribute>
486 <attribute arch="identified" editor="identified" type="bool">
487 If an item is identified, the player has full knowledge about it.
488 </attribute>
489 <attribute arch="unpaid" editor="unpaid" type="bool">
490 An &lt;unpaid&gt; item cannot be used unless a player carried it over
491 a shop mat, paying the demanded price. Setting this flag makes sense
492 only for pickable items inside shops.
493 </attribute>
494 </default_type>
495
496 <!-- This ignorelist is for all system objects which are non pickable
497 and invisible. They don't interact with players at all. -->
498 <ignore_list name="system_object">
499 <attribute arch="value" />
500 <attribute arch="nrof" />
501 <attribute arch="weight" />
502 <attribute arch="name_pl" />
503 <attribute arch="material" />
504 <attribute arch="no_pick" />
505 <attribute arch="unpaid" />
506 <attribute arch="title" />
507 <attribute arch="glow_radius" />
508 <attribute arch="identified" />
509 <attribute arch="blocksview" />
510 <attribute arch="invisible" />
511 </ignore_list>
512
513 <!-- This ignorelist is for non-pickable objects. They can be seen by
514 the player, but don't have values like material or weight. -->
515 <ignore_list name="non_pickable">
516 <attribute arch="value" />
517 <attribute arch="nrof" />
518 <attribute arch="weight" />
519 <attribute arch="name_pl" />
520 <attribute arch="material" />
521 <attribute arch="no_pick" />
522 <attribute arch="unpaid" />
523 <attribute arch="title" />
524 <attribute arch="identified" />
525 </ignore_list>
526
527 <!--####################################################################-->
528 <type number="0" name="Misc">
529 <required>
530 <!-- this is a special case: The "misc" type with type number 0 is
531 the fallback for all types which don't match any other defined types.
532 The required attribute "misc x" prevents that it gets confused with
533 other types like "monster & npc" which also have type number 0. -->
534 <attribute arch="misc" value="x" />
535 </required>
536 &movement_types_terrain;
537 <attribute arch="cursed" editor="cursed" type="bool">
538 Curses can have various effects: On equipment and food,
539 they generally harm the player in some way.
540 </attribute>
541 <attribute arch="damned" editor="damned" type="bool">
542 A damned item/floor on the ground makes it impossible for players
543 to use prayers on that spot. It also prevents players from saving.
544 Damnation on equipment works similar to a curse.
545 </attribute>
546 <attribute arch="unique" editor="unique item" type="bool">
547 Unique items exist only one time on a server. If the item
548 is taken, lost or destroyed - it's gone for good.
549 </attribute>
550 <attribute arch="startequip" editor="godgiven item" type="bool">
551 A godgiven item vanishes as soon as the player
552 drops it to the ground.
553 </attribute>
554 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
555 This text may describe the object.
556 </attribute>
557 </type>
558
559 <!--####################################################################-->
560 <type number="110" name="Ability">
561 <ignore>
562 <ignore_list name="system_object" />
563 </ignore>
564 <description><![CDATA[
565 Abilities are to be put in a monster's inventory. They grant monsters the
566 knowledge to cast spells. Spells from abilities are usually magical in
567 nature, thus adding magic attacktype to the spell-damage they produce.
568 <br><br>
569 A particularly nice feature of abilities is that they can hold two
570 spells: One for short range- and one for long range use.
571 \n\n
572 You should know that spellcasting monsters receive abilities via
573 &lt;treasurelist&gt;. ]]>
574 </description>
575 <use><![CDATA[
576 If you want to create "customized" spellcasting monsters, you
577 should use abilities (rather than spellbooks/wands or something).
578 The long/short-range spell feature can make boss-monsters more
579 interesting and challenging.
580 <br><br>
581 You should keep in mind that magic abilities allow players
582 to get better resistance. You can turn off the magic part to
583 make the spells more dangerous. However, this really shouldn't
584 be neccessary unless you work on very high level maps.
585 And what fun is a magic resistance cloak when it has no effect? ]]>
586 </use>
587 <attribute arch="invisible" value="1" type="fixed" />
588 <attribute arch="no_drop" value="1" type="fixed" />
589 <attribute arch="sp" editor="short range spell" type="spell">
590 The monster will use the specified &lt;short range spell&gt;
591 when the player is within 6-square radius (of the
592 monster's head).
593 </attribute>
594 <attribute arch="hp" editor="long range spell" type="nz_spell">
595 The monster will use the specified &lt;long range spell&gt;
596 when the player is at least 6 squares away (from the
597 monster's head).
598
599 Setting a &lt;long range spell&gt; is optional. If unset, the
600 &lt;short range spell&gt; gets used all the time.
601 </attribute>
602 <attribute arch="maxsp" editor="importance" type="int">
603 Sometimes you'll want a monster to use one ability more than others.
604 To achieve this, set the &lt;importance&gt; to a value greater than
605 one. Abilities with this value zero/unset are counted to be of
606 &lt;importance&gt; one.
607
608 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
609 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
610 times the "small fireball".
611 </attribute>
612 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
613 This flag specifies whether the ability &lt;is magical&gt; in nature.
614 If enabled, all spells produced by this ability will have magic
615 attacktype added to the usual attacktypes.
616
617 This should always be set for spell-like abilities. "Natural"
618 abilities like a dragon's firebreath are an exception.
619 Note that non-magical abilities are more dangerous because
620 magic resistance does not protect from those.</attribute>
621 </type>
622
623 <!--####################################################################-->
624 <type number="18" name="Altar">
625 <ignore>
626 <ignore_list name="non_pickable" />
627 </ignore>
628 <description><![CDATA[
629 When a player puts a defined number of certain items on the altar,
630 then either a spell is casted (on the player) or a connector is
631 triggered. If the latter is the case, the altar works only once.
632 Either way, the sacrificed item disappears. ]]>
633 </description>
634 <attribute arch="no_pick" value="1" type="fixed" />
635 &move_on;
636 <attribute arch="slaying" editor="match item name" type="string">
637 This string specifies the item that must be put on the altar to
638 activate it. It can either be the name of an archetype, or directly
639 the name of an object. Yet, titles are not recognized by altars.
640 Remember to put a note somewhere, telling the player what he is
641 expected to drop on the altar. (Often this is put in the altar's
642 name: E.g. "drop 100 platinums")
643 </attribute>
644 <attribute arch="food" editor="drop amount" type="int">
645 The drop amount specifies the amount of items (specified
646 in &lt;match item name&gt;) that must be dropped to activate the altar.
647
648 If &lt;match item name&gt; is set to "money", then the value of the
649 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
650 200 silver, 20 gold, or 4 platinum will all work.)
651
652 Note that the maximum possible for &lt;drop amount&gt; is 32767.
653 </attribute>
654 <attribute arch="connected" editor="connection" type="int">
655 If a connection value is set, the altar will trigger all objects
656 with the same value, when activated. This will only work once.
657 </attribute>
658 <attribute arch="sp" editor="spell" type="spell">
659 When activated, the selected &lt;spell&gt; will be casted (once, on the
660 player). This should work for any given spell. The altar will work
661 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
662 one altar.
663 </attribute>
664 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
665 This text will be displayed to the player
666 in the exact moment when the altar is activated.
667 </attribute>
668 </type>
669
670 <!--####################################################################-->
671 <type number="31" name="Altar Trigger">
672 <ignore>
673 <ignore_list name="non_pickable" />
674 </ignore>
675 <description><![CDATA[
676 Altar_triggers work pretty much like normal altars
677 (drop sacrifice -> connection activated), except for the fact that
678 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
679 </description>
680 <use><![CDATA[
681 Altar_triggers are very useful if you want to charge a price for...
682 <UL>
683 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
684 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
685 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
686 </UL>
687 The big advantage over normal altars is the infinite usability
688 of altar_triggers! If there are ten players on one server, they're
689 quite grateful if things work more than once. =) ]]>
690 </use>
691 <attribute arch="no_pick" value="1" type="fixed" />
692 <attribute arch="slaying" editor="match item name" type="string">
693 This string specifies the item that must be put on the altar to
694 activate it. It can either be the name of an archetype, or directly
695 the name of an object. Yet, titles are not recognized by altars.
696 Remember to put a note somewhere, telling the player what he is
697 expected to drop on the altar. (Often this is put in the altar's
698 name: E.g. "drop 100 platinums")
699 </attribute>
700 <attribute arch="food" editor="drop amount" type="int">
701 The drop amount specifies the amount of items (specified
702 in &lt;match item name&gt;) that must be dropped to activate the altar.
703
704 If &lt;match item name&gt; is set to "money", then the value of the
705 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
706 200 silver, 20 gold, or 4 platinum will all work.)
707
708 Note that the maximum possible for &lt;drop amount&gt; is 32767.
709 </attribute>
710 <attribute arch="connected" editor="connection" type="int">
711 If a connection value is set, the altar will trigger all objects
712 with the same value, when activated. This will only work once.
713 </attribute>
714 <attribute arch="sp" editor="spell" type="spell">
715 When activated, this &lt;spell&gt; will be casted (once, on the player).
716 This should work for any given spell. The altar will work infinitely
717 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
718 </attribute>
719 <attribute arch="exp" editor="reset time" type="int">
720 Being activated, the altar will reset after &lt;reset time&gt; ticks.
721 After reset, the altar is ready to be activated once again.
722 The default &lt;reset time&gt; is 30.
723 </attribute>
724 <attribute arch="last_sp" editor="ignore reset" type="bool">
725 If this attribute is enabled, the altar_trigger won't push the
726 connected value by altar reset. Only ONCE by dropping the sacrifice.
727 This is typically used when the altar is connected to a creator,
728 e.g. for selling tickets.
729
730 If this attribute is disabled (default), the altar_trigger
731 will push the connected value TWICE per sacrifice: First by
732 dropping sacrifice, second by reset. This mode is typically
733 used for altars being connected to gates, resulting in the
734 gate being opened and closed again.
735 </attribute>
736 &move_on;
737 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
738 This text will be displayed to the player
739 in the exact moment when the altar is activated.
740 </attribute>
741 </type>
742
743 <!--####################################################################-->
744 <type number="39" name="Amulet">
745 <description><![CDATA[
746 Wearing an amulet, the object's stats will directly be inherited to
747 the player. Amulets are usually meant for protection and defense. ]]>
748 </description>
749 <use><![CDATA[
750 Feel free to create your own special artifacts. However, it is very
751 important that you keep your artifact in balance with existing maps. ]]>
752 </use>
753 <attribute arch="ac" editor="armour class" type="int">
754 This value defines the amount of armour-class bonus for wearing
755 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
756 values are better. It should usually be set only for armour-like equipment.
757 </attribute>
758 <attribute arch="wc" editor="weapon class" type="int">
759 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
760 melee attacks. Weapon class improves the chance of hitting the opponent.
761 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
762 be set only for weapon-like items. Lower values are better.
763 </attribute>
764 <attribute arch="item_power" editor="item power" type="int">
765 The &lt;item power&gt; value measures how "powerful" an artifact is.
766 Players will only be able to wear equipment with a certain total
767 amount of &lt;item power&gt;, depending on their own level. This is the
768 only way to prevent low level players to wear "undeserved" equipment
769 (like gifts from other players or cheated items).
770
771 It is very important to adjust the &lt;item power&gt; value carefully
772 for every artifact you create! If zero/unset, the CF server will
773 calculate a provisional value at runtime, but this is never
774 going to be an accurate measurement of &lt;item power&gt;.
775 </attribute>
776 <attribute arch="damned" editor="damnation" type="bool">
777 A damned piece of equipment cannot be unwielded unless the curse
778 is removed. Removing damnations is a tick harder than removing curses.
779 </attribute>
780 <attribute arch="cursed" editor="curse" type="bool">
781 A cursed piece of equipment cannot be unwielded
782 unless the curse is removed.
783 </attribute>
784 <attribute arch="lifesave" editor="save life" type="bool">
785 An item with this flag enabled will save the players life
786 for one time: When the player is wearing this item and his
787 health points reach zero, the item disappears, replenishing
788 half of the player's health.
789
790 An item with &lt;save life&gt; should not have
791 any decent additional bonuses!
792 </attribute>
793 <attribute arch="unique" editor="unique item" type="bool">
794 Unique items exist only one time on a server. If the item
795 is taken, lost or destroyed - it's gone for good.
796 </attribute>
797 <attribute arch="startequip" editor="godgiven item" type="bool">
798 A godgiven item vanishes as soon as the player
799 drops it to the ground.
800 </attribute>
801 <attribute arch="applied" editor="is applied" type="bool">
802 If you put this item into the inventory of a monster, and
803 you want the monster to use/wear the item - you must set
804 &lt;is applied&gt;.
805 Enabling this flag doesn't make any sense if the item
806 is NOT in a monster's inventory.
807 </attribute>
808 <section name="resistance">
809 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
810 This adds physical resistance to the item (= armour value). The number is
811 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
812 and what they require to do for getting this-and-that artifact.
813 </attribute>
814 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
815 This adds magic resistance to the item. The number is a percent-value in
816 the range 0-100. Treat this with CARE. Look at other maps and what they
817 require to do for getting this-and-that artifact.
818 </attribute>
819 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
820 This adds fire resistance to the item. The number is a percent-value in
821 the range 0-100. Treat this with CARE. Look at other maps and what they
822 require to do for getting this-and-that artifact.
823 </attribute>
824 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
825 This adds electricity resistance to the item. The number is a percent-value in
826 the range 0-100. Treat this with CARE. Look at other maps and what they
827 require to do for getting this-and-that artifact.
828 </attribute>
829 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
830 This adds fire resistance to the item. The number is a percent-value in
831 the range 0-100. Treat this with CARE. Look at other maps and what they
832 require to do for getting this-and-that artifact.
833 </attribute>
834 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
835 This adds confusion resistance to the item. The number is a percent-value in
836 the range 0-100. Confusion resistance is not very effective
837 unless the value comes close to 100 (= perfect immunity).
838 </attribute>
839 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
840 This adds acid resistance to the item. The number is a percent-value in
841 the range 0-100. Treat this with CARE. Look at other maps and what they
842 require to do for getting this-and-that artifact.
843 </attribute>
844 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
845 This adds draining resistance to the item. The number is a percent-value
846 in the range 0-100. Draining resistance is little effective
847 unless the value is 100 (= perfect immunity).
848 </attribute>
849 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
850 This adds weaponmagic resistance to the item. The number is a percent-value in
851 the range 0-100. Weaponmagic resistance generally should not exist on
852 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
853 are not meant to be easily resisted.
854 </attribute>
855 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
856 This adds ghosthit resistance to the item. The number is a percent-value
857 in the range 0-100. Treat this with CARE. Look at other maps and what they
858 require to do for getting this-and-that artifact.
859 </attribute>
860 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
861 This adds poison resistance to the item. The number is a percent-value in
862 the range 0-100. Treat this with CARE. Look at other maps and what they
863 require to do for getting this-and-that artifact.
864 </attribute>
865 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
866 This adds fear resistance to the item. The number is a percent-value in
867 the range 0-100. Resistance to fear is pretty useless.
868 </attribute>
869 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
870 This adds paralyze resistance to the item. The number is a percent-value in
871 the range 0-100. Paralyze resistance is little effective
872 unless the value is 100 (= perfect immunity).
873 </attribute>
874 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
875 This adds fear resistance to the item. The number is a percent-value in
876 the range 0-100. Resistance to fear is pretty useless.
877 </attribute>
878 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
879 This adds depletion resistance to the item. The number is a percent-value
880 in the range 0-100. Depletion resistance is little effective
881 unless the value is 100 (= perfect immunity).
882 </attribute>
883 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
884 This adds death-attack resistance to the item. The number is a
885 percent-value in the range 0-100. Death-attack resistance is little
886 effective unless the value is 100 (= perfect immunity).
887 Generally, resistance to death-attack is not supposed to be
888 available to players!
889 </attribute>
890 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
891 This adds chaos resistance to the item. The number is a percent-value in
892 the range 0-100. Treat this with CARE. Look at other maps and what they
893 require to do for getting this-and-that artifact.
894 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
895 combination of other attacktypes.
896 </attribute>
897 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
898 This adds blinding resistance to the item. The number is a percent-value
899 in the range 0-100. Treat this with CARE. Look at other maps and what they
900 require to do for getting this-and-that artifact.
901 </attribute>
902 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
903 This adds holy power resistance to the item. The number is a percent-value
904 in the range 0-100. Holy power is the attacktype that holyword-type spells
905 use to hurt undead creatures. This kind of resistance is only reasonable
906 for undead players (wraith or devourer cult).
907 Generally, resistance to holy word should not be available for players.
908 </attribute>
909 </section>
910 <section name="stats">
911 <attribute arch="Str" editor="strength" type="int">
912 The player's strentgh will rise/fall by the given value
913 while wearing this piece of equipment.
914 </attribute>
915 <attribute arch="Dex" editor="dexterity" type="int">
916 The player's dexterity will rise/fall by the given value
917 while wearing this piece of equipment.
918 </attribute>
919 <attribute arch="Con" editor="constitution" type="int">
920 The player's constitution will rise/fall by the given value
921 while wearing this piece of equipment.
922 </attribute>
923 <attribute arch="Int" editor="intelligence" type="int">
924 The player's intelligence will rise/fall by the given value
925 while wearing this piece of equipment.
926 </attribute>
927 <attribute arch="Pow" editor="power" type="int">
928 The player's power will rise/fall by the given value
929 while wearing this piece of equipment.
930 </attribute>
931 <attribute arch="Wis" editor="wisdom" type="int">
932 The player's wisdom will rise/fall by the given value while
933 wearing this piece of equipment.
934 </attribute>
935 <attribute arch="Cha" editor="charisma" type="int">
936 The player's charisma will rise/fall by the given value
937 while wearing this piece of equipment.
938 </attribute>
939 </section>
940 <section name="misc">
941 <attribute arch="luck" editor="luck bonus" type="int">
942 With positive luck bonus, the player is more likely to
943 succeed in all sorts of things (spellcasting, praying,...).
944 Unless the &lt;luck bonus&gt; is very high, the effect will be
945 barely visible in-game. Luck bonus on one piece of equipment
946 should never exceed 3, and such bonus should not be too
947 frequently available.
948 </attribute>
949 <attribute arch="hp" editor="health regen." type="int">
950 Positive &lt;health regen.&gt; bonus speeds up the
951 player's healing process. Negative values slow it down.
952 </attribute>
953 <attribute arch="sp" editor="mana regen." type="int">
954 Positive &lt;mana regen.&gt; bonus speeds up the
955 player's mana regeneration. Negative values slow it down.
956 </attribute>
957 <attribute arch="grace" editor="grace regen." type="int">
958 Positive &lt;grace regen.&gt; bonus speeds up the
959 player's grace regeneration. Negative values slow it down.
960 Since grace can be regenerated rather easy with praying,
961 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
962 </attribute>
963 <attribute arch="food" editor="food bonus" type="int">
964 Positive &lt;food bonus&gt; slows down the player's digestion,
965 thus he consumes less food. Negative values speed it up.
966
967 Note that food is consumed not only for "being alive", but
968 also for healing and mana-regeneration.
969 &lt;food bonus&gt; only affects the amount of food consumed
970 for "being alive". Hence, even with high &lt;food bonus&gt;,
971 during a fight a player can run out of food quickly.
972 </attribute>
973 <attribute arch="xrays" editor="xray vision" type="bool">
974 Xray vision allows the player to see through obstacles
975 in a two-square-wide radius. This is extremely helpful and
976 desirable, so don't give it away for cheap on equipment.
977 </attribute>
978 <attribute arch="stealth" editor="stealth" type="bool">
979 Stealth allows the player to move silently.
980 This comes to effect if a player turns himself
981 invisible and tries to sneak around monsters.
982 (At least that was the idea behind it)
983 </attribute>
984 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
985 If a player is wearing any piece of equipment with
986 the ability to &lt;reflect spells&gt;, all kinds of
987 spell-bullets and -beams will bounce off him.
988 This works only about 90% of all times, to
989 avoid players being completely immune to certain
990 types of attacks.
991
992 This is a very powerful ability and it
993 shouldn't be handed out cheap!
994 </attribute>
995 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
996 If a player is wearing any piece of equipment with
997 the ability to &lt;reflect missiles&gt;, all kinds of
998 projectiles (e.g. arrows, bolts, boulders) will
999 bounce off him. This works only about 90% of all
1000 times, to avoid players being completely immune to
1001 certain types of attacks.
1002 </attribute>
1003 &move_type;
1004 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1005 Click on the &lt;attuned paths&gt; button to select spellpaths.
1006 The player will get attuned to the specified spellpaths
1007 while wearing this item.
1008 </attribute>
1009 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1010 Click on the &lt;repelled paths&gt; button to select spellpaths.
1011 The player will get repelled to the specified spellpaths
1012 while wearing this item.
1013 </attribute>
1014 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1015 Click on the &lt;denied paths&gt; button to select spellpaths.
1016 The specified spellpaths will be denied to the player
1017 while wearing this item.
1018 </attribute>
1019 </section>
1020 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1021 This text describes the item's "story". Every decent artifact
1022 should have such a description.
1023 </attribute>
1024 </type>
1025
1026 <!--####################################################################-->
1027 <type number="58" name="Battleground">
1028 <ignore>
1029 <ignore_list name="non_pickable" />
1030 </ignore>
1031 <description><![CDATA[
1032 Battleground is very special: In short, players can die on battleground
1033 without any death penalties. They don't loose or gain experience
1034 while on battleground. Acid, draining and depletion effects don't
1035 work either.
1036 When a player dies on battleground, he gets teleported to an exit
1037 location which is defined in the battleground object. ]]>
1038 </description>
1039 <use><![CDATA[
1040 Battleground is only meant for player vs. player duels. You can
1041 design combat arenas similiar to the one in scorn.<br>
1042 What should NEVER be done is placing battleground tiles in
1043 open dungeons or other free kinds of land.
1044 It must not be possible to gain significant treasure for fighting
1045 on battleground, because it bears no risk.<br><br>
1046 (Battleground will cease to work when the image or name is changed,
1047 or when it is placed beneath another floor tile.
1048 This is not a bug, it is there to prevent any attempts of placing
1049 "hidden" battleground tiles anywhere.) ]]>
1050 </use>
1051 <attribute arch="no_pick" value="1" type="fixed" />
1052 <attribute arch="is_floor" value="1" type="fixed" />
1053 <attribute arch="hp" editor="destination X" type="int">
1054 The exit destinations define the (x, y)-coordinates where players
1055 get teleported after they died on this battleground.
1056 </attribute>
1057 <attribute arch="sp" editor="destination Y" type="int">
1058 The exit destinations define the (x, y)-coordinates where players
1059 get teleported after they died on this battleground.
1060 </attribute>
1061 </type>
1062
1063 <!--####################################################################-->
1064 <type number="8" name="Book">
1065 <description><![CDATA[
1066 Applying a book, the containing message is displayed to the player. ]]>
1067 </description>
1068 <attribute arch="level" editor="literacy level" type="int">
1069 If this value is set to be greater than zero, the player needs a
1070 certain literacy level to succeed reading the book. The book can be
1071 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1072 book can be a nice idea, personally I like it when a player needs
1073 more than his fighting skills to solve a quest. However, keep the
1074 booklevel at least below 15 because it is quite hard to gain high
1075 mental levels.
1076 </attribute>
1077 <attribute arch="startequip" editor="godgiven item" type="bool">
1078 A godgiven item vanishes as soon as the player
1079 drops it to the ground.
1080 </attribute>
1081 <attribute arch="unique" editor="unique item" type="bool">
1082 Unique items exist only one time on a server. If the item
1083 is taken, lost or destroyed - it's gone for good.
1084 </attribute>
1085 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1086 This is the text that appears "written" in the book.
1087 </attribute>
1088 <attribute arch="slaying" editor="key string" type="string">
1089 This is the key string of the book. The key string is checked by an inventory checker.
1090 (This is used eg. for the gate/port passes in scorn)
1091 </attribute>
1092 </type>
1093
1094 <!--####################################################################-->
1095 <type number="99" name="Boots">
1096 <import_type name="Amulet" />
1097 <description><![CDATA[
1098 Wearing boots, the object's stats will directly be inherited to
1099 the player. Usually enhancing his speed, or granting some minor
1100 protection bonus. ]]>
1101 </description>
1102 <use><![CDATA[
1103 Feel free to create your own special artifacts. However, it is very
1104 important that you keep your artifact in balance with existing maps. ]]>
1105 </use>
1106 <attribute arch="exp" editor="speed bonus" type="int">
1107 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1108 while worn. This kind of bonus is quite desirable for players of low-
1109 and medium level. High level players usually have fastest possible
1110 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1111 Still, this bonus is good for nice artifacts - not everything has
1112 to be for highest level.
1113 </attribute>
1114 <attribute arch="magic" editor="magic bonus" type="int">
1115 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1116 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1117 than direct armour-class bonus on the boots.
1118
1119 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1120 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1121 </attribute>
1122 </type>
1123
1124 <!--####################################################################-->
1125 <type number="104" name="Bracers">
1126 <import_type name="Amulet" />
1127 <description><![CDATA[
1128 Bracers are armour-plates worn around the wrists.
1129 Wearing bracer, the object's stats will directly be inherited to
1130 the player. Usually enhancing his defense. ]]>
1131 </description>
1132 <use><![CDATA[
1133 Feel free to create your own special artifacts. However, it is very
1134 important that you keep your artifact in balance with existing maps. ]]>
1135 </use>
1136 <attribute arch="magic" editor="magic bonus" type="int">
1137 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1138 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1139 than direct armour-class bonus on the bracers.
1140 </attribute>
1141 </type>
1142
1143 <!--####################################################################-->
1144 <type number="16" name="Brestplate Armour">
1145 <import_type name="Amulet" />
1146 <description><![CDATA[
1147 Wearing an armour, the object's stats will directly be inherited to
1148 the player. Usually enhancing his defense. ]]>
1149 </description>
1150 <use><![CDATA[
1151 Feel free to create your own special artifacts. However, it is very
1152 important that you keep your artifact in balance with existing maps. ]]>
1153 </use>
1154 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1155 This poses a penalty to spell regeneration speed, for wearing the armour.
1156 The bigger the spellpoint penalty, the worse.
1157 </attribute>
1158 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1159 Slowdown penalty reduces the player's walking speed when wearing the
1160 armour. Bigger values are worse - zero is best.
1161 </attribute>
1162 <attribute arch="magic" editor="magic bonus" type="int">
1163 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1164 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1165 than direct armour-class bonus on the armour.
1166 </attribute>
1167 </type>
1168
1169 <!--####################################################################-->
1170 <type number="92" name="Button">
1171 <ignore>
1172 <ignore_list name="non_pickable" />
1173 </ignore>
1174 <description><![CDATA[
1175 When a predefined amount of weigh is placed on a button, the
1176 &lt;connection&gt; value is triggered. In most cases this happens when a
1177 player or monster steps on it. When the button is "released", the
1178 &lt;connection&gt; value get's triggered a second time. ]]>
1179 </description>
1180 &move_on;
1181 &move_off;
1182 <attribute arch="no_pick" value="1" type="fixed" />
1183 <attribute arch="weight" editor="press weight" type="int">
1184 The button is pressed (triggered), as soon as
1185 &lt;press weigh&gt; gram are placed ontop of it.
1186 </attribute>
1187 <attribute arch="connected" editor="connection" type="int">
1188 Every time the button is pressed or released, all objects
1189 with the same &lt;connection&gt; value are activated.
1190 </attribute>
1191 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1192 This text may describe the item. You can use this
1193 message to explain the button's purpose to the player.
1194 </attribute>
1195 </type>
1196
1197 <!--####################################################################-->
1198 <type number="30" name="Button Trigger">
1199 <import_type name="Button" />
1200 <ignore>
1201 <ignore_list name="non_pickable" />
1202 </ignore>
1203 <description><![CDATA[
1204 Handle buttons are buttons which reset after a short period
1205 of time. Every time it is either applied or reset, the
1206 &lt;connection&gt; value is triggered. ]]>
1207 </description>
1208 </type>
1209
1210 <!--####################################################################-->
1211 <type number="37" name="Class Changer">
1212 <ignore>
1213 <ignore_list name="non_pickable" />
1214 </ignore>
1215 <description><![CDATA[
1216 Class changer are used while creating a character. ]]>
1217 </description>
1218 <attribute arch="randomitems" editor="class items" type="treasurelist">
1219 This entry determines which initial items the character receives.
1220 </attribute>
1221 <section name="stats">
1222 <attribute arch="Str" editor="strength" type="int">
1223 The player's strength will rise by the given value if he chooses this
1224 class. (Negative values make strength fall)
1225 </attribute>
1226 <attribute arch="Dex" editor="dexterity" type="int">
1227 The player's dexterity will rise by the given value if he chooses this
1228 class. (Negative values make dexterity fall)
1229 </attribute>
1230 <attribute arch="Con" editor="constitution" type="int">
1231 The player's constitution will rise by the given value if he chooses this
1232 class. (Negative values make constitution fall)
1233 </attribute>
1234 <attribute arch="Int" editor="intelligence" type="int">
1235 The player's intelligence will rise by the given value if he chooses this
1236 class. (Negative values make intelligence fall)
1237 </attribute>
1238 <attribute arch="Pow" editor="power" type="int">
1239 The player's power will rise by the given value if he chooses this
1240 class. (Negative values make power fall)
1241 </attribute>
1242 <attribute arch="Wis" editor="wisdom" type="int">
1243 The player's wisdom will rise by the given value if he chooses this
1244 class. (Negative values make wisdom fall)
1245 </attribute>
1246 <attribute arch="Cha" editor="charisma" type="int">
1247 The player's charisma will rise by the given value if he chooses this
1248 class. (Negative values make charisma fall)
1249 </attribute>
1250 </section>
1251 </type>
1252
1253 <!--####################################################################-->
1254 <type number="87" name="Cloak">
1255 <import_type name="Amulet" />
1256 <description><![CDATA[
1257 Wearing a cloak, the object's stats will directly be inherited to
1258 the player. Cloaks usually add minor &lt;armour class&gt; and
1259 sometimes a bit of resistance. ]]>
1260 </description>
1261 <use><![CDATA[
1262 Feel free to create your own special artifacts. However, it is very
1263 important that you keep your artifact in balance with existing maps. ]]>
1264 </use>
1265 <attribute arch="magic" editor="magic bonus" type="int">
1266 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1267 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1268 than direct armour-class bonus on the cloak.
1269
1270 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1271 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1272 </attribute>
1273 </type>
1274
1275 <!--####################################################################-->
1276 <type number="9" name="Clock">
1277 <description><![CDATA[
1278 Applying a clock, the time is displayed to the player. ]]>
1279 </description>
1280 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1281 This text may describe the item
1282 </attribute>
1283 </type>
1284
1285 <!--####################################################################-->
1286 <type number="122" name="Container">
1287 <description><![CDATA[
1288 A player can put (certain kinds of) items in the container.
1289 The overall weight of items is reduced when put inside a
1290 container, depending on the settings.
1291 <br><br>
1292 A special feature of containers is the "cauldron",
1293 capable of mixing alchemical receipes. ]]>
1294 </description>
1295 <use><![CDATA[
1296 Note on chests - There are two types of chests:
1297 <UL>
1298 <LI> First the random treasure chests - Those are NOT containers
1299 (but object type Treasure), they create random treasures when
1300 applied. Archetype name is "chest".
1301 <LI> Second there are the permanent chests - Those are containers,
1302 they can be opened and closed again. Archetype name is "chest_2".
1303 </UL> ]]>
1304 </use>
1305 <attribute arch="race" editor="container class" type="string">
1306 If set, the container will hold only certain types of objects.
1307 Possible choices for &lt;container class&gt; are: "gold and jewels",
1308 "arrows" and "keys".
1309
1310 Unfortunately it is not easy to create new container
1311 classes, because items need a matching counterpiece-attribute
1312 to the &lt;container class&gt; before they can be put inside a
1313 container. This attribute ("race") is set only for the existing
1314 container classes.
1315 </attribute>
1316 <attribute arch="slaying" editor="key string" type="string">
1317 If &lt;key string&gt; is set, only players with a special key
1318 of matching &lt;key string&gt; are able to open the container.
1319 </attribute>
1320 <attribute arch="container" editor="maximum weight" type="int">
1321 The container can hold a maximum total weight of the given value
1322 in gram. Note that this weight limit is calculated *after* the
1323 weight reduction (&lt;reduce weight&gt;) has been applied.
1324 </attribute>
1325 <attribute arch="Str" editor="reduce weight %" type="int">
1326 This value determines how much the weight of items is reduced in
1327 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1328 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1329 Most default values are in the range of ten.
1330 </attribute>
1331 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1332 If set, the container can be used as alchemy-cauldron.
1333 The player can put ingredients inside, close it, cast alchemy
1334 and if his formulae is true, he'll get what he longed for.
1335 </attribute>
1336 <attribute arch="unique" editor="unique item" type="bool">
1337 Unique items exist only one time on a server. If the item
1338 is taken, lost or destroyed - it's gone for good.
1339 All contents of a unique container are unique as well.
1340 </attribute>
1341 <attribute arch="startequip" editor="godgiven item" type="bool">
1342 A godgiven item vanishes as soon as the player
1343 drops it to the ground.
1344 </attribute>
1345 <attribute arch="other_arch" editor="animation arch" type="string">
1346 This is used for a certain kind of... "animation" when
1347 opening the container. Stick to the default arches here
1348 and you won't get into trouble.
1349 </attribute>
1350 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1351 This text may contain a description of the container.
1352 </attribute>
1353 </type>
1354
1355 <!--####################################################################-->
1356 <type number="103" name="Converter">
1357 <ignore>
1358 <attribute arch="value" />
1359 <attribute arch="nrof" />
1360 <attribute arch="name_pl" />
1361 <attribute arch="no_pick" />
1362 <attribute arch="unpaid" />
1363 <attribute arch="title" />
1364 </ignore>
1365 <description><![CDATA[
1366 Converters are like "exchange tables". When the player drops a
1367 specific type of items, they get converted into other items, at a
1368 predefined exchange-ratio. ]]>
1369 </description>
1370 <use><![CDATA[
1371 Converters are better than shopping with doormats, because the
1372 converters never get sold out. For some items like food or jewels
1373 those "exchange tables" are really nice, while for the more important
1374 stuff like potions converters should not exist.
1375 <br><br>
1376 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1377 items on a converter, the stuff you get must be of equal or lesser
1378 value than before! (Except if you are using "rare" items like
1379 dragonscales for payment). The code will not check if your ratio is
1380 sane, so the player could gain infinite wealth by using your converter. ]]>
1381 </use>
1382 <attribute arch="no_pick" value="1" type="fixed" />
1383 <attribute arch="slaying" editor="cost arch" type="string">
1384 &lt;cost arch&gt; is the name of the archetype the player has to
1385 put on the converter, as payment.
1386 </attribute>
1387 <attribute arch="food" editor="cost number" type="int">
1388 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1389 on the converter, in order to get &lt;receive number&gt; items
1390 of &lt;receive arch&gt;.
1391 </attribute>
1392 <attribute arch="other_arch" editor="receive arch" type="string">
1393 &lt;receive arch&gt; is the name of the archetype to convert into.
1394 This field is ignored if the converter has items in inventory. In this
1395 case one of the inventory items is duplicated. The duplicated item is
1396 randomly chosen from all items present.
1397 </attribute>
1398 <attribute arch="sp" editor="receive number" type="int">
1399 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1400 on the converter, in order to get &lt;receive number&gt; items
1401 of &lt;receive arch&gt;.
1402 </attribute>
1403 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1404 This text may contain a description of the converter.
1405 </attribute>
1406 </type>
1407
1408 <!--####################################################################-->
1409 <type number="42" name="Creator">
1410 <ignore>
1411 <ignore_list name="system_object" />
1412 </ignore>
1413 <description><![CDATA[
1414 A creator is an object which creates another object when it
1415 is triggered. The child object can be anything. Creators are
1416 VERY useful for all kinds of map-mechanisms. ]]>
1417 </description>
1418 <use><![CDATA[
1419 Don't hesitate to hide your creators under the floor.
1420 The created items will still always appear ontop of the floor. ]]>
1421 </use>
1422 <attribute arch="no_pick" value="1" type="fixed" />
1423 <attribute arch="other_arch" editor="create arch" type="string">
1424 This string defines the object that will be created.
1425 You can choose any of the existing arches.
1426 This field is ignored if the creator has items in inventory. In this case
1427 one of the inventory items is duplicated. The duplicated item is randomly
1428 chosen from all items present.
1429 </attribute>
1430 <attribute arch="connected" editor="connection" type="int">
1431 Whenever the connection value is activated,
1432 the creator gets triggered.
1433 </attribute>
1434 <attribute arch="lifesave" editor="infinit uses" type="bool">
1435 If &lt;infinit uses&gt; is set, the creator will work
1436 infinitely, regardless of the value in &lt;number of uses&gt;.
1437 </attribute>
1438 <attribute arch="hp" editor="number of uses" type="int">
1439 The creator can be triggered &lt;number of uses&gt; times, thus
1440 creating that many objects, before it dissappears.
1441 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1442 </attribute>
1443 <attribute arch="slaying" editor="name of creation" type="string">
1444 The created object will bear the name and title specified in &lt;name of
1445 creation&gt;. If nothing is set, the standard name and title of the
1446 archetype is used.
1447 </attribute>
1448 <attribute arch="level" editor="level of creation" type="int">
1449 The created object will be of that level. If zero/unset,
1450 the standard level of the archetype is used.
1451 </attribute>
1452 </type>
1453
1454 <!--####################################################################-->
1455 <type number="51" name="Detector">
1456 <ignore>
1457 <ignore_list name="system_object" />
1458 </ignore>
1459 <description><![CDATA[
1460 Detectors work quite much like inv. checkers/pedestals: If the detector
1461 finds a specific object, it toggles its connected value.
1462 <br><br>
1463 What is "unique" about them, compared to inv. checkers/ pedestals?
1464 - First, detectors check their square for a match periodically, not
1465 instantly. Second, detectors check directly for object names. Third,
1466 detectors do not check the inventory of players/monsters. ]]>
1467 </description>
1468 <use><![CDATA[
1469 There is one major speciality about detectors: You can detect spells
1470 blown over a detector! To detect a lighting bolt for example, set
1471 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1472 walls, this can be very useful for map-mechanisms. ]]>
1473 </use>
1474 <attribute arch="no_pick" value="1" type="fixed" />
1475 <attribute arch="slaying" editor="match name" type="string">
1476 &lt;match name&gt; specifies the name of the object we are looking for.
1477 Actually it does also check for the &lt;key string&gt; in key-objects,
1478 but for this case inventory checkers are often more powerful to use.
1479 </attribute>
1480 <attribute arch="connected" editor="connection" type="int">
1481 When the detector is triggered, all objects with the same
1482 connection value get activated.
1483 </attribute>
1484 <attribute arch="speed" editor="detection speed" type="float">
1485 This value defines the time between two detector-checks.
1486 If you want the detector to behave almost like pedestals/buttons,
1487 set speed rather high, like &lt;detection speed&gt; 1.0.
1488 </attribute>
1489 </type>
1490
1491 <!--####################################################################-->
1492 <type number="112" name="Director">
1493 <ignore>
1494 <ignore_list name="non_pickable" />
1495 </ignore>
1496 <description><![CDATA[
1497 Directors change the direction of spell objects and other projectiles
1498 that fly past. Unlike spinners, directors always move objects in the
1499 same direction. It does not make a difference from what angle you
1500 shoot into it.<br>
1501 Directors are visible per default. ]]>
1502 </description>
1503 <use><![CDATA[
1504 Directors are rarely used in maps. Sometimes they are placed to
1505 change the direction of spells coming out of magic walls,
1506 "channeling" spell-projectiles in some direction. When doing this,
1507 <B>never place directors facing each other with magic walls fireing
1508 into them!</B> The spell-projectiles bouncing between the directors
1509 would accumulate to huge numbers and at some point slow down the
1510 server by eating memory- and CPU-time.
1511 <br><br>
1512 You'd better not place directors in monster vs. player combat
1513 areas too much, because that freaks out wizard-type players. ]]>
1514 </use>
1515 <attribute arch="sp" editor="direction" type="list_direction">
1516 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1517 A director with direction &lt;none&gt; simply stops projectiles.
1518 (The latter works out a bit strange for some spells).
1519 </attribute>
1520 &move_on;
1521 </type>
1522
1523 <!--####################################################################-->
1524 <type number="158" name="Disease">
1525 <ignore>
1526 <ignore_list name="system_object" />
1527 </ignore>
1528 <description><![CDATA[
1529 Diseases are an intersting form of spellcraft in Crossfire.
1530 Once casted, they can spread out and infect creatures in a large
1531 area. Being infected can have various effects, from amusing farts
1532 to horrible damage - almost everything is possible. ]]>
1533 </description>
1534 <use><![CDATA[
1535 Diseases are extremely flexible and usable in a many ways.
1536 So far they are mostly used for causing bad, unwanted effects.
1537 You could just as well create a disease which helps the player
1538 (recharging mana for example).
1539 Infection with a "positive disease" could even be a quest reward. ]]>
1540 </use>
1541 <attribute arch="invisible" value="1" type="fixed" />
1542 <attribute arch="level" editor="plaque level" type="int">
1543 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1544 This mainly reflects in the &lt;damage&gt;. It has no effect on
1545 most other symptoms. Neverthless, it is a very important value for
1546 all damage-inflicting diseases.
1547 </attribute>
1548 <attribute arch="race" editor="infect race" type="string">
1549 The disease will only infect creatures of the specified &lt;race&gt;.
1550 "&lt;race&gt; *" means every creature can be infected.
1551 </attribute>
1552 <attribute arch="ac" editor="progressiveness" type="int">
1553 Every time the disease "moves" the severity of the symptoms are increased
1554 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1555 </attribute>
1556 <section name="spreading">
1557 <attribute arch="wc" editor="infectiosness" type="int">
1558 The &lt;infectiosness&gt; defines the chance of new creatures getting
1559 infected. If you set this too high, the disease is very likely to
1560 be too effective.
1561
1562 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1563 </attribute>
1564 <attribute arch="last_grace" editor="attenuation" type="int">
1565 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1566 everytime it infects someone new. This limits how many generations
1567 a disease can propagate.
1568 </attribute>
1569 <attribute arch="magic" editor="infection range" type="int">
1570 &lt;infection range&gt; sets the range at which infection may occur.
1571 If positive, the &lt;infection range&gt; is level dependant - If negative,
1572 it is not:
1573 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1574 six square range, and &lt;plaque level&gt; doesn't modify that.
1575 </attribute>
1576 <attribute arch="maxhp" editor="persistence" type="int">
1577 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1578 The disease can "move" &lt;persistence&gt; times outside a host before it
1579 vanishes. A negative value means the disease lasts for permanent
1580 (which is only recommended to use in maps without monsters).
1581 </attribute>
1582 <attribute arch="maxgrace" editor="curing duration" type="int">
1583 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1584 (Assuming the host survives and doesn't use a curing spell).
1585 After this period the disease is naturally cured, which provides the
1586 host with immunity from this particular disease of lower or equal level.
1587
1588 A negative value means the disease can never be cured naturally.
1589
1590 Note that this value can be further modulated by spell-parameters,
1591 if the disease is registered as spell in the code. Due to that,
1592 most default diseases take a lot longer to cure than it seems.
1593 </attribute>
1594 <attribute arch="speed" editor="moving speed" type="float">
1595 The &lt;speed&gt; of the disease determines how fast the disease will
1596 "move", thus how fast the symptoms strike the host.
1597 </attribute>
1598 </section>
1599 <section name="symptoms">
1600 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1601 The disease will attack the host with the given &lt;attacktype&gt;.
1602 Godpower attacktype is commonly used for "unresistable" diseases.
1603 </attribute>
1604 <attribute arch="dam" editor="damage" type="int">
1605 A disease with a positive &lt;damage&gt; value will strike the player for that
1606 amount of damage every time the symptoms occur.
1607 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1608 the player's health is reduced by 10% every time the symptoms strike.
1609
1610 Diseases with %-based damage can be dangerous - but not deadly -
1611 for players of all levels.
1612 </attribute>
1613 <attribute arch="other_arch" editor="create arch" type="string">
1614 If set, the specified arch is created and dropped every time the
1615 symptoms strike.
1616
1617 This can be various things: farts, body pieces, eggs ...
1618 Even monsters can be created that way. You could also make a
1619 disease where some exotic stuff like money/gems is created.
1620 </attribute>
1621 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1622 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1623 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1624 </attribute>
1625 <attribute arch="exp" editor="exp. for curing" type="int">
1626 When the player manages to cure this disease (with a curing spell),
1627 he is awarded with &lt;exp. for curing&gt; experience.
1628 </attribute>
1629 <attribute arch="maxsp" editor="mana depletion" type="int">
1630 Every time the disease "moves", the player's mana is
1631 reduced by the value of &lt;mana depletion&gt;.
1632 For negative values, a %-based amount is taken.
1633 </attribute>
1634 <attribute arch="last_eat" editor="food depletion" type="int">
1635 Every time the disease "moves", the player's food is
1636 reduced by the value of &lt;food depletion&gt;.
1637 For negative values, a %-based amount is taken.
1638 </attribute>
1639 <attribute arch="hp" editor="health regen." type="int">
1640 This value increases the player's healing rate.
1641 Negative values decrease it.
1642 </attribute>
1643 <attribute arch="sp" editor="mana regen." type="int">
1644 This value increases the player's rate of mana regeneration.
1645 Negative values decrease it.
1646 </attribute>
1647 </section>
1648 <section name="disability">
1649 <attribute arch="Str" editor="strength" type="int">
1650 The player's strength will rise by the given value
1651 while being infected. (Negative values make strength fall)
1652 </attribute>
1653 <attribute arch="Dex" editor="dexterity" type="int">
1654 The player's dexterity will rise by the given value
1655 while being infected. (Negative values make dexterity fall)
1656 </attribute>
1657 <attribute arch="Con" editor="constitution" type="int">
1658 The player's constitution will rise by the given value
1659 while being infected. (Negative values make constitution fall)
1660 </attribute>
1661 <attribute arch="Int" editor="intelligence" type="int">
1662 The player's intelligence will rise by the given value
1663 while being infected. (Negative values make intelligence fall)
1664 </attribute>
1665 <attribute arch="Pow" editor="power" type="int">
1666 The player's power will rise by the given value
1667 while being infected. (Negative values make power fall)
1668 </attribute>
1669 <attribute arch="Wis" editor="wisdom" type="int">
1670 The player's wisdom will rise by the given value
1671 while being infected. (Negative values make wisdom fall)
1672 </attribute>
1673 <attribute arch="Cha" editor="charisma" type="int">
1674 The player's charisma will rise by the given value
1675 while being infected. (Negative values make charisma fall)
1676 </attribute>
1677 </section>
1678 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1679 This text is displayed to the player every time the
1680 symptoms strike.
1681 </attribute>
1682 </type>
1683
1684 <!--####################################################################-->
1685 <type number="23" name="Door">
1686 <ignore>
1687 <ignore_list name="non_pickable" />
1688 </ignore>
1689 <description><![CDATA[
1690 A door can be opened with a normal key. It also can be broken by attacking
1691 it, and it can be defeated with the lockpicking skill. If a door is
1692 defeated, horizontally and vertically adjacent doors are automatically
1693 removed. ]]>
1694 </description>
1695 <attribute arch="no_pick" value="1" type="fixed" />
1696 <attribute arch="alive" value="1" type="fixed" />
1697 &movement_types_terrain;
1698 <attribute arch="hp" editor="hitpoints" type="int">
1699 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1700 </attribute>
1701 <attribute arch="ac" editor="armour class" type="int">
1702 Doors of high &lt;armour class&gt; are less likely to get hit.
1703 &lt;armour class&gt; can be considered the "counterpiece" to
1704 &lt;weapon class&gt;.
1705 </attribute>
1706 <attribute arch="other_arch" editor="drop arch" type="string">
1707 This string defines the object that will be created when the door was
1708 defeated.
1709 </attribute>
1710 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1711 This entry determines what kind of traps will appear in the door.
1712 </attribute>
1713 </type>
1714
1715 <!--####################################################################-->
1716 <type number="83" name="Duplicator">
1717 <ignore>
1718 <ignore_list name="system_object" />
1719 </ignore>
1720 <description><![CDATA[
1721 When activated, a duplicator can duplicate, multiply or destroy a pile of
1722 objects which lies somewhere on top of the duplicator.
1723 The duplicator has one arch name specified as &lt;target arch&gt;,
1724 and only objects of this archetype can be affected.<br>
1725 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1726 If the latter is set to zero, it will destroy objects. ]]>
1727 </description>
1728 <use><![CDATA[
1729 I hope it is clear that one must be very cautious when inserting a duplicator
1730 anywhere with &lt;multiply factor&gt; greater than one.
1731 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1732 It is <b>not acceptable</b> to allow duplication of anything other than
1733 coins, gold and jewels. Besides, it is very important that the chance to
1734 loose the input matches the chance to earn winnings.<br>
1735 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1736 loosing rate of 2/3 = 67%. ]]>
1737 </use>
1738 <attribute arch="other_arch" editor="target arch" type="string">
1739 Only objects of matching archtype, lying ontop of the dublicator will be
1740 dublicated, multiplied or removed. All other objects will be ignored.
1741 </attribute>
1742 <attribute arch="level" editor="multiply factor" type="int">
1743 The number of items in the target pile will be multiplied by the
1744 &lt;multiply factor&gt;. If it is set to zero, all target objects
1745 will be destroyed.
1746 </attribute>
1747 <attribute arch="connected" editor="connection" type="int">
1748 An activator (lever, altar, button, etc) with matching connection value
1749 is able to trigger this duplicator. Be very careful that players cannot
1750 abuse it to create endless amounts of money or other valuable stuff!
1751 </attribute>
1752 </type>
1753
1754 <!--####################################################################-->
1755 <type number="66" name="Exit">
1756 <ignore>
1757 <ignore_list name="non_pickable" />
1758 </ignore>
1759 <description><![CDATA[
1760 When the player applies an exit, he is transferred to a different location.
1761 (Monsters cannot use exits.) Depending on how it is set, the player applies
1762 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1763 the exit. ]]>
1764 </description>
1765 <use><![CDATA[
1766 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1767 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1768 detected with the show_invisible spell.
1769 <br><br>
1770 You can be quite creative with the outlook of secret exits (their "face").
1771 Don't forget to give the player relyable hints about them though. ]]>
1772 </use>
1773 <attribute arch="slaying" editor="exit path" type="string">
1774 The exit path defines the map that the player is transferred to.
1775 You can enter an absolute path, beginning with '/' (for example
1776 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1777 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1778 relative path "Fire1"). Use relative paths whenever possible! Note that
1779 upper/lower case must always be set correctly. However, please use lower
1780 case only.
1781 It is well possible to have an exit pointing to the same map that the exit
1782 is on. If slaying is not set in an exit, the player will see a message like
1783 "the exit is closed".
1784 </attribute>
1785 <attribute arch="hp" editor="destination X" type="int">
1786 The exit destinations define the (x, y)-coordinates where the exit
1787 leads to.
1788 If both are set to zero, the player will be transferred to the "default
1789 enter location" of the destined map. The latter can be set in the map-
1790 properties as "Enter X/Y". Though, please DO NOT use that.
1791 It turned out to be a source for numerous map-bugs.
1792 </attribute>
1793 <attribute arch="sp" editor="destination Y" type="int">
1794 The exit destinations define the (x, y)-coordinates where the exit
1795 leads to.
1796 If both are set to zero, the player will be transferred to the "default
1797 enter location" of the destined map. The latter can be set in the map-
1798 properties as "Enter X/Y". Though, please DO NOT use that.
1799 It turned out to be a source for numerous map-bugs.
1800 </attribute>
1801 &move_on;
1802 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1803 If set, this message will be displayed to the player when he applies the exit.
1804 This is quite useful to throw in some "role-play feeling": "As you enter the
1805 dark cave you hear the sound of rustling dragonscales...". Well, my english
1806 is poor, but you get the point. =)
1807 </attribute>
1808 <attribute arch="unique" editor="unique destination" type="bool">
1809 This flag defines the destined map as "personal unique map". If set,
1810 there will be a seperate version of that map for every player out there.
1811 This feature is used for the permanent apartments
1812 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1813 than apartments, since Crossfire is a *multi*player game. In such a permanent
1814 apartment don't forget to set the unique-flag for all floor tiles too
1815 (see floors).
1816 An exit pointing outside of a personal unique map must have the
1817 "unique destination"-flag unset.
1818 </attribute>
1819 </type>
1820
1821 <!--####################################################################-->
1822 <type number="72" name="Flesh">
1823 <description><![CDATA[
1824 Just like with food, the player can fill his stomache and gain a
1825 little health by eating flesh-objects. <br>
1826 For dragon players, flesh plays a very special role though: If the
1827 flesh has resistances set, a dragon player has a chance to gain resistance in
1828 those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1829 Don't forget that flesh items with resistances have to be balanced
1830 according to map/monster difficulty. ]]>
1831 </description>
1832 <use><![CDATA[
1833 For dragon players, flesh items can be highly valuable. Note that many
1834 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1835 These flesh items "inherit" resistances and level from the monster they belong to.
1836 When you add special flesh items to the inventory of a monster, this is
1837 not the case - so you have to set it manually.
1838 <br><br>
1839 Generally adding special flesh-treaties for dragon players is a great thing
1840 to do. Always consider that dragon players might really not be interested
1841 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1842 out on the reward completely. ]]>
1843 </use>
1844 <attribute arch="food" editor="foodpoints" type="int">
1845 The player's stomache will get filled with this amount of foodpoints.
1846 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1847 </attribute>
1848 <attribute arch="level" editor="flesh level" type="int">
1849 The &lt;flesh level&gt; is not visible to the players and it affects only
1850 dragon players. Normally this value reflects the level of the monster
1851 from which the flesh item originates.
1852 Dragon players always search for flesh of highest level possible,
1853 because it bears the best chance to gain high resistances.
1854 </attribute>
1855 <attribute arch="startequip" editor="godgiven item" type="bool">
1856 A godgiven item vanishes as soon as the player
1857 drops it to the ground.
1858 </attribute>
1859 <section name="resistance">
1860 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1861 Resistances on flesh items make them more durable against spellcraft
1862 of the appropriate kind. It also allows dragon players to eventually gain
1863 resistance by eating it. Usually resistance should only be set for flesh
1864 items in a monster's inventory.
1865 </attribute>
1866 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1867 Resistances on flesh items make them more durable against spellcraft
1868 of the appropriate kind. It also allows dragon players to eventually gain
1869 resistance by eating it. Usually resistance should only be set for flesh
1870 items in a monster's inventory.
1871 </attribute>
1872 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1873 Resistances on flesh items make them more durable against spellcraft
1874 of the appropriate kind. It also allows dragon players to eventually gain
1875 resistance by eating it. Usually resistance should only be set for flesh
1876 items in a monster's inventory.
1877 </attribute>
1878 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1879 Resistances on flesh items make them more durable against spellcraft
1880 of the appropriate kind. It also allows dragon players to eventually gain
1881 resistance by eating it. Usually resistance should only be set for flesh
1882 items in a monster's inventory.
1883 </attribute>
1884 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1885 Resistances on flesh items make them more durable against spellcraft
1886 of the appropriate kind. It also allows dragon players to eventually gain
1887 resistance by eating it. Usually resistance should only be set for flesh
1888 items in a monster's inventory.
1889 </attribute>
1890 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1891 Resistances on flesh items make them more durable against spellcraft
1892 of the appropriate kind. It also allows dragon players to eventually gain
1893 resistance by eating it. Usually resistance should only be set for flesh
1894 items in a monster's inventory.
1895 </attribute>
1896 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1897 Resistances on flesh items make them more durable against spellcraft
1898 of the appropriate kind. It also allows dragon players to eventually gain
1899 resistance by eating it. Usually resistance should only be set for flesh
1900 items in a monster's inventory.
1901 </attribute>
1902 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1903 Resistances on flesh items make them more durable against spellcraft
1904 of the appropriate kind. It also allows dragon players to eventually gain
1905 resistance by eating it. Usually resistance should only be set for flesh
1906 items in a monster's inventory.
1907 </attribute>
1908 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1909 Resistances on flesh items make them more durable against spellcraft
1910 of the appropriate kind. It also allows dragon players to eventually gain
1911 resistance by eating it. Usually resistance should only be set for flesh
1912 items in a monster's inventory.
1913 </attribute>
1914 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1915 Resistances on flesh items make them more durable against spellcraft
1916 of the appropriate kind. It also allows dragon players to eventually gain
1917 resistance by eating it. Usually resistance should only be set for flesh
1918 items in a monster's inventory.
1919 </attribute>
1920 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1921 Resistances on flesh items make them more durable against spellcraft
1922 of the appropriate kind. It also allows dragon players to eventually gain
1923 resistance by eating it. Usually resistance should only be set for flesh
1924 items in a monster's inventory.
1925 </attribute>
1926 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1927 Resistances on flesh items make them more durable against spellcraft
1928 of the appropriate kind. It also allows dragon players to eventually gain
1929 resistance by eating it. Usually resistance should only be set for flesh
1930 items in a monster's inventory.
1931 </attribute>
1932 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1933 Resistances on flesh items make them more durable against spellcraft
1934 of the appropriate kind. It also allows dragon players to eventually gain
1935 resistance by eating it. Usually resistance should only be set for flesh
1936 items in a monster's inventory.
1937 </attribute>
1938 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1939 Resistances on flesh items make them more durable against spellcraft
1940 of the appropriate kind. It also allows dragon players to eventually gain
1941 resistance by eating it. Usually resistance should only be set for flesh
1942 items in a monster's inventory.
1943 </attribute>
1944 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1945 Resistances on flesh items make them more durable against spellcraft
1946 of the appropriate kind. It also allows dragon players to eventually gain
1947 resistance by eating it. Usually resistance should only be set for flesh
1948 items in a monster's inventory.
1949 </attribute>
1950 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1951 RResistances on flesh items make them more durable against spellcraft
1952 of the appropriate kind. It also allows dragon players to eventually gain
1953 resistance by eating it. Usually resistance should only be set for flesh
1954 items in a monster's inventory.
1955 </attribute>
1956 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1957 Resistances on flesh items make them more durable against spellcraft
1958 of the appropriate kind. It also allows dragon players to eventually gain
1959 resistance by eating it. Usually resistance should only be set for flesh
1960 items in a monster's inventory.
1961 </attribute>
1962 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1963 Resistances on flesh items make them more durable against spellcraft
1964 of the appropriate kind. It also allows dragon players to eventually gain
1965 resistance by eating it. Usually resistance should only be set for flesh
1966 items in a monster's inventory.
1967 </attribute>
1968 </section>
1969 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1970 This text may describe the item.
1971 </attribute>
1972 </type>
1973
1974 <!--####################################################################-->
1975 <type number="0" name="Floor">
1976 <required>
1977 <attribute arch="is_floor" value="1" />
1978 <attribute arch="alive" value="0" />
1979 </required>
1980 <ignore>
1981 <ignore_list name="non_pickable" />
1982 </ignore>
1983 <description><![CDATA[
1984 Floor is a very basic thing whithout too much
1985 functionality. It's a floor - you stand on it. ]]>
1986 </description>
1987 <attribute arch="is_floor" value="1" type="fixed" />
1988 <attribute arch="no_pick" value="1" type="fixed" />
1989 <section name="terrain">
1990 &movement_types_terrain;
1991 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1992 This flag indicates this spot contains wood or high grass.
1993 Players with activated woodsman skill can move faster here.
1994 </attribute>
1995 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1996 This flag indicates this spot contains hills or large rocks.
1997 Players with activated mountaineer skill can move faster here.
1998 </attribute>
1999 </section>
2000 <attribute arch="no_magic" editor="no spells" type="bool">
2001 If enabled, it is impossible for players to use (wizard-)
2002 spells on that spot.
2003 </attribute>
2004 <attribute arch="damned" editor="no prayers" type="bool">
2005 If enabled, it is impossible for players to use prayers
2006 on that spot. It also prevents players from saving.
2007 </attribute>
2008 <attribute arch="unique" editor="unique map" type="bool">
2009 Unique floor means that any items dropped on that spot
2010 will be saved byond map reset. For permanent apartments,
2011 all floor tiles must be set &lt;unique map&gt;.
2012 </attribute>
2013 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2014 This text may describe the object.
2015 </attribute>
2016 </type>
2017
2018 <!--####################################################################-->
2019 <type number="67" name="Floor (Encounter)">
2020 <ignore>
2021 <ignore_list name="non_pickable" />
2022 </ignore>
2023 <description><![CDATA[
2024 Encounter-Floor is pretty much the same as normal floor.
2025 Most outdoor floor/ground-arches are set to be "encounters".
2026 That is kind of a relict from former code: When walking over
2027 encounter-floor, players sometimes got beamed to little maps
2028 with monsters on them. Nowadays this feature is disabled -
2029 Hence encounter floor is not different from normal floor. ]]>
2030 </description>
2031 <attribute arch="is_floor" value="1" type="fixed" />
2032 <attribute arch="no_pick" value="1" type="fixed" />
2033 <section name="terrain">
2034 &movement_types_terrain;
2035 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2036 This flag indicates this spot contains wood or high grass.
2037 Players with activated woodsman skill can move faster here.
2038 </attribute>
2039 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2040 This flag indicates this spot contains hills or large rocks.
2041 Players with activated mountaineer skill can move faster here.
2042 </attribute>
2043 </section>
2044 <attribute arch="no_magic" editor="no spells" type="bool">
2045 If enabled, it is impossible for players to use (wizard-)
2046 spells on that spot.
2047 </attribute>
2048 <attribute arch="damned" editor="no prayers" type="bool">
2049 If enabled, it is impossible for players to use prayers
2050 on that spot. It also prevents players from saving.
2051 </attribute>
2052 <attribute arch="unique" editor="unique map" type="bool">
2053 Unique floor means that any items dropped on that spot
2054 will be saved byond map reset. For permanent apartments,
2055 all floor tiles must be set &lt;unique map&gt;.
2056 </attribute>
2057 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2058 This text may describe the object.
2059 </attribute>
2060 </type>
2061
2062 <!--####################################################################-->
2063 <type number="6" name="Food">
2064 <description><![CDATA[
2065 By eating/drinking food-objects, the player can fill his
2066 stomache and gain a little health. ]]>
2067 </description>
2068 <attribute arch="food" editor="foodpoints" type="int">
2069 The player's stomache will get filled with this amount of foodpoints.
2070 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2071 </attribute>
2072 <attribute arch="startequip" editor="godgiven item" type="bool">
2073 A godgiven item vanishes as soon as the player
2074 drops it to the ground.
2075 </attribute>
2076 </type>
2077
2078 <!--####################################################################-->
2079 <type number="91" name="Gate">
2080 <ignore>
2081 <ignore_list name="non_pickable" />
2082 </ignore>
2083 <description><![CDATA[
2084 Gates play an important role in Crossfire. Gates can be opened
2085 by activating a button/trigger, by speaking passwords (-> magic_ear)
2086 or carrying special key-objects (-> inventory checker).
2087 Unlike locked doors, gates can get shut again after a player has
2088 passed, which makes them more practical in many cases. ]]>
2089 </description>
2090 <use><![CDATA[
2091 Use gates to divide your maps into seperated areas. After solving
2092 area A, the player gains access to area B, and so on. Make your
2093 maps more complex than "one-way". ]]>
2094 </use>
2095 <attribute arch="no_pick" value="1" type="fixed" />
2096 <attribute arch="connected" editor="connection" type="int">
2097 Whenever the inventory checker is triggered, all objects with identical
2098 &lt;connection&gt; value get activated. This only makes sense together with
2099 &lt;blocking passage&gt; disabled.
2100 </attribute>
2101 <attribute arch="wc" editor="position state" type="int">
2102 The &lt;position state&gt; defines the position of the gate:
2103 Zero means completely open/down, the "number of animation-steps" (usually
2104 about 6 or 7) means completely closed/up state. I suggest you don't
2105 mess with this value - Leave the default in place.
2106 </attribute>
2107 &movement_types_terrain;
2108 <attribute arch="no_magic" editor="restrict spells" type="bool">
2109 Restricting the use of spells to pass this gate. This has
2110 an effect only if &lt;block view&gt; is disabled.
2111 </attribute>
2112 <attribute arch="damned" editor="restrict prayers" type="bool">
2113 Restricting the use of prayers to pass this door. This has
2114 an effect only if &lt;block view&gt; is disabled.
2115 </attribute>
2116 </type>
2117
2118 <!--####################################################################-->
2119 <type number="113" name="Girdle">
2120 <import_type name="Amulet" />
2121 <description><![CDATA[
2122 Wearing a girdle, the object's stats will directly be inherited to
2123 the player. Girdles usually provide stats- or damage bonuses and no
2124 defense. ]]>
2125 </description>
2126 <use><![CDATA[
2127 Feel free to create your own special artifacts. However, it is very
2128 important that you keep your artifact in balance with existing maps. ]]>
2129 </use>
2130 <attribute arch="magic" editor="magic bonus" type="int">
2131 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2132 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2133 than direct armour-class bonus on the helmet.
2134
2135 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2136 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2137 &lt;magic bonus&gt; is pointless here.
2138 </attribute>
2139 </type>
2140
2141 <!--####################################################################-->
2142 <type number="100" name="Gloves">
2143 <import_type name="Amulet" />
2144 <description><![CDATA[
2145 Wearing gloves, the object's stats will directly be inherited to
2146 the player. Gloves can add defense or damage bonuses. ]]>
2147 </description>
2148 <use><![CDATA[
2149 Feel free to create your own special artifacts. However, it is very
2150 important that you keep your artifact in balance with existing maps. ]]>
2151 </use>
2152 <attribute arch="magic" editor="magic bonus" type="int">
2153 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2154 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2155 will increase that.
2156 </attribute>
2157 </type>
2158
2159 <!--####################################################################-->
2160 <type number="93" name="Handle">
2161 <ignore>
2162 <ignore_list name="non_pickable" />
2163 </ignore>
2164 <description><![CDATA[
2165 A handle can be applied by players and (certain) monsters.
2166 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2167 </description>
2168 <use><![CDATA[
2169 Handles are commonly used to move gates. When placing your lever,
2170 don't forget that some monsters are able to apply it.
2171 The ability to apply levers is rare among monsters -
2172 but vampires can do it for example. ]]>
2173 </use>
2174 <attribute arch="no_pick" value="1" type="fixed" />
2175 <attribute arch="connected" editor="connection" type="int">
2176 Every time the handle is applied, all objects
2177 with the same &lt;connection&gt; value are activated.
2178 </attribute>
2179 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2180 This text may describe the item. You can use this
2181 message to explain the handle's purpose to the player.
2182 </attribute>
2183 </type>
2184
2185 <!--####################################################################-->
2186 <type number="27" name="Handle Trigger">
2187 <import_type name="Handle" />
2188 <ignore>
2189 <ignore_list name="non_pickable" />
2190 </ignore>
2191 <description><![CDATA[
2192 Handle triggers are handles which reset after a short period
2193 of time. Every time it is either applied or reset, the
2194 &lt;connection&gt; value is triggered. ]]>
2195 </description>
2196 <use><![CDATA[
2197 When you connect an ordinary handle to a gate, the gate normally remains
2198 opened after the first player passed. If you want to keep the gate shut,
2199 connecting it to a handle trigger is an easy solution. ]]>
2200 </use>
2201 </type>
2202
2203 <!--####################################################################-->
2204 <type number="88" name="Hazard Floor">
2205 <required>
2206 <attribute arch="is_floor" value="1" />
2207 </required>
2208 <ignore>
2209 <ignore_list name="non_pickable" />
2210 </ignore>
2211 <description><![CDATA[
2212 The best example for Hazard Floor is lava. It works like standard
2213 floor, but damages all creatures standing on it.
2214 Damage is taken in regular time intervals. ]]>
2215 </description>
2216 <use><![CDATA[
2217 The default lava for example does minor damage. But you can turn
2218 it up so that your hazard floor poses a real threat.<br>
2219 Like magic walls, such floors add a permanent thrill to your map.
2220 You can use that to safely chase off too-weak players, or just
2221 to have something different. ]]>
2222 </use>
2223 <attribute arch="is_floor" value="1" type="fixed" />
2224 <attribute arch="lifesave" value="1" type="fixed" />
2225 &move_on;
2226 <attribute arch="no_pick" value="1" type="fixed" />
2227 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2228 This attribute specifys the attacktypes that this floor uses to
2229 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2230 If you want a real tough hazard floor, add more than just one attacktype.
2231 </attribute>
2232 <attribute arch="dam" editor="base damage" type="int">
2233 The &lt;base damage&gt; defines how much damage is inflicted to the
2234 victim per hit. The final damage is influenced by several other
2235 factors like the victim's resistance and level.
2236 </attribute>
2237 <attribute arch="wc" editor="weaponclass" type="int">
2238 &lt;weapon class&gt; improves the chance of hitting the victim.
2239 Lower values are better.
2240 Usually, hazard floors like lava are supposed to hit the
2241 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2242 to something like -30.
2243 </attribute>
2244 <attribute arch="level" editor="attack level" type="int">
2245 I guess this value is supposed to work similar to monster levels.
2246 But in fact, it does not seem to have an effect. Set any non-zero
2247 value to be on the safe side.
2248 </attribute>
2249 <section name="terrain">
2250 &movement_types_terrain;
2251 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2252 This flag indicates this spot contains wood or high grass.
2253 Players with activated woodsman skill can move faster here.
2254 </attribute>
2255 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2256 This flag indicates this spot contains hills or large rocks.
2257 Players with activated mountaineer skill can move faster here.
2258 </attribute>
2259 </section>
2260 <attribute arch="no_magic" editor="no spells" type="bool">
2261 If enabled, it is impossible for players to use (wizard-)
2262 spells on that spot.
2263 </attribute>
2264 <attribute arch="damned" editor="no prayers" type="bool">
2265 If enabled, it is impossible for players to use prayers
2266 on that spot. It also prevents players from saving.
2267 </attribute>
2268 <attribute arch="unique" editor="unique map" type="bool">
2269 Unique floor means that any items dropped on that spot
2270 will be saved byond map reset. For permanent apartments,
2271 all floor tiles must be set &lt;unique map&gt;.
2272 </attribute>
2273 </type>
2274
2275 <!--####################################################################-->
2276 <type number="34" name="Helmet">
2277 <import_type name="Amulet" />
2278 <description><![CDATA[
2279 Wearing a helmet, the object's stats will directly be inherited to
2280 the player. Normal helmets usually increase defense, while crowns
2281 add more special bonuses like stats/resistances paired with
2282 low defense. ]]>
2283 </description>
2284 <use><![CDATA[
2285 Feel free to create your own special artifacts. However, it is very
2286 important that you keep your artifact in balance with existing maps. ]]>
2287 </use>
2288 <attribute arch="magic" editor="magic bonus" type="int">
2289 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2290 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2291 than direct armour-class bonus on the helmet.
2292
2293 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2294 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2295 Crowns for instance typically provide no &lt;amour class&gt;.
2296 </attribute>
2297 </type>
2298
2299 <!--####################################################################-->
2300 <type number="56" name="Holy Altar">
2301 <ignore>
2302 <ignore_list name="non_pickable" />
2303 </ignore>
2304 <description><![CDATA[
2305 Holy_altars are altars for the various religions. Praying
2306 at a Holy_altar will make you a follower of that god, and
2307 if you already follow that god, you may get some extra bonus. ]]>
2308 </description>
2309 <attribute arch="no_pick" value="1" type="fixed" />
2310 <attribute arch="other_arch" editor="god name" type="string">
2311 The altar belongs to the god of the given name. Possible options for
2312 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2313 Gorokh, Valriel and Sorig.
2314
2315 If you want to have an unconsecrated altar, set
2316 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2317 </attribute>
2318 <attribute arch="level" editor="reconsecrate level" type="int">
2319 To re-consecrate an altar, the player's wisdom level must be as
2320 high or higher than this value. In that way, some altars can not
2321 be re-consecrated, while other altars, like those in dungeons, could be.
2322
2323 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2324 Some characters might need those altars, they would be very unhappy to
2325 see them re-consecrated to another cult.
2326 </attribute>
2327 </type>
2328
2329 <!--####################################################################-->
2330 <type number="35" name="Horn">
2331 <ignore>
2332 <attribute arch="title" />
2333 </ignore>
2334 <description><![CDATA[
2335 Horns are very similar to rods. The difference is that horns regenerate
2336 spellpoints faster and thus are more valuable than rods.
2337 <br><br>
2338 A horn contains a spell. The player can use this spell by applying and
2339 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2340 used endlessly. ]]>
2341 </description>
2342 <use><![CDATA[
2343 Horns are powerful due to their fast recharge rate. They should
2344 never contain high level attacking spells. Even curing/healing spells
2345 are almost too good on a horn. ]]>
2346 </use>
2347 <attribute arch="sp" editor="spell" type="spell">
2348 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2349 horns to players, since they can be used endlessly without any mana cost!
2350 Horns with heal/ restoration/ protection spells, IF available, MUST be
2351 very very VERY hard to get!
2352 </attribute>
2353 <attribute arch="level" editor="casting level" type="int">
2354 The casting level of the &lt;spell&gt; determines it's power.
2355 For attack spells, level should not be set too high.
2356 </attribute>
2357 <attribute arch="hp" editor="initial spellpoints" type="int">
2358 This value represents the initial amount of spellpoints in the horn.
2359 Naturally, this is quite unimportant.
2360 </attribute>
2361 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2362 When the horn is fully charged up, it will hold this maximum amount of
2363 spellpoints. Make sure it is enough to cast the contained spell at least
2364 once. But don't set the value too high, as that might make the horn way
2365 too effective.
2366 </attribute>
2367 <attribute arch="startequip" editor="godgiven item" type="bool">
2368 A godgiven item vanishes as soon as the player
2369 drops it to the ground.
2370 </attribute>
2371 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2372 This text may contain a description of the horn.
2373 </attribute>
2374 </type>
2375
2376 <!--####################################################################-->
2377 <type number="73" name="Inorganic">
2378 <description><![CDATA[
2379 Inorganic materials are generally used as ingredients for
2380 alchemical receipes. By themselves, they have no special
2381 functionalities. ]]>
2382 </description>
2383 <attribute arch="is_dust" editor="is dust" type="bool">
2384 </attribute>
2385 <section name="resistance">
2386 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2387 </attribute>
2388 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2389 </attribute>
2390 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2391 </attribute>
2392 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2393 </attribute>
2394 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2395 </attribute>
2396 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2397 </attribute>
2398 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2399 </attribute>
2400 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2401 </attribute>
2402 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2403 </attribute>
2404 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2405 </attribute>
2406 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2407 </attribute>
2408 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2409 </attribute>
2410 </section>
2411 </type>
2412
2413 <!--####################################################################-->
2414 <type number="64" name="Inventory Checker">
2415 <ignore>
2416 <ignore_list name="system_object" />
2417 </ignore>
2418 <description><![CDATA[
2419 Inventory checkers passively check the players inventory for a
2420 specific object. You can set a connected value that is triggered
2421 either if that object is present or missing (-&gt; "last_sp") when a
2422 player walks over the inv. checker. A valid option is to remove the
2423 matching object (usually not recommended, see "last_heal").
2424 <br><br>
2425 Alternatively, you can set your inv. checker to block all players
2426 that do/don't carry the matching object.
2427 <br><br>
2428 As you can see, inv. checkers are quite powerful, holding a
2429 great variety of possibilities. ]]>
2430 </description>
2431 <use><![CDATA[
2432 Putting a check_inventory space in front of a gate (one below) and
2433 one on the opposite side works reasonably well as a control mechanism.
2434 Unlike the key/door-combo, this one works infinite since it is
2435 independant from map reset. Use it to put a "structure" into your
2436 maps: Player must solve area A to gain access to area B. This concept
2437 can be found in nearly every RPG - simple but effective. ]]>
2438 </use>
2439 <attribute arch="no_pick" value="1" type="fixed" />
2440 <attribute arch="slaying" editor="match key string" type="string">
2441 This string specifies the object we are looking for: We have a match
2442 if the player does/don't carry a key object or a mark with identical
2443 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2444 this context. A typical example is the city gate mechanism of scorn.
2445 </attribute>
2446 <attribute arch="race" editor="match arch name" type="string">
2447 This string specifies the object we are looking for: We have a match
2448 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2449 </attribute>
2450 <attribute arch="hp" editor="match type" type="int">
2451 This value specifies the object we are looking for: We have a match
2452 if the player does/don't carry an object that is of type &lt;match type&gt;.
2453
2454 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2455 enabled. Now you have an inv. checker blocking all players that carry any
2456 kind of melee weapon. To pass, a player is forced to leave behind all
2457 his weaponry... bad news for a warrior. ;)
2458 </attribute>
2459 <attribute arch="last_sp" editor="match = having" type="bool">
2460 Enabled means having that object is a match.
2461 Disabled means not having that object is a match.
2462 </attribute>
2463 <attribute arch="connected" editor="connection" type="int">
2464 Whenever the inventory checker is triggered, all objects with identical
2465 &lt;connection&gt; value get activated. This only makes sense together with
2466 &lt;blocking passage&gt; disabled.
2467 </attribute>
2468 &movement_types_terrain;
2469 <attribute arch="last_heal" editor="remove match" type="bool">
2470 &lt;remove match&gt; means remove object if found. Setting this is usually not
2471 recommended because inv. checkers are in general invisible. So, unlike
2472 for altars/ locked doors, the player won't expect to lose an object when
2473 walking over that square. And he doesn't even get a message either.
2474
2475 So, *if* you enable &lt;remove match&gt;, make sure
2476 to inform the player what's going on!
2477 </attribute>
2478 </type>
2479
2480 <!--####################################################################-->
2481 <type number="163" name="Item Transformer">
2482 <description><![CDATA[
2483 An item transformer is simply applied, after having marked a 'victim'
2484 item. If the victim is suitable, it will be transformed into something
2485 else.]]>
2486 </description>
2487 <use><![CDATA[
2488 To make an item transformable, you just have to fill the 'slaying' field.
2489 The syntax is:
2490 <br>
2491 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2492 <br>
2493 with [] denoting optional part, and * any number of preceding [].
2494 'new_item' must be the name of an existing archetype.
2495 <br><br>
2496 Example, for object apple: slaying knife:2 half_apple
2497 <br><br>
2498 This means that, when applying a knife (should be an Item Transformer),
2499 one 'apple' will be transformed into 2 'half_apple'.]]>
2500 </use>
2501 <attribute arch="food" editor="number of uses" type="int">
2502 &lt;number of uses&gt; controls how many times the item transformer can
2503 be used. The value 0 means "unlimited"
2504 </attribute>
2505 <attribute arch="slaying" editor="verb" type="string">
2506 Contains the verb that is used to construct a message to the player
2507 applying the item transformer.
2508 </attribute>
2509 <attribute arch="startequip" editor="godgiven item" type="bool">
2510 A godgiven item vanishes as soon as the player
2511 drops it to the ground.
2512 </attribute>
2513 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2514 This text may contain a description of the item transformer.
2515 </attribute>
2516 </type>
2517
2518 <!--####################################################################-->
2519 <type number="60" name="Jewel">
2520 <description><![CDATA[
2521 Items of the type Gold &amp; Jewels are handled like a currency.
2522 Unlike for any other type of item, in shops, the buy- and selling
2523 prices differ only marginally. ]]>
2524 </description>
2525 <attribute arch="race" value="gold and jewels" type="fixed" />
2526 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2527 This text may describe the object.
2528 </attribute>
2529 </type>
2530
2531 <!--####################################################################-->
2532 <type number="24" name="Key">
2533 <description><![CDATA[
2534 When carrying a key, a normal door can be opened. The key will
2535 disappear. ]]>
2536 </description>
2537 <attribute arch="startequip" editor="godgiven item" type="bool">
2538 A godgiven item vanishes as soon as the player
2539 drops it to the ground.
2540 </attribute>
2541 </type>
2542
2543 <!--####################################################################-->
2544 <type number="20" name="Locked Door">
2545 <ignore>
2546 <ignore_list name="non_pickable" />
2547 </ignore>
2548 <description><![CDATA[
2549 A locked door can be opened only when carrying
2550 the appropriate special key. ]]>
2551 </description>
2552 <use><![CDATA[
2553 If you want to create a locked door that cannot be opened (no key),
2554 set a &lt;key string&gt; like "no_key_available". This will clearify things
2555 and only a fool would create a key matching that string.
2556
2557 Door-objects can not only be used for "doors". In many maps these
2558 are used with all kinds of faces/names, especially often as
2559 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2560 There you have magic forces (door objects) put under certain artifact
2561 items. To get your hands on the artifacts, you need to bring up the
2562 appropriate quest items (key objects). ]]>
2563 </use>
2564 <attribute arch="move_type" value="0" type="fixed" />
2565 <attribute arch="no_pick" value="1" type="fixed" />
2566 <attribute arch="slaying" editor="key string" type="string">
2567 The &lt;key string&gt; in the door must be identical with the
2568 &lt;key string&gt; in the special key, then the door is unlocked.
2569 It is VERY important to set the &lt;key string&gt; to something that
2570 is unique among the CF mapset.
2571
2572 DONT EVER USE the default string "set_individual_value".
2573 </attribute>
2574 <attribute arch="no_magic" editor="restrict spells" type="bool">
2575 Restricting the use of spells to pass this door.
2576 This should be set in most cases.
2577 (Don't forget that the spell "dimension door" is easily
2578 available at about wisdom level 10).
2579 </attribute>
2580 <attribute arch="damned" editor="restrict prayers" type="bool">
2581 Restricting the use of prayers to pass this door.
2582 This should be set in most cases.
2583 </attribute>
2584 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2585 When a player is trying to open the door without carrying the
2586 appropriate key, this text is displayed to the player. This is
2587 a good opportunity to place hints about the special key needed
2588 to unlock the door.
2589 </attribute>
2590 </type>
2591
2592 <!--####################################################################-->
2593 <type number="29" name="Magic Ear">
2594 <ignore>
2595 <ignore_list name="system_object" />
2596 </ignore>
2597 <description><![CDATA[
2598 Magic_ears trigger a connected value
2599 when the player speaks a specific keyword. ]]>
2600 </description>
2601 <use><![CDATA[
2602 Whenever you put magic_ears on your maps, make sure there are
2603 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2604 something like a gate that is opened by speaking "open" or
2605 "sesame", expecting the player to figure this out all by himself.
2606 <br><br>
2607 Magic_ears are typically used for interaction with NPCs. You
2608 can create the impression that the NPC actually *does* something
2609 according to his conversation with a player. Mostly this means
2610 opening a gate or handing out some item, but you could be quite
2611 creative here. ]]>
2612 </use>
2613 <attribute arch="no_pick" value="1" type="fixed" />
2614 <attribute arch="connected" editor="connection" type="int">
2615 The Magic_ear will trigger all objects with the
2616 same connection value, every time it is activated.
2617 </attribute>
2618 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2619 This textfield contains the keyword-matching-syntax. The text should
2620 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2621 Any number of keywords from one to infinite is allowed. Make sure
2622 they are seperated by a '|'.
2623
2624 Examples: "@match yes", "@match gold|treasure". The connected
2625 value will be triggerd when the player speaks any of the given
2626 keywords within a two-square radius. IMPORTANT: Upper/lower case
2627 does not make a difference!
2628 </attribute>
2629 </type>
2630
2631 <!--####################################################################-->
2632 <type number="62" name="Magic Wall">
2633 <ignore>
2634 <ignore_list name="non_pickable" />
2635 </ignore>
2636 <description><![CDATA[
2637 Magic walls fire spells in a given direction, in regular intervals.
2638 Magic walls can contain any spell. However, some spells do not
2639 operate very successfully in them. The only way to know is to test
2640 the spell you want to use with a wall.
2641 <br><br>
2642 Several types of magical walls are predefined for you in the
2643 archetypes, and can be found on the "connected" Pickmap. ]]>
2644 </description>
2645 <use><![CDATA[
2646 Spellcasting walls pose an interesting alternative to monsters.
2647 Usually they are set to be undestroyable. Thus, while monsters
2648 in a map can be cleared out, the magic walls remain. Low level
2649 characters for example will not be able to pass through their
2650 spell-area, hence they cannot loot a map that a high level character
2651 might have cleared out.
2652 <br><br>
2653 Another point of magic walls is that if the player dies, he has to face
2654 them all again. Magic walls can add a kind of "permanent thrill" to
2655 your maps.
2656 <br><br>
2657 Be careful that your magic walls don't kill the monsters on a map. If
2658 placing monsters, eventually take ones that are immune to the
2659 walls' spell(s).
2660 <br><br>
2661 It is possible to make walls rotate when triggered. But that is so
2662 confusing (and useless IMHO) that I did not mention it above. You
2663 can find a working example on the map
2664 "/pup_land/castle_eureca/castle_eureca8". ]]>
2665 </use>
2666 <attribute arch="dam" editor="spell" type="spell">
2667 The magic wall will cast this &lt;spell&gt;.
2668 </attribute>
2669 <attribute arch="level" editor="spell level" type="int">
2670 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2671 walls cast spells at minimal strength. "level 100" walls cast deadly
2672 spells. Arch default is level 1 - you should always set this value
2673 to meet the overall difficulty of your map.
2674 </attribute>
2675 <attribute arch="connected" editor="connection" type="int">
2676 Every time the &lt;connection&gt; value is triggered, the wall will cast
2677 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2678 have much visible effect.
2679 </attribute>
2680 <attribute arch="speed" editor="casting speed" type="float">
2681 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2682 You can fine-tune how long the duration between two casts shall
2683 be. If you want to create a wall that can be activated (cast per
2684 trigger) via connected lever/button/etc, you must set "speed 0".
2685 </attribute>
2686 <attribute arch="sp" editor="direction" type="list_direction">
2687 The magic wall will cast it's spells always in the specified
2688 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2689 always fire in a random direction.
2690 </attribute>
2691 &movement_types_terrain;
2692 <section name="destroyable">
2693 <attribute arch="alive" editor="is destroyable" type="bool">
2694 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2695 destroyed by the player. If disabled, all other attributes on
2696 this tab, as well as resistances, are meaningless.
2697 </attribute>
2698 <attribute arch="hp" editor="hitpoints" type="int">
2699 The more &lt;hitpoints&gt; the wall has, the longer
2700 it takes to be destroyed.
2701 </attribute>
2702 <attribute arch="maxhp" editor="max hitpoints" type="int">
2703 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2704 can have. This only makes sense if the wall can regain health.
2705 </attribute>
2706 <attribute arch="ac" editor="armour class" type="int">
2707 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2708 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2709 to &lt;weapon class&gt;.
2710 </attribute>
2711 </section>
2712 <section name="resistance">
2713 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2714 </attribute>
2715 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2716 </attribute>
2717 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2718 </attribute>
2719 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2720 </attribute>
2721 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2722 </attribute>
2723 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2724 </attribute>
2725 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2726 </attribute>
2727 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2728 </attribute>
2729 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2730 </attribute>
2731 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2732 </attribute>
2733 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2734 </attribute>
2735 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2736 </attribute>
2737 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2738 </attribute>
2739 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2740 </attribute>
2741 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2742 </attribute>
2743 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2744 </attribute>
2745 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2746 </attribute>
2747 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2748 </attribute>
2749 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2750 </attribute>
2751 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2752 </attribute>
2753 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2754 </attribute>
2755 </section>
2756 </type>
2757
2758 <!--####################################################################-->
2759 <type number="55" name="Marker">
2760 <ignore>
2761 <ignore_list name="system_object" />
2762 </ignore>
2763 <description><![CDATA[
2764 A marker is an object that inserts an invisible force (a mark) into a
2765 player stepping on it. This force does nothing except containing a
2766 &lt;key string&gt; which can be discovered by detectors or inventory
2767 checkers. It is also possible to use markers for removing marks again.
2768 <br><br>
2769 Note that the player has no possibility to "see" his own marks,
2770 except by the effect that they cause on the maps. ]]>
2771 </description>
2772 <use><![CDATA[
2773 Markers hold real cool possibilities for map-making. I encourage
2774 you to use them frequently. However there is one negative point
2775 about markers: Players don't "see" what's going on with them. It is
2776 your task, as map-creator, to make sure the player is always well
2777 informed and never confused.
2778 <br><br>
2779 Please avoid infinite markers when they aren't needed. They're
2780 using a little space in the player file after all, so if there
2781 is no real purpose, set an expire time. ]]>
2782 </use>
2783 <attribute arch="no_pick" value="1" type="fixed" />
2784 <attribute arch="slaying" editor="key string" type="string">
2785 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2786 If the player already has a force with that &lt;key string&gt;,
2787 there won't be inserted a second one.
2788 </attribute>
2789 <attribute arch="connected" editor="connection" type="int">
2790 When the detector is triggered, all objects with the same
2791 connection value get activated.
2792 </attribute>
2793 <attribute arch="speed" editor="marking speed" type="float">
2794 The &lt;marking speed&gt; defines how quickly it will mark something
2795 standing on the marker. Set this value rather high to make
2796 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2797 should do fine.
2798 </attribute>
2799 <attribute arch="food" editor="mark duration" type="int">
2800 This value defines the duration of the force it inserts.
2801 If nonzero, the duration of the player's mark is finite:
2802 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2803 means the mark will stay on the player forever.
2804 </attribute>
2805 <attribute arch="name" editor="delete mark" type="string">
2806 When the player steps onto the marker, all existing forces in
2807 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2808 will be removed. If you don't want to remove any marks, leave
2809 this textfield empty.
2810
2811 Note that the string &lt;delete mark&gt; is set as the name of
2812 this marker. So don't be confused, and remember changing the
2813 name will take effect on the marker's functionality.
2814 </attribute>
2815 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2816 In the moment when the player gets marked, this text is displayed
2817 to him. You should really set a message in any marker you create,
2818 because it's the only way for the player to notice what's going on.
2819 </attribute>
2820 </type>
2821
2822 <!--####################################################################-->
2823 <type number="36" name="Money">
2824 <ignore>
2825 <attribute arch="unpaid" />
2826 </ignore>
2827 <description><![CDATA[
2828 Items of the type Money are handled as currency.
2829 Money cannot be sold/bought in shops. When money is dropped
2830 in a shop, it stays the same.<br>
2831 When a player picks an item from a shop and attempts to
2832 walk over the shop mat, the item's selling-price is automatically
2833 subtracted from the player's money.
2834 <br><br>
2835 For money, always use the default arches.
2836 Don't modify them. ]]>
2837 </description>
2838 <attribute arch="race" value="gold and jewels" type="fixed" />
2839 </type>
2840
2841 <!--####################################################################-->
2842 <type number="0" name="Monster &amp; NPC">
2843 <required>
2844 <attribute arch="is_floor" value="0" />
2845 <attribute arch="alive" value="1" />
2846 <attribute arch="tear_down" value="0" />
2847 </required>
2848 <ignore>
2849 <attribute arch="material" />
2850 <attribute arch="name_pl" />
2851 <attribute arch="nrof" />
2852 <attribute arch="value" />
2853 <attribute arch="unpaid" />
2854 </ignore>
2855 <description><![CDATA[
2856 Monsters can behave in various kinds of ways.
2857 They can be aggressive, attacking the player. Or peaceful,
2858 helping the player - maybe joining him as pet.
2859 The unagressive creatures who communicate with players are
2860 usually called "NPCs" (Non Player Character), a well-known
2861 term in role-play environments. ]]>
2862 </description>
2863 <use><![CDATA[
2864 Monsters play a central role in most maps. Choosing the right
2865 combination of monsters for your map is vital:
2866 <UL>
2867 <LI> Place only monsters of slightly varying (increasing) strength.
2868 It's no fun to play for two hours just to find out the last
2869 monster is unbeatable. Similar, it's not exciting to fight orcs
2870 after passing a room of dragons.<br>
2871 This rule applies only for linear maps (one room after the other),
2872 with treasure at the end. You can sprinkle the treasure around,
2873 or make non-linear maps - That is often more entertaining.
2874 <LI> Places with high level monsters must not be easy to reach.
2875 Balrogs, Dragonmen and the likes should be at the end of a quest,
2876 not at the beginning.
2877 <LI> Don't stick monsters together that tend to kill each other.
2878 Fire- and cold dragons in one room for example is a bad idea.
2879 By weakening and killing each other they are easy prey for players,
2880 not worth the experience they hold.
2881 <LI> Create your own monsters, especially for "boss"-type monsters.
2882 Having stage-bosses guarding treasure is a lot of fun when done right.
2883 Avoid to create monsters with completely non-intuitive abilities:
2884 Don't give ice-spells to firedragons or vice versa. Don't add
2885 draining attack to trolls, etc. Additionally, you should inform the
2886 player before he bumps right into some very special/unusual monster.
2887 <LI> Last but not least: Always keep an eye on the experience your monsters
2888 hold. Design your maps in a way that high experience
2889 is always well-defended. Don't make large rooms full with only one kind
2890 of monster. Keep in mind the different abilities/techniques players
2891 can use.
2892 </UL>
2893 I know it's impossible to make the perfectly balanced map. There's always
2894 some part which is found too easy or too hard for a certain kind of player.
2895 Just give it your best shot. And listen to feedback from players if you
2896 receive some. :-) ]]>
2897 </use>
2898 <attribute arch="alive" value="1" type="fixed" />
2899 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2900 When the monster is killed, items from the treasurelist will
2901 drop to the ground. This is a common way to reward players
2902 for killing (masses of) monsters.
2903
2904 Note that you can always put items into the monster's
2905 inventory. Those will drop-at-kill just like the stuff
2906 from the &lt;treasurelist&gt;.
2907 </attribute>
2908 <attribute arch="level" editor="level" type="int">
2909 A monster's &lt;level&gt; is the most important attribute.
2910 &lt;level&gt; affects the power of a monster in various ways.
2911 </attribute>
2912 <attribute arch="race" editor="race" type="string">
2913 Every monster should have a race set to cathegorize it.
2914 The monster's &lt;race&gt; can have different effects:
2915 Slaying weapons inflict tripple damage against enemy races
2916 and holy word kills only enemy races of the god.
2917 </attribute>
2918 <attribute arch="exp" editor="experience" type="int">
2919 When a player kills this monster, he will get exactly this
2920 amount of &lt;experience&gt;. The experience will flow into
2921 the skill-cathegory the player used for the kill.
2922
2923 If you create special monsters of tweaked strenght/abilities,
2924 always make sure that the &lt;experience&gt; is set to a
2925 reasonable value. Compare with existing arches to get a feeling
2926 what reasonable means. Keep in mind that spellcasting monsters
2927 are a lot harder to kill than non-spellcasters!
2928 </attribute>
2929 <attribute arch="speed" editor="speed" type="float">
2930 The &lt;speed&gt; determines how fast a monster will both move
2931 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2932 </attribute>
2933 <attribute arch="other_arch" editor="breed monster" type="string">
2934 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2935 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2936 can be set to any valid arch-name of a monster. Multipart monster
2937 should not be used.
2938 </attribute>
2939 <attribute arch="generator" editor="multiply" type="bool">
2940 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2941 every once in a while. Mice are a good example for this effect.
2942 If enabled, you must also set &lt;breed monster&gt; or check
2943 &lt;template generation&gt; and put other monsters in the inventory.
2944 </attribute>
2945 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2946 This only takes effect if &lt;multiply&gt; is enabled. The monster
2947 will create a new monster every once in a while by duplicating it's inventory.
2948 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2949 Each time the monster need to generate an object, it will be
2950 a randomly chosen item from the inventory. When generator is destroyed,
2951 inventory is destroyed.
2952 </attribute>
2953 &move_type;
2954 <attribute arch="undead" editor="undead" type="bool">
2955 Several spells only affect undead monsters:
2956 turn undead, banish undead, holy word, etc.
2957 </attribute>
2958 <attribute arch="carrying" editor="carries weight" type="int">
2959 If a monster has something in the inventory, this
2960 value can be set to reflect the slowdown due to
2961 the carried weight.
2962 </attribute>
2963
2964 <section name="melee">
2965 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2966 This number is a bitmask, specifying the monster's attacktypes
2967 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2968 Strong monsters often have more than just physical attacktype.
2969
2970 When a monster with multiple attacktypes hits aan oponent, it will do
2971 as much damage as the "best" of it's attacktypes does. So, the more
2972 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2973 somehow exceptions.
2974 </attribute>
2975 <attribute arch="dam" editor="damage" type="int">
2976 Among other parameters, &lt;damage&gt; affects how much melee damage
2977 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2978 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2979 take effect on the melee damage of a monster.
2980 </attribute>
2981 <attribute arch="wc" editor="weapon class" type="int">
2982 Monsters of high &lt;weapon class&gt; are more likely to really hit
2983 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2984 to &lt;armour class&gt;.
2985 </attribute>
2986 <attribute arch="hp" editor="health points" type="int">
2987 The &lt;health points&gt; of a monster define how long it takes to
2988 kill it. With every successful hit from an opponent, &lt;health points&gt;
2989 get drained - The monster dies by zero &lt;health points&gt;.
2990 </attribute>
2991 <attribute arch="maxhp" editor="max health" type="int">
2992 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2993 monster can have.
2994 </attribute>
2995 <attribute arch="ac" editor="armour class" type="int">
2996 Monsters of low &lt;armour class&gt; are less likely to get hit from
2997 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2998 to &lt;weapon class&gt;.
2999 Values typically range between +20 (very bad) to -20 (quite good).
3000 </attribute>
3001 <attribute arch="Con" editor="healing rate" type="int">
3002 Monsters regenerate this many health points each 4 ticks. Hence, the
3003 healing rate is independent of &lt;speed&gt;.
3004 </attribute>
3005 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3006 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3007 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3008 bounce off.
3009 </attribute>
3010 <attribute arch="hitback" editor="hitback" type="bool">
3011 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3012 to the amount of damage the *attacker* inflicted. This damage
3013 is additional to the regular melee damage of the monster.
3014 As far as I know, hitback uses acid attacktype, and it only takes
3015 effect if the monster actually has acid attacktype at it's disposal.
3016 Acid spheres for example use this feature.
3017 </attribute>
3018 <attribute arch="one_hit" editor="one hit only" type="bool">
3019 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3020 to a player.
3021 </attribute>
3022 </section>
3023
3024 <section name="spellcraft">
3025 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3026 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3027 Only wands/rods/etc can be used, given the appropriate abilities.
3028 </attribute>
3029 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3030 A monster with this flag has the ability to &lt;reflect spells&gt;,
3031 all kinds of spell-bullets and -beams will bounce off.
3032
3033 Generally this flag should not be set because it puts
3034 wizard-type players at an unfair disadvantage.
3035 </attribute>
3036 <attribute arch="sp" editor="spellpoints" type="int">
3037 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3038 them for both wizard- and prayer-spells. However, this value defines
3039 only the amount of *initial* spellpoints the monster starts with.
3040 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3041 and &lt;spellpoint regen.&gt; are more important than just initial
3042 &lt;spellpoints&gt;.
3043 </attribute>
3044 <attribute arch="maxsp" editor="max spellpoints" type="int">
3045 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3046 can hold. Setting this to high values has little effect unless
3047 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3048 "regenerate mana" at it's disposal.
3049 </attribute>
3050 <attribute arch="Pow" editor="spellpoint regen." type="int">
3051 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3052 spellpoint regeneration rate is independent of &lt;speed&gt;.
3053
3054 To make a real tough spellcasting monster, the rate of spellpoint
3055 regeneration is most important. If your monster is still not casting
3056 fast enough, give it the spell-ability of "regenerate mana".
3057 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3058 </attribute>
3059 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3060 Click on the &lt;attuned paths&gt; button to select spellpaths.
3061 The creature will get attuned to the specified spellpaths.
3062 </attribute>
3063 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3064 Click on the &lt;repelled paths&gt; button to select spellpaths.
3065 The creature will get repelled to the specified spellpaths.
3066 </attribute>
3067 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3068 Click on the &lt;denied paths&gt; button to select spellpaths.
3069 The creature won't be able to cast spells of the specified paths.
3070 </attribute>
3071 </section>
3072
3073 <section name="ability">
3074 <attribute arch="Int" editor="detect hidden" type="int">
3075 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3076 hidden/invisible creatures. Higher values make for better
3077 detection-skills. Enabling &lt;see invisible&gt; makes this value
3078 obsolete.
3079 </attribute>
3080 <attribute arch="see_invisible" editor="see invisible" type="bool">
3081 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3082 with by invisible or hiding players. This flag is a must-have
3083 for high-level monsters. When a monster is unable to detect
3084 invisible players, it can be killed without fighting back.
3085 </attribute>
3086 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3087 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3088 by spells of darkness or dark maps. This flag is a "should-have"
3089 for high-level monsters. When a monster is unable to see in
3090 darkness, players can cast darkness and sneak around it safely.
3091 </attribute>
3092 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3093 Monster is able to wield weapon type objects.
3094 </attribute>
3095 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3096 Monster is able to use missile-weapon type objects.
3097 </attribute>
3098 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3099 Monster is able to wear protective equipment like brestplate
3100 armour, shields, helmets etc.
3101 </attribute>
3102 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3103 Monster is able to wear rings.
3104 </attribute>
3105 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3106 Monster is able to use wands and staves.
3107 </attribute>
3108 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3109 Monster is able to use rods.
3110 </attribute>
3111 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3112 Monster is able to read scrolls.
3113 </attribute>
3114 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3115 Monster is able to use skills from it's inventory.
3116 For example, you can put a throwing skill object and some
3117 boulders into the monster's object and set &lt;can use skills&gt;.
3118 </attribute>
3119 </section>
3120
3121 <section name="behave">
3122 <attribute arch="monster" editor="monster behaviour" type="bool">
3123 When &lt;monster behaviour&gt; is enabled, this object will behave
3124 like a monster: It can move and attack enemies (which are
3125 typically players).
3126 This flag should be set for all monsters as-such.
3127 Monsters which don't move, like guards, should also have
3128 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3129 It should *not* be set for things like immobile generators.
3130 </attribute>
3131 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3132 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3133 </attribute>
3134 <attribute arch="friendly" editor="friendly" type="bool">
3135 &lt;friendly&gt; monsters help the player, attacking any
3136 non-friendly monsters in range.
3137 </attribute>
3138 <attribute arch="stand_still" editor="stand still" type="bool">
3139 Monsters which &lt;stand still&gt; won't move to leave their position.
3140 When agressive, they will attack all enemies who get close to
3141 them. This behaviour is commonly known from castle guards.
3142
3143 In older versions of Crossfire it was possible to eventually
3144 push a &lt;stand still&gt;-monster out of position by force.
3145 I believe this is no longer possible. Neverthless, you should
3146 still be cautious when lining up &lt;stand still&gt;-monster in order
3147 to "defend" something: Such monsters are rather easy to kill.
3148 It's good for low level maps, but not much more.
3149 </attribute>
3150 <attribute arch="sleep" editor="asleep" type="bool">
3151 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3152 &lt;sensing range&gt; of the monster. Usually the sensing range is
3153 larger than the players line of sight. Due to that, in most cases
3154 the player won't ever notice weither a monster was asleep or not.
3155 </attribute>
3156 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3157 This entry defines which kinds of environment actions the
3158 creature is able to perform.
3159 </attribute>
3160 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3161 Click on the &lt;pick up&gt; button and select which types of objects
3162 the creature should try to pick up.
3163
3164 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3165 etc are set, then the creature will pick up the matching items even
3166 if this is not set here.
3167 </attribute>
3168 <attribute arch="Wis" editor="sensing range" type="int">
3169 &lt;sensing range&gt; determines how close a player needs to be before
3170 the creature wakes up. This is done as a square, for reasons of speed.
3171 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3172 11x11 square of the monster will wake the monster up. If the player
3173 has stealth, the size of this square is reduced in half plus 1.
3174 </attribute>
3175 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3176 If this is set to default, the standard mode of movement will be used.
3177 </attribute>
3178 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3179 This movement is not in effect when the monster has an enemy and should
3180 only be used for non agressive monsters.
3181 </attribute>
3182 <attribute arch="run_away" editor="run at % health" type="int">
3183 This is a percentage value in the range 0-100.
3184 When the monster's health points drop below this percentage
3185 (relative to max health), it attempts to run away from the
3186 attacker.
3187 </attribute>
3188 </section>
3189
3190 <section name="resistance">
3191 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3192 </attribute>
3193 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3194 </attribute>
3195 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3196 </attribute>
3197 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3198 </attribute>
3199 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3200 </attribute>
3201 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3202 </attribute>
3203 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3204 </attribute>
3205 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3206 </attribute>
3207 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3208 </attribute>
3209 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3210 </attribute>
3211 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3212 </attribute>
3213 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3214 </attribute>
3215 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3216 </attribute>
3217 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3218 </attribute>
3219 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3220 </attribute>
3221 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3222 </attribute>
3223 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3224 </attribute>
3225 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3226 </attribute>
3227 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3228 </attribute>
3229 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3230 </attribute>
3231 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3232 </attribute>
3233 </section>
3234 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3235 </attribute>
3236 </type>
3237
3238 <!--####################################################################-->
3239 <type number="28" name="Monster (Grimreaper)">
3240 <import_type name="Monster &amp; NPC" />
3241 <ignore>
3242 <attribute arch="material" />
3243 <attribute arch="name_pl" />
3244 <attribute arch="nrof" />
3245 <attribute arch="value" />
3246 <attribute arch="unpaid" />
3247 </ignore>
3248 <description><![CDATA[
3249 A grimreaper is a monster that vanishes after it did some number of
3250 draining attacks. ]]> <!-- XXX: is this ok? -->
3251 </description>
3252 <section name="grimreaper">
3253 <attribute arch="value" editor="attacks" type="int">
3254 The object vanishes after this number of draining attacks.
3255 </attribute>
3256 </section>
3257 </type>
3258
3259 <!--####################################################################-->
3260 <type number="65" name="Mood Floor">
3261 <ignore>
3262 <ignore_list name="system_object" />
3263 </ignore>
3264 <description><![CDATA[
3265 As the name implies, mood floors can change the "mood" of
3266 a monsters/NPC. For example, an unagressive monster could be
3267 turned mad to start attacking. Similar, an agressive monster
3268 could be calmed. ]]>
3269 </description>
3270 <use><![CDATA[
3271 Mood floors are absolutely cool for NPC interaction. To make an
3272 unaggressive monster/NPC attack, put a creator with "other_arch
3273 furious_floor" under it. Connect the creator to a magic_ear, so the
3274 player speaks a keyword like "stupid sucker" - and the monster attacks.
3275 <br><br>
3276 To turn an NPC into a pet, put a charm_floor under it and connect
3277 it directly to a magic_ear. Then the player speaks a keyword like
3278 "help me" - and the NPC joins him as pet.
3279 <br><br>
3280 (Of course you must always give clear hints about keywords!
3281 And there is no reason why you couldn't use a button/lever/pedestal
3282 etc. instead of a magic_ear.) ]]>
3283 </use>
3284 <attribute arch="no_pick" value="1" type="fixed" />
3285 <attribute arch="last_sp" editor="mood" type="list_mood">
3286 &lt;mood&gt; is used to determine what will happen to the
3287 monster when affected by the mood floor:
3288
3289 &lt;mood&gt; 'furious': Makes all monsters aggressive
3290
3291 &lt;mood&gt; 'angry': As above but pets are unaffected
3292
3293 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3294
3295 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3296
3297 &lt;mood&gt; 'charm': Turns monster into a pet of person
3298 who triggers the square. This setting is not
3299 enabled for continous operation, you need to
3300 insert a &lt;connection&gt; value!
3301 </attribute>
3302 <attribute arch="connected" editor="connection" type="int">
3303 This should only be set in combination with &lt;mood number&gt; 4.
3304 Normally, monsters are affected by the mood floor as soon as they
3305 step on it. But charming (monster -&gt; pet) is too powerful,
3306 so it needs to be activated.
3307
3308 Typically it is connected to an altar, for buying a "hireling".
3309 But a powerful pet could as well be the reward for solving a
3310 quest. Or even better: It could be *part* of a quest!
3311 </attribute>
3312 <attribute arch="no_magic" editor="no spells" type="bool">
3313 If enabled, it is impossible for players to use (wizard-)
3314 spells on that spot.
3315 </attribute>
3316 <attribute arch="damned" editor="no prayers" type="bool">
3317 If enabled, it is impossible for players to use prayers
3318 on that spot. It also prevents players from saving.
3319 </attribute>
3320 </type>
3321
3322 <!--####################################################################-->
3323 <type number="40" name="Mover">
3324 <ignore>
3325 <ignore_list name="non_pickable" />
3326 </ignore>
3327 <description><![CDATA[
3328 Movers move the objects above them. However, only living objects
3329 are affected (monsters/NPCs always, players optional). Movers have
3330 a direction, so players can be made to move in a pattern, and so
3331 can monsters. Motion is involuntary. Additionally, players or
3332 monsters can be "frozen" while ontop of movers so that they MUST
3333 move along a chain of them.
3334 <br><br>
3335 Multisquare monsters can be moved as well, given
3336 enough space. Movers are usually invisible. ]]>
3337 </description>
3338 <use><![CDATA[
3339 NEVER EVER consider a mover being unpassable in the backwards
3340 direction. Setting "forced movement" makes it seemingly impossible
3341 but there is still a trick: One player can push a second player
3342 past the mover, in opposite to the mover's direction! The more
3343 movers, the more players needed. Hence, don't make a treasure
3344 room that is surrounded by movers instead of solid walls/gates.
3345 <br><br>
3346 Btw, it does not make a difference putting movers above or
3347 below the floor. Moreover, movers that are set to be invisible
3348 cannot be discovered with the show_invisible spell.
3349 <br><br>
3350 Note that Movers and Directors are seperate objects, even though
3351 they look and act similar. Directors only do spells/missiles,
3352 while movers only do living creatures (depending on how it
3353 is set: monsters and players). ]]>
3354 </use>
3355 <attribute arch="attacktype" editor="forced movement" type="bool">
3356 If forced movement is enabled, the mover "freezes" anyone it
3357 moves (so they are forced to move along a chain).
3358 For players there is no way to escape this forced movement,
3359 except being pushed by a second player.
3360 </attribute>
3361 <attribute arch="maxsp" editor="freeze duration" type="int">
3362 The player will be "frozen" for that many moves.
3363 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3364 enabled, then &lt;freeze duration&gt; gets assigned the
3365 "default value" 2 automatically.
3366 </attribute>
3367 <attribute arch="speed" editor="movement speed" type="float">
3368 The movement speed value determines how fast a chain of
3369 these movers will push a player along (default is -0.2).
3370 </attribute>
3371 <attribute arch="sp" editor="direction" type="list_direction">
3372 The mover will push creatures in the specified &lt;direction&gt;.
3373 A mover with direction set to &lt;none&gt; will spin clockwise,
3374 thus pushing creatures in unpredictable directions.
3375 </attribute>
3376 <attribute arch="lifesave" editor="gets used up" type="bool">
3377 If enabled, the mover gets "used up" after a certain number of moves
3378 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3379 </attribute>
3380 <attribute arch="hp" editor="number of uses" type="int">
3381 This value has only a meaning if &lt;gets used up&gt; is set:
3382 &lt;number of uses&gt; is the number of times minus one, that it
3383 will move a creature before disappearing. (It will move
3384 someone &lt;number of uses&gt;+1 times, then vanish).
3385 </attribute>
3386 <section name="targets">
3387 <attribute arch="level" editor="move players" type="bool">
3388 If &lt;move players&gt; is enabled, both players and monsters will be
3389 moved. In the arches' default it is disabled - thus ONLY monsters
3390 get moved. Remember that "monsters" includes NPCs!
3391
3392 This feature provides you with the possibility to make NPCs
3393 literally "come to life". Example: The player is talking with an
3394 NPC, speaking a certain keyword. This triggers a magic_ear and
3395 activates creators, creating (per default: monster-only) movers
3396 under the NPC's feet. The NPC starts "walking" on a predefined
3397 route! Note that it's useful to set this NPC immune to everything,
3398 preventing the player to push the NPC off his trace.
3399 </attribute>
3400 <attribute arch="move_on" editor="movement type" type="movement_type">
3401 Which movement types activate the mover.
3402 </attribute>
3403 </section>
3404 </type>
3405
3406 <!--####################################################################-->
3407 <type number="17" name="Pedestal">
3408 <ignore>
3409 <ignore_list name="non_pickable" />
3410 </ignore>
3411 <description><![CDATA[
3412 Pedestals are designed to detect certain types of living objects.
3413 When a predefined type of living creature steps on the pedestal, the
3414 connected value is triggered. ]]>
3415 </description>
3416 <use><![CDATA[
3417 If you want to create a place where only players of a certain race
3418 can enter, put a teleporter over your pedestal. So the teleporter is
3419 only activated for players of the matching race. Do not use gates,
3420 because many other players could sneak in. If you put powerful
3421 artifacts into such places, generally set "startequip 1", so that
3422 they are preserved for that one race and can't be traded to others. ]]>
3423 </use>
3424 <attribute arch="no_pick" value="1" type="fixed" />
3425 <attribute arch="slaying" editor="match race" type="string">
3426 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3427 matches the monster's or the player's race, we have a match.
3428 Yes, pedestals can detect a player's race! E.g. you could create a
3429 place where only fireborns can enter, by setting "slaying unnatural".
3430
3431 If it is set to "player", any player stepping on the pedestal
3432 is a match. Very useful if you want to open a gate for players
3433 but not for monsters.
3434 </attribute>
3435 <attribute arch="connected" editor="connection" type="int">
3436 When the pedestal is triggered, all objects with the same
3437 connection value get activated.
3438 </attribute>
3439 &move_on;
3440 </type>
3441
3442 <!--####################################################################-->
3443 <type number="94" name="Pit">
3444 <ignore>
3445 <ignore_list name="non_pickable" />
3446 </ignore>
3447 <description><![CDATA[
3448 Pits are holes, transporting the player when he walks (and falls) into them.
3449 A speciality about pits is that they don't transport the player to
3450 the exact destination, but within a two-square radius of the destination
3451 (never on blocked squares).<br>
3452 Optionally, pits can get closed and opened, similar to gates.<br><br>
3453 Monsters and items are affected by pits just as well as players.
3454 Even multipart monsters can fall through them, given enough space. ]]>
3455 </description>
3456 <use><![CDATA[
3457 Pits can add interesting effects to your map. When using them, make
3458 sure to use them in a "logical way": Pits should always drop the
3459 player to some kind of lower level. They should not be used to
3460 randomly interconnect maps like teleporters do. ]]>
3461 </use>
3462 <attribute arch="no_pick" value="1" type="fixed" />
3463 <attribute arch="connected" editor="connection" type="int">
3464 When a &lt;connection&gt; value is set, the pit can be opened/closed
3465 by activating the connection.
3466 </attribute>
3467 <attribute arch="hp" editor="destination X" type="int">
3468 The pit will transport creatures (and items) randomly into a two-square
3469 radius of the destination coordinates.
3470 If the destination square becomes blocked, the pit will act like
3471 being filled up and not work anymore!
3472 </attribute>
3473 <attribute arch="sp" editor="destination Y" type="int">
3474 The pit will transport creatures (and items) randomly into a two-square
3475 radius of the destination coordinates.
3476 If the destination square becomes blocked, the pit will act like
3477 being filled up and not work anymore!
3478 </attribute>
3479 <attribute arch="wc" editor="position state" type="int">
3480 The &lt;position state&gt; defines the position of the gate:
3481 Zero means completely open/down, the "number of animation-steps" (usually
3482 about 6 or 7) means completely closed/up state. I suggest you don't
3483 mess with this value - Leave the default in place.
3484 </attribute>
3485 &move_on;
3486 </type>
3487
3488 <!--####################################################################-->
3489 <type number="7" name="Poison Food">
3490 <description><![CDATA[
3491 When eating, the player's stomache is drained by 1/4 of food.
3492 If his food drops to zero, the player might even die. ]]>
3493 </description>
3494 </type>
3495
3496 <!--####################################################################-->
3497 <type number="5" name="Potion">
3498 <description><![CDATA[
3499 The player can drink these and gain various kinds of benefits
3500 (/penalties) by doing so. ]]>
3501 </description>
3502 <use><![CDATA[
3503 One potion should never give multiple benefits at once. ]]>
3504 </use>
3505 <attribute arch="level" editor="potion level" type="int">
3506 If the potion contains a spell, the spell is cast at this level.
3507 For other potions it should be set at least to 1.
3508 </attribute>
3509 <attribute arch="sp" editor="spell" type="spell">
3510 When a player drinks this potion, the selected spell
3511 will be casted (once). This should work for any given spell.
3512 E.g. heal is "sp 35", magic power is "sp 67".
3513 </attribute>
3514 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3515 There are two types of special effects for potions:
3516 'life restoration' - restore the player's stats lost by death or draining
3517 (this has nothing in common with the restoration spell!)
3518 'improvement' - increase the player's maximum health/mana/grace
3519 by a very small amount.
3520 </attribute>
3521 <attribute arch="cursed" editor="cursed" type="bool">
3522 If a potion is cursed, benefits generally turn into penalties.
3523 Note that potions can be "uncursed" by praying over an altar,
3524 with relative ease. *But* the potion must be identified to notice
3525 that it is cursed &gt;:)
3526 </attribute>
3527 <attribute arch="startequip" editor="godgiven item" type="bool">
3528 A godgiven item vanishes as soon as the player
3529 drops it to the ground.
3530 </attribute>
3531 <section name="stats">
3532 <attribute arch="Str" editor="strength" type="int">
3533 The player's strentgh will rise/fall by the given value for permanent
3534 (of course there is an upper limit). Generally there shouldn't be stat
3535 potions granting more than one stat. Cursed potions will subtract the
3536 stats if positive.
3537 </attribute>
3538 <attribute arch="Dex" editor="dexterity" type="int">
3539 The player's dexterity will rise/fall by the given value for permanent
3540 (of course there is an upper limit). Generally there shouldn't be stat
3541 potions granting more than one stat. Cursed potions will subtract the
3542 stats if positive.
3543 </attribute>
3544 <attribute arch="Con" editor="constitution" type="int">
3545 The player's constitution will rise/fall by the given value for permanent
3546 (of course there is an upper limit). Generally there shouldn't be stat
3547 potions granting more than one stat. Cursed potions will subtract the
3548 stats if positive.
3549 </attribute>
3550 <attribute arch="Int" editor="intelligence" type="int">
3551 The player's intelligence will rise/fall by the given value for permanent
3552 (of course there is an upper limit). Generally there shouldn't be stat
3553 potions granting more than one stat. Cursed potions will subtract the
3554 stats if positive.
3555 </attribute>
3556 <attribute arch="Pow" editor="power" type="int">
3557 The player's power will rise/fall by the given value for permanent
3558 (of course there is an upper limit). Generally there shouldn't be stat
3559 potions granting more than one stat. Cursed potions will subtract the
3560 stats if positive.
3561 </attribute>
3562 <attribute arch="Wis" editor="wisdom" type="int">
3563 The player's wisdom will rise/fall by the given value for permanent
3564 (of course there is an upper limit). Generally there shouldn't be stat
3565 potions granting more than one stat. Cursed potions will subtract the
3566 stats if positive.
3567 </attribute>
3568 <attribute arch="Cha" editor="charisma" type="int">
3569 The player's charisma will rise/fall by the given value for permanent
3570 (of course there is an upper limit). Generally there shouldn't be stat
3571 potions granting more than one stat. Cursed potions will subtract the
3572 stats if positive.
3573 </attribute>
3574 </section>
3575 <section name="resistance">
3576 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3577 The player's resistance to physical will rise by this value in percent
3578 (range -100 till +100). The effect is only temporare, and it does NOT
3579 add on the values from the player's equipment.
3580 Cursed potions will make negative resistance.. very nasty in combat!
3581 </attribute>
3582 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3583 The player's resistance to magic will rise by this value in percent
3584 (range -100 till +100). The effect is only temporare, and it does NOT
3585 add on the values from the player's equipment.
3586 Cursed potions will make negative resistance.. very nasty in combat!
3587 </attribute>
3588 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3589 The player's resistance to fire will rise by this value in percent
3590 (range -100 till +100). The effect is only temporare, and it does NOT
3591 add on the values from the player's equipment.
3592 Cursed potions will make negative resistance.. very nasty in combat!
3593 </attribute>
3594 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3595 The player's resistance to electricity will rise by this value in percent
3596 (range -100 till +100). The effect is only temporare, and it does NOT
3597 add on the values from the player's equipment.
3598 Cursed potions will make negative resistance.. very nasty in combat!
3599 </attribute>
3600 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3601 The player's resistance to cold will rise by this value in percent
3602 (range -100 till +100). The effect is only temporare, and it does NOT
3603 add on the values from the player's equipment.
3604 Cursed potions will make negative resistance.. very nasty in combat!
3605 </attribute>
3606 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3607 The player's resistance to acid will rise by this value in percent
3608 (range -100 till +100). The effect is only temporare, and it does NOT
3609 add on the values from the player's equipment.
3610 Cursed potions will make negative resistance.. very nasty in combat!
3611 </attribute>
3612 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3613 The player's resistance to confusion will rise by this value in percent
3614 (range -100 till +100). The effect is only temporare, and it does NOT
3615 add on the values from the player's equipment.
3616 Cursed potions will make negative resistance.. very nasty in combat!
3617 </attribute>
3618 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3619 The player's resistance to weaponmagic will rise by this value in percent
3620 (range -100 till +100). The effect is only temporare, and it does NOT
3621 add on the values from the player's equipment.
3622 Cursed potions will make negative resistance.. very nasty in combat!
3623 </attribute>
3624 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3625 The player's resistance to paralyze will rise by this value in percent
3626 (range -100 till +100). The effect is only temporare, and it does NOT
3627 add on the values from the player's equipment.
3628 Cursed potions will make negative resistance.. very nasty in combat!
3629 </attribute>
3630 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3631 The player's resistance to draining will rise by this value in percent
3632 (range -100 till +100). The effect is only temporare, and it does NOT
3633 add on the values from the player's equipment.
3634 Cursed potions will make negative resistance.. very nasty in combat!
3635 </attribute>
3636 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3637 The player's resistance to depletion will rise by this value in percent
3638 (range -100 till +100). The effect is only temporare, and it does NOT
3639 add on the values from the player's equipment.
3640 Cursed potions will make negative resistance.. very nasty in combat!
3641 </attribute>
3642 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3643 The player's resistance to poison will rise by this value in percent
3644 (range -100 till +100). The effect is only temporare, and it does NOT
3645 add on the values from the player's equipment.
3646 Cursed potions will make negative resistance.. very nasty in combat!
3647 </attribute>
3648 </section>
3649 </type>
3650
3651 <!--####################################################################-->
3652 <type number="156" name="Power Crystal">
3653 <description><![CDATA[
3654 Power crystals can store a player's mana:
3655 When the player applies the crystal with full mana, half of
3656 it flows into the crystal. When the player applies it with
3657 lacking mana, the crystal replenishes the player's mana. ]]>
3658 </description>
3659 <attribute arch="sp" editor="initial mana" type="int">
3660 &lt;initial mana&gt; is the amount of spellpoints that the
3661 crystal holds when the map is loaded.
3662 </attribute>
3663 <attribute arch="maxsp" editor="mana capacity" type="int">
3664 The &lt;mana capacity&gt; defines how much mana can be stored
3665 in the crystal. This is what makes the crystal interesting.
3666 Wizard-players will always seek for crystals with large
3667 capacities.
3668 </attribute>
3669 </type>
3670
3671 <!--####################################################################-->
3672 <type number="13" name="Projectile">
3673 <description><![CDATA[
3674 Projectiles like arrows/crossbow bolts are used as ammunition
3675 for shooting weapons.
3676 <br><br>
3677 It's very easy to add new pairs of weapons &amp; projectiles.
3678 Just set matching &lt;ammunition class&gt; both for shooting
3679 weapon and projectile. ]]>
3680 </description>
3681 <use><![CDATA[
3682 If you want to create new kinds of projectiles, you could
3683 add an alchemical receipe to create these.
3684
3685 Don't create new pairs of weapons &amp; projectiles unless
3686 they really fullfill a useful purpose. In fact, even bows
3687 and crossbows are rarely ever used. ]]>
3688 </use>
3689 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3690 This number is a bitmask, specifying the projectile's attacktypes.
3691 Attacktypes are: physical, magical, fire, cold.. etc.
3692 This works identical to melee weapons. Note that shooting
3693 weapons cannot have attacktypes.
3694 </attribute>
3695 <attribute arch="race" editor="ammunition class" type="string">
3696 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3697 these projectiles. For arrows set "arrows", for crossbow bolts
3698 set "crossbow bolts" (big surprise).
3699
3700 In certain cases, the ammunition class is displayed in the game.
3701 Hence, when you create a new ammunition class, choose an
3702 intuitive name like "missiles", "spirit bolts" - whatever.
3703
3704 You can also make special containers holding these projectiles
3705 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3706 </attribute>
3707 <attribute arch="slaying" editor="slaying race" type="string">
3708 Slaying means the weapon does tripple (3x) damage to monsters
3709 of the specified race. If &lt;slaying race&gt; matches an arch name,
3710 only monsters of that archtype receive tripple damage.
3711 Tripple damage is very effective.
3712 </attribute>
3713 <attribute arch="dam" editor="damage" type="int">
3714 The projectile &lt;damage&gt; significantly affects the damage
3715 done. Damage can be further increased by the shooting
3716 weapon's attributes.
3717 </attribute>
3718 <attribute arch="wc" editor="weaponclass" type="int">
3719 This value is supposed to be the base &lt;weaponclass&gt;,
3720 but it seems to have rather little effect.
3721 High values are good here, low values bad.
3722 </attribute>
3723 <attribute arch="food" editor="chance to break" type="int">
3724 The &lt;chance to break&gt; defines the breaking probability when this
3725 projectile hits an obstacle, e.g. wall or monster.
3726 The value is the %-chance to break, ranging from 0 (never breaking)
3727 to 100 (breaking at first shot).
3728 </attribute>
3729 <attribute arch="magic" editor="magic bonus" type="int">
3730 Magic bonus increases chance to hit and damage a little bit.
3731 </attribute>
3732 <attribute arch="unique" editor="unique item" type="bool">
3733 Unique items exist only one time on a server. If the item
3734 is taken, lost or destroyed - it's gone for good.
3735 </attribute>
3736 <attribute arch="startequip" editor="godgiven item" type="bool">
3737 A godgiven item vanishes as soon as the player
3738 drops it to the ground.
3739 </attribute>
3740 <attribute arch="no_drop" editor="don't drop" type="bool">
3741 When a monster carries a projectile with &lt;don't drop&gt;,
3742 this item will never drop to the ground but
3743 vanish instead. If this object is shot, it can still drop
3744 after hitting an obstacle. You can prevent this by
3745 setting &lt;chance to break&gt; 100.
3746 </attribute>
3747 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3748 This text may describe the projectile. This
3749 could be nice for very special ones.
3750 </attribute>
3751 </type>
3752
3753 <!--####################################################################-->
3754 <type number="70" name="Ring">
3755 <import_type name="Amulet" />
3756 <description><![CDATA[
3757 Rings are worn on the hands - one ring each.
3758 Wearing rings, the object's stats will directly be inherited to
3759 the player. Usually enhancing his spellcasting potential. ]]>
3760 </description>
3761 <use><![CDATA[
3762 When you create an artifact ring, never forget that players can
3763 wear <B>two</B> rings! Due to that it is extremely important to
3764 keep rings in balance with the game.
3765 <br><br>
3766 Also keep in mind that rings are generally the wizard's tools.
3767 They should primarily grant bonuses to spellcasting abilities
3768 and non-physical resistances. ]]>
3769 </use>
3770 </type>
3771
3772 <!--####################################################################-->
3773 <type number="3" name="Rod">
3774 <ignore>
3775 <attribute arch="title" />
3776 </ignore>
3777 <description><![CDATA[
3778 A rod contains a spell. The player can use this spell by applying and
3779 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3780 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3781 used endlessly. ]]>
3782 </description>
3783 <use><![CDATA[
3784 Rods with healing/curing spells are extremely powerful. Usually, potions have
3785 to be used for that purpose. Though, potions are expensive and only good for
3786 one-time-use.<br> ]]>
3787 </use>
3788 <attribute arch="sp" editor="spell" type="spell">
3789 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3790 rods to players, since they can be used endlessly without any mana cost!
3791 Rods with heal/ restoration/ protection spells, IF available, MUST be
3792 very very VERY hard to get!
3793 </attribute>
3794 <attribute arch="level" editor="casting level" type="int">
3795 The casting level of the &lt;spell&gt; determines it's power.
3796 For attack spells, level should be set to something reasonable.
3797 </attribute>
3798 <attribute arch="hp" editor="initial spellpoints" type="int">
3799 This value represents the initial amount of spellpoints in the rod.
3800 Naturally, this is quite unimportant.
3801 </attribute>
3802 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3803 When the rod is fully charged up, it will hold this maximum amount of
3804 spellpoints. Make sure it is enough to cast the contained spell at least
3805 once. But don't set the value too high, as that might make the rod
3806 too effective.
3807 </attribute>
3808 <attribute arch="startequip" editor="godgiven item" type="bool">
3809 A godgiven item vanishes as soon as the player
3810 drops it to the ground.
3811 </attribute>
3812 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3813 This text may contain a description of the rod.
3814 </attribute>
3815 </type>
3816
3817 <!--####################################################################-->
3818 <type number="154" name="Rune">
3819 <ignore>
3820 <attribute arch="no_pick" />
3821 <attribute arch="title" />
3822 <attribute arch="name_pl" />
3823 <attribute arch="weight" />
3824 <attribute arch="value" />
3825 <attribute arch="material" />
3826 <attribute arch="unpaid" />
3827 </ignore>
3828 <description><![CDATA[
3829 A rune is a magical enscription on the dungeon floor.
3830 <br><br>
3831 Runes hit any monster or person who steps on them for 'dam' damage in
3832 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3833 and will cast this spell when it detonates. Yet another kind is the
3834 "summoning rune", summoning predefined monsters of any kind, at detonation.
3835 <br><br>
3836 Many runes are already defined in the archetypes. ]]>
3837 </description>
3838 <use><![CDATA[
3839 Avoid monsters stepping on your runes. For example, summoning runes
3840 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3841 </use>
3842 <attribute arch="no_pick" value="1" type="fixed" />
3843 &move_on;
3844 <attribute arch="level" editor="rune level" type="int">
3845 This value sets the level the rune will cast the spell it contains at,
3846 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3847 (&lt;rune level&gt; 0 runes won't detonate at all!)
3848
3849 Level Also effects how easily a rune may be found and disarmed, and
3850 how much experience the player gets for doing so. Beware: High level
3851 runes can be quite a cheap source of experience! So either make them
3852 tough, or keep the level low.
3853 </attribute>
3854 <attribute arch="Cha" editor="visibility" type="int">
3855 This value determines what fraction of the time the rune is visible:
3856 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3857 how easily the rune may be found.
3858 </attribute>
3859 <attribute arch="hp" editor="number of charges" type="int">
3860 The rune will detonate &lt;number of charges&gt; times before disappearing.
3861 </attribute>
3862 <attribute arch="dam" editor="direct damage" type="int">
3863 &lt;direct damage&gt; specifies how much damage is done by the rune,
3864 if it doesn't contain a spell. This should be set in reasonable
3865 relation to the rune's level.
3866 </attribute>
3867 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3868 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3869 attribute defines what attacktype to use for direct damage when
3870 the rune detonates.
3871 </attribute>
3872 <section name="spellcraft">
3873 <attribute arch="sp" editor="spell" type="spell">
3874 The selected &lt;spell&gt; defines the spell in the rune, if any.
3875 (Many runes do direct damage).
3876 </attribute>
3877 <attribute arch="slaying" editor="spell name" type="string">
3878 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3879 but if present, overrides the &lt;spell&gt; setting.
3880 </attribute>
3881 <attribute arch="other_arch" editor="spell arch" type="string">
3882 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3883 is optional, but if present, overrides the &lt;spell&gt; setting.
3884 You can choose any of the existing arches.
3885 </attribute>
3886 <attribute arch="maxsp" editor="direction" type="list_direction">
3887 If set, the rune will cast it's containing spell (if any) in
3888 this &lt;direction&gt;.In most cases this appears useless because
3889 the spell directly hits the player.
3890 </attribute>
3891 <attribute arch="race" editor="summon monster" type="string">
3892 If this is set to the arch name of any monster, together with
3893 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3894 of those on detonation. (dam and attacktype will still be ignored
3895 in this case). Runes are even capable of summoning multi-square
3896 monsters, given enough space. You'd better test it though.
3897 </attribute>
3898 <attribute arch="maxhp" editor="summon amount" type="int">
3899 This should only be set to a summoning rune. It will then summon
3900 that many creatures of the kind &lt;summon monster&gt;.
3901 </attribute>
3902 </section>
3903 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3904 When the rune detonates, this text is displayed to the
3905 victim. For especially powerful runes, create an appropriate
3906 thrilling description. ;)
3907 </attribute>
3908 </type>
3909
3910 <!--####################################################################-->
3911 <type number="106" name="Savebed">
3912 <ignore>
3913 <ignore_list name="non_pickable" />
3914 </ignore>
3915 <description><![CDATA[
3916 When the player applies a savebed, he is not only saved. Both his
3917 respawn-after-death and his word-of-recall positions are pointing
3918 to the last-applied savebed. ]]>
3919 </description>
3920 <use><![CDATA[
3921 Put savebed locations in towns, do not put them into dungeons.
3922 It is absolutely neccessary that a place with savebeds is 100% secure.
3923 That means:
3924 <UL>
3925 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3926 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3927 <LI> Insert a relyable exit! Make sure there is no possibility that
3928 players get trapped in a savebed location.
3929 <LI> If possible, mark the whole site as no-spell area (Insert this
3930 arch called "dungeon_magic" everywhere). This is not required,
3931 but it makes the place much more safe.
3932 </UL> ]]>
3933 </use>
3934 <attribute arch="no_pick" value="1" type="fixed" />
3935 <attribute arch="no_magic" value="1" type="fixed" />
3936 <attribute arch="damned" value="1" type="fixed" />
3937 </type>
3938
3939 <!--####################################################################-->
3940 <type number="111" name="Scroll">
3941 <ignore>
3942 <attribute arch="title" />
3943 </ignore>
3944 <description><![CDATA[
3945 Scrolls contain spells (similar to spell-potions). Unlike potions,
3946 scrolls require a certain literacy skill to read successfully.
3947 Accordingly, for a successful reading, a small amount of
3948 experience is gained. Scrolls allow only one time usage, but
3949 usually they are sold in bulks. ]]>
3950 </description>
3951 <use><![CDATA[
3952 For low level quests, scrolls of healing/curing-spells
3953 can be a nice reward. At higher levels, scrolls become less
3954 and less useful. ]]>
3955 </use>
3956 <attribute arch="level" editor="casting level" type="int">
3957 The spell of the scroll will be casted at this level.
3958 This value should always be set, at least to 1.
3959 </attribute>
3960 <attribute arch="sp" editor="spell" type="spell">
3961 When a player/monster applies this scroll, the selected &lt;spell&gt;
3962 will be casted (once). This should work for any given spell.
3963 </attribute>
3964 <attribute arch="startequip" editor="godgiven item" type="bool">
3965 A godgiven item vanishes as soon as the player
3966 drops it to the ground.
3967 </attribute>
3968 </type>
3969
3970 <!--####################################################################-->
3971 <type number="33" name="Shield">
3972 <import_type name="Amulet" />
3973 <description><![CDATA[
3974 Wearing a shield, the object's stats will directly be inherited to
3975 the player. Shields usually provide good defense, only surpassed
3976 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3977 </description>
3978 <use><![CDATA[
3979 Feel free to create your own special artifacts. However, it is very
3980 important that you keep your artifact in balance with existing maps. ]]>
3981 </use>
3982 <attribute arch="magic" editor="magic bonus" type="int">
3983 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3984 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3985 than direct armour-class bonus on the shield.
3986 </attribute>
3987 </type>
3988
3989 <!--####################################################################-->
3990 <type number="14" name="Shooting Weapon">
3991 <description><![CDATA[
3992 Schooting weapons like bows/crossbows are used to shoot projectiles
3993 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3994 wielded both at the same time. Like with any other equipment,
3995 stats/bonuses from shooting weapons are directly inherited to the player.
3996 <br><br>
3997 It's very easy to add new pairs of weapons &amp; projectiles.
3998 Just set matching &lt;ammunition class&gt; both for shooting
3999 weapon and projectile. ]]>
4000 </description>
4001 <use><![CDATA[
4002 Shooting weapons should not add bonuses in general. There's already
4003 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4004 Schooting weapons should especially not add bonuses to the player
4005 that have nothing to do with schooting. A Wisdom bonus on a bow
4006 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4007 - still crap. ]]>
4008 </use>
4009 <attribute arch="race" editor="ammunition class" type="string">
4010 Only projectiles with matching &lt;ammunition class&gt; can be fired
4011 with this weapon. For normal bows set "arrows", for normal
4012 crossbows set "crossbow bolts".
4013
4014 In certain cases, the ammunition class is displayed in the game.
4015 Hence, when you create a new ammunition class, choose an
4016 intuitive name like "missiles", "spirit bolts" - whatever.
4017 </attribute>
4018 <attribute arch="sp" editor="shooting speed" type="int">
4019 After shooting a projectile, the player is frozen for a short
4020 period of time (to prevent shooting arrows machine-gun-like).
4021 The greater &lt;shooting speed&gt;, the shorter this period of time.
4022 1 is minimum (=worst) and 100 is maximum (=best) value.
4023
4024 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4025 SET IT TO ZERO! (That would freeze the player for eternety).
4026 </attribute>
4027 <attribute arch="dam" editor="base damage" type="int">
4028 The &lt;base damage&gt; significantly affects the damage done
4029 by using this weapon. This damage is added to the projectile
4030 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4031 according to the player's strength is added.
4032 </attribute>
4033 <attribute arch="wc" editor="weaponclass" type="int">
4034 This value is supposed to be the base &lt;weaponclass&gt;,
4035 but it seems to have rather little effect.
4036 High values are good here, low values bad.
4037 </attribute>
4038 <attribute arch="item_power" editor="item power" type="int">
4039 The &lt;item power&gt; value measures how "powerful" an artifact is.
4040 Players will only be able to wear equipment with a certain total
4041 amount of &lt;item power&gt;, depending on their own level. This is the
4042 only way to prevent low level players to wear "undeserved" equipment
4043 (like gifts from other players or cheated items).
4044
4045 It is very important to adjust the &lt;item power&gt; value carefully
4046 for every artifact you create! If zero/unset, the CF server will
4047 calculate a provisional value at runtime, but this is never
4048 going to be an accurate measurement of &lt;item power&gt;.
4049 </attribute>
4050 <attribute arch="no_strength" editor="ignore strength" type="bool">
4051 Usually the player's strentgh takes effect on the damage
4052 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4053 the player's strength is ignored.
4054 </attribute>
4055 <attribute arch="damned" editor="damnation" type="bool">
4056 A damned shooting weapon cannot be unwielded unless
4057 the curse is removed. Removing damnations is
4058 a tick harder than removing curses.
4059 </attribute>
4060 <attribute arch="cursed" editor="curse" type="bool">
4061 A cursed shooting weapon cannot be unwielded unless
4062 the curse is removed.
4063 </attribute>
4064 <attribute arch="unique" editor="unique item" type="bool">
4065 Unique items exist only one time on a server. If the item
4066 is taken, lost or destroyed - it's gone for good.
4067 </attribute>
4068 <attribute arch="startequip" editor="godgiven item" type="bool">
4069 A godgiven item vanishes as soon as the player
4070 drops it to the ground.
4071 </attribute>
4072 <section name="stats">
4073 <attribute arch="Str" editor="strength" type="int">
4074 The player's strentgh will rise/fall by the given value
4075 while wearing this shooting weapon.
4076 </attribute>
4077 <attribute arch="Dex" editor="dexterity" type="int">
4078 The player's dexterity will rise/fall by the given value
4079 while wearing this shooting weapon.
4080 </attribute>
4081 <attribute arch="Con" editor="constitution" type="int">
4082 The player's constitution will rise/fall by the given value
4083 while wearing this shooting weapon.
4084 </attribute>
4085 <attribute arch="Int" editor="intelligence" type="int">
4086 The player's intelligence will rise/fall by the given value
4087 while wearing this shooting weapon.
4088 </attribute>
4089 <attribute arch="Pow" editor="power" type="int">
4090 The player's power will rise/fall by the given value
4091 while wearing this shooting weapon.
4092 </attribute>
4093 <attribute arch="Wis" editor="wisdom" type="int">
4094 The player's wisdom will rise/fall by the given value while
4095 wearing this shooting weapon.
4096 </attribute>
4097 <attribute arch="Cha" editor="charisma" type="int">
4098 The player's charisma will rise/fall by the given value
4099 while wearing this shooting weapon.
4100 </attribute>
4101 </section>
4102 <section name="bonus">
4103 <attribute arch="luck" editor="luck bonus" type="int">
4104 With positive luck bonus, the player is more likely to
4105 succeed in all sorts of things (spellcasting, praying,...).
4106 Unless the &lt;luck bonus&gt; is very high, the effect will be
4107 barely visible in-game. Luck bonus on one piece of equipment
4108 should never exceed 3, and such bonus should not be too
4109 frequently available.
4110 </attribute>
4111 <attribute arch="magic" editor="magic bonus" type="int">
4112 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4113 I'm not sure what exactly is increased - maybe weaponclass?
4114 However, &lt;magic bonus&gt; seems to have a little bit of positive
4115 influence on your chance to hit.
4116 </attribute>
4117 </section>
4118 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4119 This text describes the weapons's "story". Every decent artifact weapon
4120 should have such a description.
4121 </attribute>
4122 </type>
4123
4124 <!--####################################################################-->
4125 <type number="68" name="Shop Floor">
4126 <ignore>
4127 <ignore_list name="non_pickable" />
4128 </ignore>
4129 <description><![CDATA[
4130 Shop floor is used for shops. It acts like a combination of the
4131 common floor- and the treasure type: When the map is loaded,
4132 randomitems (depending on the setings) are generated on it.
4133 These items are all flagged as unpaid.
4134 When a player drops an item onto shop floor, the item becomes
4135 unpaid and the player receives payment according to the item's
4136 selling-value.
4137 Shopfloor always prevents magic (To hinder players from burning
4138 or freezing the goods). ]]>
4139 </description>
4140 <use><![CDATA[
4141 Tile your whole shop-interior space which shop floor.
4142 (That assures players receive payment for dropping items).
4143 Place shop mats to enter/leave the shop, and make sure
4144 there is no other exit than the shop mat. ]]>
4145 </use>
4146 <attribute arch="is_floor" value="1" type="fixed" />
4147 <attribute arch="no_pick" value="1" type="fixed" />
4148 <attribute arch="no_magic" value="1" type="fixed" />
4149 <attribute arch="auto_apply" editor="generate goods" type="bool">
4150 If enabled, items will appear on this square when the map is loaded.
4151 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4152 are generated. The items will be unpaid.
4153 </attribute>
4154 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4155 This entry determines what kind of treasure will appear, when
4156 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4157 for details about existing treasurelists.
4158 </attribute>
4159 <attribute arch="exp" editor="quality level" type="int">
4160 The &lt;quality level&gt; will be used for the quality of the generated
4161 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4162 doesn't need to be set, unless you want extraordinarily good/bad
4163 quality. If you want to make a shop with very high quality, meaybe
4164 charge an entrance fee, or make the shop hard-to-come-by.
4165 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4166 and appearance of artifact-items.
4167 </attribute>
4168 <attribute arch="damned" editor="no prayers" type="bool">
4169 If enabled, it is impossible for players to use prayers
4170 on that spot. It also prevents players from saving.
4171 (Remember that &lt;no magic&gt; is always set for shop floors.)
4172 </attribute>
4173 </type>
4174
4175 <!--####################################################################-->
4176 <type number="69" name="Shop Mat">
4177 <ignore>
4178 <ignore_list name="non_pickable" />
4179 </ignore>
4180 <description><![CDATA[
4181 Shop mats are used for entering/leaving shops. You should always
4182 have exactly TWO shop mats on your shop-map: One inside the
4183 "shopping-area" and one outside. Shop mats don't use exit paths/
4184 or -destinations. When stepping onto a shopmat the player gets beamed
4185 to the nearest other mat. If the player has unpaid items in his
4186 inventory, the price gets charged from his coins automatically.
4187 If the player has insufficient coins to buy his unpaid items, he
4188 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4189 </description>
4190 <use><![CDATA[
4191 As stated above, always place TWO shop mats into your shop.
4192 Not more and not less than that. ]]>
4193 </use>
4194 <attribute arch="no_pick" value="1" type="fixed" />
4195 &move_on;
4196 </type>
4197
4198 <!--####################################################################-->
4199 <type number="98" name="Sign &amp; MagicMouth">
4200 <ignore>
4201 <ignore_list name="non_pickable" />
4202 </ignore>
4203 <description><![CDATA[
4204 The purpose of a sign or magic_mouth is to display a certain message to
4205 the player. There are three ways to have the player get this message:
4206 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4207 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4208 </description>
4209 <use><![CDATA[
4210 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4211 some true roleplay feeling to your maps, support your storyline or give
4212 hints about hidden secrets/dangers. Place signs to provide the player
4213 with all kinds of useful information for getting along in your maps. ]]>
4214 </use>
4215 <attribute arch="connected" editor="connection" type="int">
4216 When a connection value is set, the message will be printed whenever
4217 the connection is triggered. This should be used in combination with
4218 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4219 If activating your magic_mouth this way, the message will not only be
4220 printed to one player, but all players on the current map.
4221 </attribute>
4222 &move_on;
4223 <attribute arch="food" editor="counter" type="int">
4224 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4225 (printing the message) only that many times. For signs this really shouldn't
4226 be used, while for magic_mouths it is extremely helpful.
4227 Monsters walking over the magic_mouth do not decrease the counter.
4228
4229 Often, you might want to have a message displayed only one time. For example:
4230 The player enters your map and you put a magic_mouth to tell him about the
4231 monsters and how dangerous they look and all. Later, when all the monsters
4232 are killed and the player leaves the map, displaying the same message a
4233 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4234 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4235 </attribute>
4236 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4237 This text will be displayed to the player.
4238 </attribute>
4239 </type>
4240
4241 <!--####################################################################-->
4242 <type number="43" name="Skill">
4243 <ignore>
4244 <ignore_list name="system_object" />
4245 </ignore>
4246 <description><![CDATA[
4247 Skills are objects which exist in the player/monster inventory.
4248 Both NPC/monsters and players use the same skill archetypes. Not all skills
4249 are enabled for monster use however. ]]>
4250 </description>
4251 <use><![CDATA[
4252 For mapmaking, Skill objects serve two purposes:
4253 <p>First, the predefined skill archtypes (in the 'skills' directory)
4254 can be seen as the global skill definitions. A skill which doesn't
4255 exists as an archtype cannot be learned or used by players. When you
4256 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4257 of defined skill archtypes, because those strings are used as a reference in
4258 many skill-related objects.
4259 </p><p>
4260 Secondly, in order to enable monsters to use skills, you will need to
4261 copy default skill archtypes into the monsters' inventories.
4262 You can even customize the skills by changing stats. It is not
4263 recommended however, to use skills in your maps which are totally
4264 unrelated to any predefined skill archtype.</p> ]]>
4265 </use>
4266 <attribute arch="invisible" value="1" type="fixed" />
4267 <attribute arch="no_drop" value="1" type="fixed" />
4268 <attribute arch="skill" editor="skill name" type="string">
4269 The &lt;skill name&gt; is used for matchings. When a usable
4270 object has an identical &lt;skill name&gt;, players
4271 (or monsters) will need this skill to apply/use the object.
4272 </attribute>
4273 <attribute arch="expmul" editor="exp multiplier" type="float">
4274 This is the ratio of experience the players total should increase by
4275 when this skill is used. If this is zero, then experience only goes to
4276 to the skill. Values higher than 1 are allowed. Note that experience
4277 rewarded to the players total is in addition to that given to the
4278 skill. Eg, if player should get 500 exp for using a skill, and
4279 expmul is 1, the player will get 500 added to that skill as well as
4280 500 to their total.
4281 </attribute>
4282 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4283 The &lt;skill type&gt; defines the base functionality of the skill.
4284 Skill types are hardcoded in the Crossfire server. It isn't hard to
4285 create new skill types, but it requires a bit of server-coding.
4286 </attribute>
4287 <attribute arch="level" editor="level" type="int">
4288 </attribute>
4289 <attribute arch="exp" editor="experience" type="int">
4290 </attribute>
4291 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4292 The &lt;is native skill&gt; flag has an effect only when this
4293 skill object is placed in the inventory of a monster (or player).
4294 If it is set, the monster or player knows the skill natively, which
4295 means he does not need a skill tool to use it.
4296 </attribute>
4297 </type>
4298
4299 <!--####################################################################-->
4300 <type number="130" name="Skill Scroll">
4301 <description><![CDATA[
4302 By reading a skill scroll, a player has a chance to learn the
4303 contained skill. ]]>
4304 </description>
4305 <use><![CDATA[
4306 Skill scrolls are very much sought for by players. Currently,
4307 all skill scrolls are sold in shops randomly, which is in fact not
4308 a good system. It would be nice to have some cool quests with
4309 skill scrolls rewarded at the end. ]]>
4310 </use>
4311 <attribute arch="race" value="scrolls" type="fixed" />
4312 <attribute arch="skill" editor="skill name" type="string">
4313 The &lt;skill name&gt; matches the skill object that can
4314 be learned from this scroll.
4315 </attribute>
4316 </type>
4317
4318 <!--####################################################################-->
4319 <type number="21" name="Special Key">
4320 <ignore>
4321 <attribute arch="material" />
4322 </ignore>
4323 <description><![CDATA[
4324 When carrying the appropriate special key, a locked door can
4325 be opened. The key will dissapear.
4326 <br><br>
4327 This object-type can also be used for "passport"-like items:
4328 When walking onto an invetory checker, a gate for example might
4329 get opened. The "passport" will stay in the player's inventory. ]]>
4330 </description>
4331 <use><![CDATA[
4332 How to make a "passport": You take the special key arch
4333 (archetype name is "key2"), set the face to something like
4334 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4335 certainly must match with the appropiate inventory checker.
4336 <br><br>
4337 Of course you can be creative with names and faces of
4338 key-objects. A "mysterious crystal" or a "big dragon claw"
4339 (with appropriate faces) appear more interesting than just
4340 a "strange key", or "passport". ]]>
4341 </use>
4342 <attribute arch="slaying" editor="key string" type="string">
4343 This string must be identical with the &lt;key string&gt; in the
4344 locked door, then it can be unlocked. It can also be used
4345 to trigger inventory checkers.
4346 </attribute>
4347 <attribute arch="material" editor="material" type="bitmask_material">
4348 For Special Keys, material should always be unset or set
4349 to Adamantite. This prevents the key from getting
4350 burned or otherwise destroyed.
4351 </attribute>
4352 <attribute arch="unique" editor="unique item" type="bool">
4353 Unique items exist only one time on a server. If the item
4354 is taken, lost or destroyed - it's gone for good.
4355
4356 This can be used if you want to sell apartments on your
4357 map: Simply sell a unique passport/key, and place
4358 an inventory checker at the entrance of your apartment.
4359 </attribute>
4360 <attribute arch="startequip" editor="godgiven item" type="bool">
4361 A godgiven item vanishes as soon as the player
4362 drops it to the ground.
4363 </attribute>
4364 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4365 This will add a description to the object. The player can read
4366 this text by clicking on the item in his inventory. Use this
4367 message to describe what the key/passport is good for. A player
4368 might have 50 different keys on his key-ring. Don't expect
4369 players to recall their purpose just by their names.
4370 </attribute>
4371 </type>
4372
4373 <!--####################################################################-->
4374 <type number="101" name="Spell">
4375 <ignore>
4376 <ignore_list name="system_object" />
4377 </ignore>
4378 <description><![CDATA[
4379 Spell objects define a spell. When a spell is put in a spellbook,
4380 players can learn it by reading the book. Once learned, players
4381 can use the spell as often as they like. With increasing skill level
4382 of the player, spells may gain power but also increase cost.<br>
4383 Monsters can use spells which are put in their inventory (provided
4384 that certain "enabling" settings are correct). The monster's
4385 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4386 </description>
4387 <use><![CDATA[
4388 A lot of the spells' settings can be tuned and customized.
4389 When creating new spells which are accessible to players, it is
4390 important to think about balance. A single spell which is too
4391 powerful and/or too easy to use can eventually toss the whole skill
4392 and magic school system out of whack. Testing new spells is
4393 quite important therefore. ]]>
4394 </use>
4395 <attribute arch="no_drop" value="1" type="fixed" />
4396 <attribute arch="invisible" value="1" type="fixed" />
4397 <attribute arch="skill" editor="skill name" type="string">
4398 The &lt;skill name&gt; matches the skill which is needed
4399 to cast this spell. This should be one out of "sorcery",
4400 "pyromancy", "evocation", "summoning" or "praying".
4401 If you want to fiddle with these, please take care not
4402 to upset the concept and balance of the various skills.
4403 </attribute>
4404 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4405 The &lt;spell type&gt; defines the basic type of spell.
4406 Some of these types are of a more generic nature than others.
4407 </attribute>
4408 <attribute arch="level" editor="spell level" type="int">
4409 </attribute>
4410 <attribute arch="casting_time" editor="casting time" type="int">
4411 </attribute>
4412 <attribute arch="duration" editor="duration" type="int">
4413 </attribute>
4414 <attribute arch="other_arch" editor="create object" type="string">
4415 </attribute>
4416 <attribute arch="sp" editor="cost spellpoints" type="int">
4417 </attribute>
4418 <attribute arch="grace" editor="cost grace" type="int">
4419 </attribute>
4420 <attribute arch="maxsp" editor="double cost per level" type="int">
4421 </attribute>
4422 </type>
4423
4424 <!--####################################################################-->
4425 <type number="85" name="Spellbook">
4426 <description><![CDATA[
4427 By reading a spellbook, the player has a chance of learning the
4428 contained spell. Once learned from a book, the spell is available
4429 forever. Spellbooks with high level spells require some skill-level
4430 to read.<br><br>
4431 You can create widely customized spells only by adjusting the
4432 spell object in the spellbooks inventory. Refer to the description
4433 of spell objects for detailed information how to customize spells.<br>
4434 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4435 with a compilation of spells that the book may contain. ]]>
4436 </description>
4437 <use><![CDATA[
4438 Don't put any of the godgiven spells into a spellbook! These are
4439 reserved for the followers of the appropriate cults. Handing them
4440 out in a spellbook would violate the balance between different religions.
4441 <br><br>
4442 Note that there is no fundamental difference between the spellbooks
4443 of varying schools (pyromancy, sorcery, evocation, summoning, and
4444 even praying). The difference lies only in the spells they contain.
4445 It is up to you, the mapmaker, to pick the right type of book
4446 for your spells. ]]>
4447 </use>
4448 <attribute arch="skill" value="literacy" type="fixed" />
4449 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4450 There are two ways to put spells into a spellbook:
4451 1. Put a spell object in the books inventory. In this case,
4452 treasurelist must be set to &lt;none&gt;.
4453 2. Choose a treasurelist which contains spells.
4454 In that way, a spell will be chosen randomly from the list.
4455 </attribute>
4456 <attribute arch="startequip" editor="godgiven item" type="bool">
4457 A godgiven item vanishes as soon as the player
4458 drops it to the ground.
4459 </attribute>
4460 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4461 This text may contain a nice description
4462 of the spellbook's cover or something.
4463 </attribute>
4464 </type>
4465
4466 <!--####################################################################-->
4467 <type number="90" name="Spinner">
4468 <ignore>
4469 <ignore_list name="non_pickable" />
4470 </ignore>
4471 <description><![CDATA[
4472 Spinners change the direction of spell objects and other projectiles
4473 that fly past. Unlike directors, it does make a difference from what
4474 angle you shoot into the spinner. The direction of objects flying past
4475 is always changed by a certain degree. ]]>
4476 </description>
4477 <use><![CDATA[
4478 Spinners are very rarely used. I believe they are quite
4479 confusing and pointless. The only use I can think of is building
4480 some puzzle about where to shoot into spinners to shoot somewhere you
4481 otherwise couldn't.
4482
4483 When placing spinners on a map with magic walls, make sure the spell-
4484 projectiles from magic walls don't get to fly in loops. ]]>
4485 </use>
4486 <attribute arch="sp" editor="direction number" type="int">
4487 The spinner will change the direction of flying objects by
4488 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4489 positive values counter clockwise.
4490
4491 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4492 </attribute>
4493 &move_on;
4494 </type>
4495
4496 <!--####################################################################-->
4497 <type number="138" name="Swamp">
4498 <ignore>
4499 <ignore_list name="non_pickable" />
4500 </ignore>
4501 <description><![CDATA[
4502 Swamp areas show a special behaviour:
4503 When a player stands still on a swamp-square for too long,
4504 he will start to sink in and eventually drown and die.
4505 Items dropped on the swamp sink in and dissapear.
4506 Players with knowledge of the woodsman skill are a lot less likely
4507 to die in the swamp. ]]>
4508 </description>
4509 <attribute arch="is_floor" value="1" type="fixed" />
4510 <attribute arch="is_wooded" value="1" type="fixed" />
4511 <attribute arch="speed" editor="drowning speed" type="float">
4512 The higher the &lt;drowning speed&gt;, the faster will players and items
4513 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4514 and unexpected death-trap. Players should get a warning before such areas.
4515 </attribute>
4516 &move_on;
4517 &movement_types_terrain;
4518 <attribute arch="no_magic" editor="no spells" type="bool">
4519 If enabled, it is impossible for players to use (wizard-)
4520 spells on that spot.
4521 </attribute>
4522 <attribute arch="damned" editor="no prayers" type="bool">
4523 If enabled, it is impossible for players to use prayers
4524 on that spot. It also prevents players from saving.
4525 </attribute>
4526 </type>
4527
4528 <!--####################################################################-->
4529 <type number="41" name="Teleporter">
4530 <ignore>
4531 <ignore_list name="non_pickable" />
4532 </ignore>
4533 <description><![CDATA[
4534 When the player walks into a teleporter, he is transferred to a
4535 different location. The main difference to the object-type exit
4536 is the possibility to have teleporters connected to levers/buttons/etc.
4537 Sometimes teleporters are activated even against the players will.
4538 <br><br>
4539 Unlike exits, teleporters can also transfer items and
4540 monsters to different locations on the same map. ]]>
4541 </description>
4542 <use><![CDATA[
4543 When creating maps, I guess sooner or later you'll want to have
4544 an invisible teleporter. If using "invisible 1", the teleporter
4545 can still be discovered with the show_invisible spell. And in
4546 some cases you can't place it under the floor to prevent this.
4547 <br><br>
4548 Fortunately, there is a cool trick to make a perfectly invisible
4549 teleporter: You simply add teleporter functionality to the floor
4550 itself. That means: You take the floor arch (e.g. "flagstone"),
4551 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4552 </use>
4553 <attribute arch="slaying" editor="exit path" type="string">
4554 The exit path specifies the map that the player is transferred to.
4555 &lt;exit path&gt; can be an absolute path, beginning with '/'
4556 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4557 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4558 for example I could use the relative path "Fire1"). Use relative
4559 paths whenever possible! Note that upper/lower case must always be
4560 set correctly. However, please use lower case only.
4561
4562 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4563 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4564 monsters and items. In this case, the destined map is automatically
4565 the same map the teleporter is on.
4566 </attribute>
4567 <attribute arch="hp" editor="destination X" type="int">
4568 The exit destinations define the (x, y)-coordinates where the exit
4569 leads to.
4570
4571 If both are set to zero and &lt;exit path&gt; is empty, the player will
4572 get teleported to another, randomly chosen teleporter on the same
4573 map (Slightly confusing for the player though). Make sure there
4574 actually *is* a second one in that case.
4575
4576 If both are set to zero and &lt;exit path&gt; is set, the player will
4577 be transferred to the "default enter location" of the destined map.
4578 The latter can be set in the map-properties as "Enter X/Y". Though,
4579 please DO NOT use that. It turned out to be a source for numerous
4580 map-bugs.
4581 </attribute>
4582 <attribute arch="sp" editor="destination Y" type="int">
4583 The exit destinations define the (x, y)-coordinates where the exit
4584 leads to.
4585
4586 If both are set to zero and &lt;exit path&gt; is empty, the player will
4587 get teleported to another, randomly chosen teleporter on the same
4588 map (Slightly confusing for the player though). Make sure there
4589 actually *is* a second one in that case.
4590
4591 If both are set to zero and &lt;exit path&gt; is set, the player will
4592 be transferred to the "default enter location" of the destined map.
4593 The latter can be set in the map-properties as "Enter X/Y". Though,
4594 please DO NOT use that. It turned out to be a source for numerous
4595 map-bugs.
4596 </attribute>
4597 <attribute arch="connected" editor="connection" type="int">
4598 If a connection value is set, the teleporter will be activated
4599 whenever the connection is triggered. To use this properly,
4600 &lt;activation speed&gt; must be zero.
4601 </attribute>
4602 <attribute arch="speed" editor="activation speed" type="float">
4603 If the &lt;activation speed&gt; is nonzero, the teleporter will
4604 automatically be activated in regular time-intervals. Hence, the
4605 player can just step on it and gets teleported sooner or later.
4606 The duration between two activates depends on the given value.
4607 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4608
4609 VERY IMPORTANT: If you want to have your teleporter activated via
4610 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4611 </attribute>
4612 </type>
4613
4614 <!--####################################################################-->
4615 <type number="26" name="Timed Gate">
4616 <ignore>
4617 <ignore_list name="non_pickable" />
4618 </ignore>
4619 <description><![CDATA[
4620 Gates play an important role in Crossfire. Gates can be opened
4621 by activating a button/trigger, by speaking passwords (-> magic_ear)
4622 or carrying special key-objects (-> inventory checker).
4623 Unlike locked doors, gates can get shut again after a player has
4624 passed, which makes them more practical in many cases. Unlike normal
4625 gates, timed gates open when triggered but automatically close again
4626 after some time.]]>
4627 </description>
4628 <use><![CDATA[
4629 Use gates to divide your maps into separated areas. After solving
4630 area A, the player gains access to area B, and so on. Make your
4631 maps more complex than "one-way". ]]>
4632 </use>
4633 <attribute arch="no_pick" value="1" type="fixed" />
4634 <attribute arch="connected" editor="connection" type="int">
4635 Whenever the inventory checker is triggered, all objects with identical
4636 &lt;connection&gt; value get activated. This only makes sense together with
4637 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4638 after some time.
4639 </attribute>
4640 <attribute arch="wc" editor="position state" type="int">
4641 The &lt;position state&gt; defines the position of the gate:
4642 Zero means completely open/down, the "number of animation-steps" (usually
4643 about 6 or 7) means completely closed/up state. I suggest you don't
4644 mess with this value - Leave the default in place.
4645 </attribute>
4646 &movement_types_terrain;
4647 <attribute arch="no_magic" editor="restrict spells" type="bool">
4648 Restricting the use of spells to pass this gate. This has
4649 an effect only if &lt;block view&gt; is disabled.
4650 </attribute>
4651 <attribute arch="damned" editor="restrict prayers" type="bool">
4652 Restricting the use of prayers to pass this door. This has
4653 an effect only if &lt;block view&gt; is disabled.
4654 </attribute>
4655 <attribute arch="hp" editor="open duration" type="int">
4656 Defines the duration the gate remains closed. This only takes effect
4657 if the gate is not connected.
4658 </attribute>
4659 </type>
4660
4661 <!--####################################################################-->
4662 <type number="155" name="Trap">
4663 <ignore>
4664 <attribute arch="no_pick" />
4665 <attribute arch="title" />
4666 <attribute arch="name_pl" />
4667 <attribute arch="weight" />
4668 <attribute arch="value" />
4669 <attribute arch="material" />
4670 <attribute arch="unpaid" />
4671 </ignore>
4672 <description><![CDATA[
4673 A trap is a object that can either do damage or trigger another connected object
4674 when detonated. Traps are like runes except they are not magical in nature,
4675 and generally have either a physical attack or trigger a reaction.
4676 <br><br>
4677 Traps hit any monster or person who steps on them for 'dam' damage in
4678 'attacktype' attacktype and/or trigger a reaction.
4679 <br><br>
4680 Many traps are already defined in the archetypes. ]]>
4681 </description>
4682 <use><![CDATA[
4683 Avoid monsters stepping on your traps. For example, a party of orcs setting
4684 off your lightning wall and pit trap is usually a bad idea. ]]>
4685 </use>
4686 <attribute arch="no_pick" value="1" type="fixed" />
4687 &move_on;
4688 <attribute arch="level" editor="trap level" type="int">
4689 Level effects how easily a trap may be found and disarmed, and
4690 how much experience the player gets for doing so. Beware: High level
4691 traps can be quite a cheap source of experience! So either make them
4692 tough, or keep the level low.
4693 </attribute>
4694 <attribute arch="Cha" editor="visibility" type="int">
4695 This value determines what fraction of the time the trap is visible:
4696 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4697 how easily the trap may be found.
4698 </attribute>
4699 <attribute arch="hp" editor="number of charges" type="int">
4700 The trap will detonate &lt;number of charges&gt; times before disappearing.
4701 </attribute>
4702 <attribute arch="dam" editor="direct damage" type="int">
4703 &lt;direct damage&gt; specifies how much damage is done by the trap.
4704 This should be set in reasonable relation to the trap's level.
4705 </attribute>
4706 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4707 This attribute defines what attacktype to use for direct damage when
4708 the trap detonates.
4709 </attribute>
4710 <attribute arch="connected" editor="connection" type="int">
4711 When the trap is detonated, all objects with the same
4712 connection value get activated.
4713 </attribute>
4714 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4715 When the trap detonates, this text is displayed to the
4716 victim. For especially powerful or complex traps, create an appropriate
4717 and thrilling description. ;)
4718 </attribute>
4719 </type>
4720
4721 <!--####################################################################-->
4722 <type number="95" name="Trapdoor">
4723 <ignore>
4724 <ignore_list name="non_pickable" />
4725 </ignore>
4726 <description><![CDATA[
4727 Trapdoors are very similar to pits. The difference is that they
4728 can not be closed. Instead, the weight of the object on the
4729 trapdoor determines weither it slams the trapdoor open and falls through
4730 or not.<br>
4731 Once a trapdoor has been opened (by a creature or items of sufficient
4732 weight,) it remains open, acting like an opened pit. ]]>
4733 </description>
4734 <use><![CDATA[
4735 Trapdoors should be used in the same fashion as pits:
4736 They should always drop the victims to some kind of lower level. They
4737 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4738 </use>
4739 <attribute arch="no_pick" value="1" type="fixed" />
4740 &move_on;
4741 <attribute arch="weight" editor="hold weight" type="int">
4742 This value defines how much weight the trapdoor can hold.
4743 Once items or creatures are gathered on the trapdoor, with
4744 a total weight surpassing this value, then the trapdoor will
4745 open and things start falling through.
4746 </attribute>
4747 <attribute arch="hp" editor="destination X" type="int">
4748 The trapdoor will transport creatures (and items) randomly into
4749 a two-square radius of the destination coordinates.
4750 If the destination square becomes blocked, the trapdoor will act like
4751 being filled up and not work anymore!
4752 </attribute>
4753 <attribute arch="sp" editor="destination Y" type="int">
4754 The trapdoor will transport creatures (and items) randomly into
4755 a two-square radius of the destination coordinates.
4756 If the destination square becomes blocked, the trapdoor will act like
4757 being filled up and not work anymore!
4758 </attribute>
4759 </type>
4760
4761 <!--####################################################################-->
4762 <type number="4" name="Treasure">
4763 <ignore>
4764 <attribute arch="nrof" />
4765 <attribute arch="title" />
4766 <attribute arch="name_pl" />
4767 <attribute arch="weight" />
4768 <attribute arch="value" />
4769 <attribute arch="material" />
4770 </ignore>
4771 <description><![CDATA[
4772 A treasure-object turns into certain randomitems when the map is loaded
4773 into the game. ]]>
4774 </description>
4775 <use><![CDATA[
4776 About usage of the "random-artifact" treasurelist:
4777 This will generate powerful stuff like girdles, xray helmets, special
4778 swords etc. If you put this as reward to your quest, players might be
4779 motivated to do it more than once. BUT, by doing so they will get a huge
4780 number of different artifacts! Besides, players will always seek the place
4781 with the most easy-to-get random artifact and ignore all others.
4782 My advice: Don't use it! Attract players with good fighting experience
4783 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4784 </use>
4785 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4786 This entry determines what kind of treasure will appear. Look into
4787 /crossfire/share/crossfire/treasures for details about existing
4788 treasurelists.
4789 </attribute>
4790 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4791 "Auto-generate" must be set in order to have the treasure be created
4792 when the map is loaded.
4793 If you want to create a random treasure chest, you unset this flag.
4794 That way, the player has to apply the object (the chest), then the
4795 treasure is generated.
4796 </attribute>
4797 <attribute arch="hp" editor="create number" type="int">
4798 "Create number" specifies how many pieces of the given treasurelist
4799 will appear. Note that for every piece there is a chance that nothing is
4800 generated. Also, sometimes there can be stacks of items generated, like
4801 for gems/money.
4802 </attribute>
4803 <attribute arch="exp" editor="quality level" type="int">
4804 The &lt;quality level&gt; will be used for the quality of the generated
4805 treasure instead of the map difficulty (as was done with shops).
4806 If zero/unset, the map difficulty will instead be used.
4807 (Example for comparison: Shop floors generate treasure of
4808 &lt;quality level&gt; 5 per default).
4809 </attribute>
4810 </type>
4811
4812 <!--####################################################################-->
4813 <type number="52" name="Trigger Marker">
4814 <ignore>
4815 <ignore_list name="system_object" />
4816 </ignore>
4817 <description><![CDATA[
4818 A trigger marker is an object that inserts an invisible force (a mark) into a
4819 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4820 &lt;key string&gt; which can be discovered by detectors or inventory
4821 checkers. It is also possible to use markers for removing marks again.
4822 <br><br>
4823 Note that the player has no possibility to "see" his own marks,
4824 except by the effect that they cause on the maps. ]]>
4825 </description>
4826 <use><![CDATA[
4827 Markers hold real cool possibilities for map-making. I encourage
4828 you to use them frequently. However there is one negative point
4829 about markers: Players don't "see" what's going on with them. It is
4830 your task, as map-creator, to make sure the player is always well
4831 informed and never confused.
4832 <br><br>
4833 Please avoid infinite markers when they aren't needed. They're
4834 using a little space in the player file after all, so if there
4835 is no real purpose, set an expire time. ]]>
4836 </use>
4837 <attribute arch="no_pick" value="1" type="fixed" />
4838 <attribute arch="slaying" editor="key string" type="string">
4839 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4840 If the player already has a force with that &lt;key string&gt;,
4841 there won't be inserted a second one.
4842 </attribute>
4843 <attribute arch="connected" editor="connection" type="int">
4844 Unlike a regular marker this is the connection that triggers this marker to activate.
4845 </attribute>
4846 <attribute arch="food" editor="mark duration" type="int">
4847 This value defines the duration of the force it inserts.
4848 If nonzero, the duration of the player's mark is finite:
4849 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4850 means the mark will stay on the player forever.
4851 </attribute>
4852 <attribute arch="name" editor="delete mark" type="string">
4853 When the player steps onto the marker, all existing forces in
4854 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4855 will be removed. If you don't want to remove any marks, leave
4856 this textfield empty.
4857
4858 Note that the string &lt;delete mark&gt; is set as the name of
4859 this marker. So don't be confused, and remember changing the
4860 name will take effect on the marker's functionality.
4861 </attribute>
4862 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4863 In the moment when the player gets marked, this text is displayed
4864 to him. You should really set a message in any marker you create,
4865 because it's the only way for the player to notice what's going on.
4866 </attribute>
4867 </type>
4868
4869 <!--####################################################################-->
4870 <type number="0" name="Wall">
4871 <required>
4872 <attribute arch="is_floor" value="0" />
4873 <attribute arch="alive" value="0" />
4874 <attribute arch="move_block" value="255" />
4875 </required>
4876 <ignore>
4877 <attribute arch="nrof" />
4878 <attribute arch="title" />
4879 <attribute arch="name_pl" />
4880 <attribute arch="value" />
4881 <attribute arch="unpaid" />
4882 </ignore>
4883 <description><![CDATA[
4884 Walls usually block passage and sight. ]]>
4885 </description>
4886 &movement_types_terrain;
4887 <attribute arch="can_roll" editor="moveable" type="bool">
4888 If set, the object is able to "roll", so it can be pushed around.
4889 This setting is used for boulders and barrels.
4890 </attribute>
4891 <attribute arch="no_magic" editor="restrict spells" type="bool">
4892 This takes effect only with &lt;blocksview&gt; disabled.
4893 Restricting the use of spells to pass this wall.
4894 </attribute>
4895 <attribute arch="damned" editor="restrict prayers" type="bool">
4896 This takes effect only with &lt;blocksview&gt; disabled.
4897 Restricting the use of spells to pass this wall.
4898 </attribute>
4899 </type>
4900
4901 <!--####################################################################-->
4902 <type number="109" name="Wand &amp; Staff">
4903 <description><![CDATA[
4904 Wands contain a certain spell. The player can apply (ready) and
4905 fire the wand. After a defined number of casts, the wand is
4906 "used up". It is possible to recharge a wand with scrolls of
4907 charging, but usually that isn't worth the cost. ]]>
4908 </description>
4909 <use><![CDATA[
4910 Wands are quite seldomly used. The reason prolly is that they're
4911 generally not cost-efficient. Handing out high-level wands with
4912 powerful special spells isn't a good idea either, because of
4913 the recharge ability.
4914 <br><br>
4915 For low levels, staffs of healing/cure and word of recall are
4916 quite desirable though. Ideal rewards for low level quests. ]]>
4917 </use>
4918 <attribute arch="sp" editor="spell" type="spell">
4919 The &lt;spell&gt; specifies the contained spell.
4920 </attribute>
4921 <attribute arch="level" editor="casting level" type="int">
4922 The &lt;casting level&gt; of the wand determines it's power.
4923 An average level for wands in shops is about 10.
4924 </attribute>
4925 <attribute arch="food" editor="number of charges" type="int">
4926 The wand can be used &lt;number of charges&gt; times before it is
4927 used up. It can be recharged with scrolls of charging.
4928 </attribute>
4929 <attribute arch="startequip" editor="godgiven item" type="bool">
4930 A godgiven item vanishes as soon as the player
4931 drops it to the ground.
4932 </attribute>
4933 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4934 This text may contain a description of the wand.
4935 </attribute>
4936 </type>
4937
4938 <!--####################################################################-->
4939 <type number="0" name="Weak Wall">
4940 <required>
4941 <attribute arch="is_floor" value="0" />
4942 <attribute arch="alive" value="1" />
4943 <attribute arch="tear_down" value="1" />
4944 </required>
4945 <ignore>
4946 <ignore_list name="non_pickable" />
4947 </ignore>
4948 <description><![CDATA[
4949 A weak wall is a breakable spot amidsts a solid wall. Typically
4950 these weak walls look similar to their solid "relatives" except
4951 for a small crack or little chunks of wall on the ground. ]]>
4952 </description>
4953 <use><![CDATA[
4954 If you want to create hidden rooms, using weak walls is alot
4955 better than completely indiscernible passages in a wall.<br>
4956 Anyways, there can be a lot more to weak walls than just finding
4957 them: Rising their defensive stats, weak walls can become a
4958 serious obstacle. An ice wall might only be torn down by a fire
4959 attack for example. A granite wall for instance might be very
4960 hard to destroy. ]]>
4961 </use>
4962 <attribute arch="alive" value="1" type="fixed" />
4963 <attribute arch="no_pick" value="1" type="fixed" />
4964 <attribute arch="tear_down" value="1" type="fixed" />
4965 <attribute arch="race" editor="race" type="string">
4966 For weak walls, &lt;race&gt; should always be set to "wall",
4967 unless you create something fancy like a building which
4968 is in fact meant to be a huge animal.
4969 Note that shovels slay walls, so they do tripple damage
4970 against weak walls.
4971 </attribute>
4972 <attribute arch="level" editor="level" type="int">
4973 The &lt;level&gt; of a weak wall works similar to monster levels.
4974 Due to the fact that weak walls cannot attack, the level
4975 is much less important though.
4976 </attribute>
4977 <attribute arch="hp" editor="health points" type="int">
4978 The &lt;health points&gt; of a weak wall define how long it takes to
4979 tear it down. With every successful hit from an opponent,
4980 &lt;health points&gt; get drained.
4981 </attribute>
4982 <attribute arch="maxhp" editor="max health" type="int">
4983 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4984 weak wall can have. Since walls generally don't heal, I doubt
4985 this has much real effect.
4986 </attribute>
4987 <attribute arch="ac" editor="armour class" type="int">
4988 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4989 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4990 </attribute>
4991 <section name="resistance">
4992 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4993 </attribute>
4994 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4995 </attribute>
4996 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4997 </attribute>
4998 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
4999 </attribute>
5000 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5001 </attribute>
5002 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5003 </attribute>
5004 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5005 </attribute>
5006 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5007 </attribute>
5008 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5009 </attribute>
5010 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5011 </attribute>
5012 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5013 </attribute>
5014 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5015 </attribute>
5016 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5033 </attribute>
5034 </section>
5035 </type>
5036
5037 <!--####################################################################-->
5038 <type number="15" name="Weapon">
5039 <description><![CDATA[
5040 Wielding a weapon, the object's stats will directly be inherited to the
5041 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5042 be improved with scrolls. ]]>
5043 </description>
5044 <use><![CDATA[
5045 If you create artifacts (equipment) with stats- or resistance-bonus:
5046 Keep playbalance in mind! Such items mustn't be reachable without hard
5047 fighting AND questing. ]]>
5048 </use>
5049 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5050 This number is a bitmask, specifying the weapon's attacktypes.
5051 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5052 have no more than one or two attacktypes. Keep in mind that all weapons
5053 can be blessed by the player's diety, thus adding an additional attacktype.
5054
5055 When a player hits a monster with a weapon that has more than one attacktype,
5056 then he will do as much damage as the "best" of his attacktypes does. So,
5057 the more attacktypes you've got, the better your chance to take advantage
5058 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5059 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5060 </attribute>
5061 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5062 The &lt;weapontype&gt; characterizes the weapon's type of physical
5063 attack. It could best be considered a "subclassification"
5064 of the physical attacktype. For now, this is only used for
5065 attack messages!
5066
5067 You should always set this correctly when creating new
5068 weapons for your maps.
5069 </attribute>
5070 <attribute arch="skill" editor="skill name" type="string">
5071 Matching &lt;skill name&gt; of the skill that is required
5072 to use this weapon.
5073 </attribute>
5074 <attribute arch="dam" editor="damage" type="int">
5075 The damage value is used as base value for how much damage the weapon
5076 does per hit. The actual damage involves more dependencies,
5077 like wielder's level and defender's level. Look at existing weapons
5078 to get a feel for the range of weapon damage values.
5079 </attribute>
5080 <attribute arch="slaying" editor="slaying race" type="string">
5081 Slaying means the weapon does tripple (3x) damage to monsters of the
5082 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5083 only monsters of that archtype are hit with tripple damage.
5084
5085 No god blessings are possible for weapons with a race set in this entry
5086 (That's because god blessings add tripple damage against their own
5087 enemy races). Tripple damage is very effective.
5088 </attribute>
5089 <attribute arch="last_sp" editor="weapon speed" type="int">
5090 The weapon speed determines how often the wielder can swing the weapon
5091 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5092 is best (that is lightning- fast). A typical average value is 8.
5093 Speed and damage should be kept in reasonable relation.
5094 </attribute>
5095 <attribute arch="wc" editor="weapon class" type="int">
5096 The weapon class value adds to the overall weapon class of the wielder's
5097 melee attacks. Weapon class improves the chance of hitting the opponent.
5098 </attribute>
5099 <attribute arch="magic" editor="magic bonus" type="int">
5100 For a weapon, magic bonus works just like weapon class, except that
5101 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5102 less useful than direct weapon class value on a weapon.
5103 </attribute>
5104 <attribute arch="item_power" editor="item power" type="int">
5105 The &lt;item power&gt; value measures how "powerful" an artifact is.
5106 Players will only be able to wear equipment with a certain total
5107 amount of &lt;item power&gt;, depending on their own level. This is the
5108 only way to prevent low level players to wear "undeserved" equipment
5109 (like gifts from other players or cheated items).
5110
5111 It is very important to adjust the &lt;item power&gt; value carefully
5112 for every artifact you create! If zero/unset, the CF server will
5113 calculate a provisional value at runtime, but this is never
5114 going to be an accurate measurement of &lt;item power&gt;.
5115 </attribute>
5116 <attribute arch="damned" editor="damnation" type="bool">
5117 A damned weapon cannot be unwielded unless
5118 the curse is removed. Removing damnations is
5119 a tick harder than removing curses.
5120 </attribute>
5121 <attribute arch="cursed" editor="curse" type="bool">
5122 A cursed weapon cannot be unwielded unless
5123 the curse is removed.
5124 </attribute>
5125 <attribute arch="lifesave" editor="save life" type="bool">
5126 An item with this flag enabled will save the players life
5127 for one time: When the player is wearing this item and his
5128 health points reach zero, the item disappears, replenishing
5129 half of the player's health.
5130
5131 An item with &lt;save life&gt; should not have
5132 any decent additional bonuses!
5133 </attribute>
5134 <attribute arch="unique" editor="unique item" type="bool">
5135 Unique items exist only one time on a server. If the item
5136 is taken, lost or destroyed - it's gone for good.
5137 </attribute>
5138 <attribute arch="startequip" editor="godgiven item" type="bool">
5139 A godgiven item vanishes as soon as the player
5140 drops it to the ground.
5141 </attribute>
5142 <section name="resistance">
5143 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5144 This adds physical resistance to the weapon (= armour value). The number is
5145 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5146 and what they require to do for getting this-and-that artifact.
5147 </attribute>
5148 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5149 This adds magic resistance to the weapon. The number is a percent-value in
5150 the range 0-100. Treat this with CARE. Look at other maps and what they
5151 require to do for getting this-and-that artifact.
5152 </attribute>
5153 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5154 This adds fire resistance to the weapon. The number is a percent-value in
5155 the range 0-100. Treat this with CARE. Look at other maps and what they
5156 require to do for getting this-and-that artifact.
5157 </attribute>
5158 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5159 This adds electricity resistance to the weapon. The number is a percent-value in
5160 the range 0-100. Treat this with CARE. Look at other maps and what they
5161 require to do for getting this-and-that artifact.
5162 </attribute>
5163 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5164 This adds fire resistance to the weapon. The number is a percent-value in
5165 the range 0-100. Treat this with CARE. Look at other maps and what they
5166 require to do for getting this-and-that artifact.
5167 </attribute>
5168 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5169 This adds confusion resistance to the weapon. The number is a percent-value in
5170 the range 0-100. Confusion resistance is not very effective
5171 unless the value comes close to 100 (= perfect immunity).
5172 </attribute>
5173 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5174 This adds acid resistance to the weapon. The number is a percent-value in
5175 the range 0-100. Treat this with CARE. Look at other maps and what they
5176 require to do for getting this-and-that artifact.
5177 </attribute>
5178 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5179 This adds draining resistance to the weapon. The number is a percent-value
5180 in the range 0-100. Draining resistance is little effective
5181 unless the value is 100 (= perfect immunity).
5182 </attribute>
5183 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5184 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5185 the range 0-100. Weaponmagic resistance generally should not exist on
5186 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5187 are not meant to be easily resisted.
5188 </attribute>
5189 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5190 This adds ghosthit resistance to the weapon. The number is a percent-value
5191 in the range 0-100. Treat this with CARE. Look at other maps and what they
5192 require to do for getting this-and-that artifact.
5193 </attribute>
5194 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5195 This adds poison resistance to the weapon. The number is a percent-value in
5196 the range 0-100. Treat this with CARE. Look at other maps and what they
5197 require to do for getting this-and-that artifact.
5198 </attribute>
5199 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5200 This adds fear resistance to the weapon. The number is a percent-value in
5201 the range 0-100. Resistance to fear is pretty useless.
5202 </attribute>
5203 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5204 This adds paralyze resistance to the weapon. The number is a percent-value in
5205 the range 0-100. Paralyze resistance is little effective
5206 unless the value is 100 (= perfect immunity).
5207 </attribute>
5208 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5209 This adds fear resistance to the weapon. The number is a percent-value in
5210 the range 0-100. Resistance to fear is pretty useless.
5211 </attribute>
5212 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5213 This adds depletion resistance to the weapon. The number is a percent-value
5214 in the range 0-100. Depletion resistance is little effective
5215 unless the value is 100 (= perfect immunity).
5216 </attribute>
5217 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5218 This adds death-attack resistance to the weapon. The number is a
5219 percent-value in the range 0-100. Death-attack resistance is little
5220 effective unless the value is 100 (= perfect immunity).
5221 Generally, resistance to death-attack is not supposed to be
5222 available to players!
5223 </attribute>
5224 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5225 This adds chaos resistance to the weapon. The number is a percent-value in
5226 the range 0-100. Treat this with CARE. Look at other maps and what they
5227 require to do for getting this-and-that artifact.
5228 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5229 combination of other attacktypes.
5230 </attribute>
5231 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5232 This adds blinding resistance to the weapon. The number is a percent-value
5233 in the range 0-100. Treat this with CARE. Look at other maps and what they
5234 require to do for getting this-and-that artifact.
5235 </attribute>
5236 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5237 This adds holy power resistance to the weapon. The number is a percent-value
5238 in the range 0-100. Holy power is the attacktype that holyword-type spells
5239 use to hurt undead creatures. This kind of resistance is only reasonable
5240 for undead players (wraith or devourer cult).
5241 Generally, resistance to holy word should not be available for players.
5242 </attribute>
5243 </section>
5244 <section name="stats">
5245 <attribute arch="Str" editor="strength" type="int">
5246 The player's strentgh will rise/fall by the given value
5247 while wearing this weapon.
5248 </attribute>
5249 <attribute arch="Dex" editor="dexterity" type="int">
5250 The player's dexterity will rise/fall by the given value
5251 while wearing this weapon.
5252 </attribute>
5253 <attribute arch="Con" editor="constitution" type="int">
5254 The player's constitution will rise/fall by the given value
5255 while wearing this weapon.
5256 </attribute>
5257 <attribute arch="Int" editor="intelligence" type="int">
5258 The player's intelligence will rise/fall by the given value
5259 while wearing this weapon.
5260 </attribute>
5261 <attribute arch="Pow" editor="power" type="int">
5262 The player's power will rise/fall by the given value
5263 while wearing this weapon.
5264 </attribute>
5265 <attribute arch="Wis" editor="wisdom" type="int">
5266 The player's wisdom will rise/fall by the given value while
5267 wearing this weapon.
5268 </attribute>
5269 <attribute arch="Cha" editor="charisma" type="int">
5270 The player's charisma will rise/fall by the given value
5271 while wearing this weapon.
5272 </attribute>
5273 </section>
5274 <section name="misc">
5275 <attribute arch="luck" editor="luck bonus" type="int">
5276 With positive luck bonus, the player is more likely to
5277 succeed in all sorts of things (spellcasting, praying,...).
5278 Unless the &lt;luck bonus&gt; is very high, the effect will be
5279 barely visible in-game. Luck bonus on one piece of equipment
5280 should never exceed 3, and such bonus should not be too
5281 frequently available.
5282 </attribute>
5283 <attribute arch="hp" editor="health regen." type="int">
5284 Positive &lt;health regen.&gt; bonus speeds up the
5285 player's healing process. Negative values slow it down.
5286 </attribute>
5287 <attribute arch="sp" editor="mana regen." type="int">
5288 Positive &lt;mana regen.&gt; bonus speeds up the
5289 player's mana regeneration. Negative values slow it down.
5290 </attribute>
5291 <attribute arch="grace" editor="grace regen." type="int">
5292 Positive &lt;grace regen.&gt; bonus speeds up the
5293 player's grace regeneration. Negative values slow it down.
5294 Since grace can be regenerated rather easy with praying,
5295 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5296 </attribute>
5297 <attribute arch="food" editor="food bonus" type="int">
5298 Positive &lt;food bonus&gt; slows down the player's digestion,
5299 thus he consumes less food. Negative values speed it up.
5300
5301 Note that food is consumed not only for "being alive", but
5302 also for healing and mana-regeneration.
5303 &lt;food bonus&gt; only affects the amount of food consumed
5304 for "being alive". Hence, even with high &lt;food bonus&gt;,
5305 during a fight a player can run out of food quickly.
5306 </attribute>
5307 <attribute arch="xrays" editor="xray vision" type="bool">
5308 Xray vision allows the player to see through obstacles
5309 in a two-square-wide radius. This is extremely helpful and
5310 desirable, so don't give it away for cheap on equipment.
5311 </attribute>
5312 <attribute arch="stealth" editor="stealth" type="bool">
5313 Stealth allows the player to move silently.
5314 This comes to effect if a player turns himself
5315 invisible and tries to sneak around monsters.
5316 (At least that was the idea behind it)
5317 </attribute>
5318 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5319 If a player is wearing any piece of equipment with
5320 the ability to &lt;reflect spells&gt;, all kinds of
5321 spell-bullets and -beams will bounce off him.
5322 This works only about 90% of all times, to
5323 avoid players being completely immune to certain
5324 types of attacks.
5325
5326 This is a very powerful ability and it
5327 shouldn't be handed out cheap!
5328 </attribute>
5329 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5330 If a player is wearing any piece of equipment with
5331 the ability to &lt;reflect missiles&gt;, all kinds of
5332 projectiles (e.g. arrows, bolts, boulders) will
5333 bounce off him. This works only about 90% of all
5334 times, to avoid players being completely immune to
5335 certain types of attacks.
5336 </attribute>
5337 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5338 Click on the &lt;attuned paths&gt; button to select spellpaths.
5339 The player will get attuned to the specified spellpaths
5340 while wearing this weapon.
5341 </attribute>
5342 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5343 Click on the &lt;repelled paths&gt; button to select spellpaths.
5344 The player will get repelled to the specified spellpaths
5345 while wearing this weapon.
5346 </attribute>
5347 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5348 Click on the &lt;denied paths&gt; button to select spellpaths.
5349 The specified spellpaths will be denied to the player
5350 while wearing this weapon.
5351 </attribute>
5352 </section>
5353 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5354 This text describes the weapons's "story". Every decent artifact weapon
5355 should have such a description.
5356 </attribute>
5357 </type>
5358
5359 <type number="116" name="Event Connector">
5360 <description><![CDATA[
5361 Event connectors link specific events that happen to objects to
5362 a crossfire plug-in. ]]>
5363 </description>
5364 <attribute arch="subtype" editor="event type" type="list_event_type">
5365 The type of event that triggers a notify to the plug-in.
5366 </attribute>
5367 <attribute arch="title" editor="plug-in" type="string">
5368 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5369 for python and "perl" for the Crossfire-Perl plug-in.
5370 </attribute>
5371 <attribute arch="slaying" editor="extension" type="string">
5372 The name of the extension to invoke (for python, this is the path to a script,
5373 for perl this is the name of a extension package without the ".ext" extension.
5374 </attribute>
5375 <attribute arch="name" editor="options" type="string">
5376 A string that is passed unaltered to the extension above. Often used to pass
5377 options to the extension that alter its behaviour.
5378 </attribute>
5379 </type>
5380
5381 </types>