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Revision: 1.11
Committed: Thu Mar 23 20:15:08 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.10: +1 -0 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 <entry bit="16" name="Other" />
250 </bitmask>
251
252 <!--###################### list definitions ######################-->
253
254 <list name="direction">
255 <entry value="0" name="&lt;none&gt;" />
256 <entry value="1" name="north" />
257 <entry value="2" name="northeast" />
258 <entry value="3" name="east" />
259 <entry value="4" name="southeast" />
260 <entry value="5" name="south" />
261 <entry value="6" name="southwest" />
262 <entry value="7" name="west" />
263 <entry value="8" name="northwest" />
264 </list>
265
266 <list name="mood">
267 <entry value="0" name="furious" />
268 <entry value="1" name="angry" />
269 <entry value="2" name="calm" />
270 <entry value="3" name="sleep" />
271 <entry value="4" name="charm" />
272 </list>
273
274 <list name="potion_effect">
275 <entry value="0" name="&lt;none&gt;" />
276 <entry value="65536" name="life restoration" />
277 <entry value="1048576" name="improvement" />
278 </list>
279
280 <list name="weapon_type">
281 <entry value="0" name="&lt;unknown&gt;" />
282 <entry value="1" name="sword" />
283 <entry value="2" name="arrows" />
284 <entry value="3" name="axe" />
285 <entry value="4" name="katana" />
286 <entry value="5" name="knife, dagger" />
287 <entry value="6" name="whip, chain" />
288 <entry value="7" name="hammer, flail" />
289 <entry value="8" name="club, stick" />
290 </list>
291
292 <list name="skill_type">
293 <entry value="1" name="lockpicking" />
294 <entry value="2" name="hiding" />
295 <entry value="3" name="smithery" />
296 <entry value="4" name="bowyer" />
297 <entry value="5" name="jeweler" />
298 <entry value="6" name="alchemy" />
299 <entry value="7" name="stealing" />
300 <entry value="8" name="literacy" />
301 <entry value="9" name="bargaining" />
302 <entry value="10" name="jumping" />
303 <entry value="11" name="detect magic" />
304 <entry value="12" name="oratory" />
305 <entry value="13" name="singing" />
306 <entry value="14" name="detect curse" />
307 <entry value="15" name="find traps" />
308 <entry value="16" name="mediatation" />
309 <entry value="17" name="punching" />
310 <entry value="18" name="flame touch" />
311 <entry value="19" name="karate" />
312 <entry value="20" name="climbing" />
313 <entry value="21" name="woodsman" />
314 <entry value="22" name="inscription" />
315 <entry value="23" name="one handed weapons" />
316 <entry value="24" name="missile weapons" />
317 <entry value="25" name="throwing" />
318 <entry value="26" name="use magic item" />
319 <entry value="27" name="disarm traps" />
320 <entry value="28" name="set traps" />
321 <entry value="29" name="thaumaturgy" />
322 <entry value="30" name="praying" />
323 <entry value="31" name="clawing" />
324 <entry value="32" name="levitation" />
325 <entry value="33" name="summoning" />
326 <entry value="34" name="pyromancy" />
327 <entry value="35" name="evocation" />
328 <entry value="36" name="sorcery" />
329 <entry value="37" name="two handed weapons" />
330 </list>
331
332 <list name="spell_type">
333 <entry value="1" name="raise dead" />
334 <entry value="2" name="rune" />
335 <entry value="3" name="make mark" />
336 <entry value="4" name="bolt" />
337 <entry value="5" name="bullet" />
338 <entry value="6" name="explosion" />
339 <entry value="7" name="cone" />
340 <entry value="8" name="bomb" />
341 <entry value="9" name="wonder" />
342 <entry value="10" name="smite" />
343 <entry value="11" name="magic missile" />
344 <entry value="12" name="summon golem" />
345 <entry value="13" name="dimension door" />
346 <entry value="14" name="magic mapping" />
347 <entry value="15" name="magic wall" />
348 <entry value="16" name="destruction" />
349 <entry value="17" name="perceive self" />
350 <entry value="18" name="word of recall" />
351 <entry value="19" name="invisible" />
352 <entry value="20" name="probe" />
353 <entry value="21" name="healing" />
354 <entry value="22" name="create food" />
355 <entry value="23" name="earth to dust" />
356 <entry value="24" name="change ability" />
357 <entry value="25" name="bless" />
358 <entry value="26" name="curse" />
359 <entry value="27" name="summon monster" />
360 <entry value="28" name="recharge" />
361 <entry value="29" name="polymorph" />
362 <entry value="30" name="alchemy" />
363 <entry value="31" name="remove curse" />
364 <entry value="32" name="identify" />
365 <entry value="33" name="detection" />
366 <entry value="34" name="mood change" />
367 <entry value="35" name="moving ball" />
368 <entry value="36" name="swarm" />
369 <entry value="37" name="charge mana" />
370 <entry value="38" name="dispel rune" />
371 <entry value="39" name="create missile" />
372 <entry value="40" name="consecrate" />
373 <entry value="41" name="animate weapon" />
374 <entry value="42" name="light" />
375 <entry value="43" name="change map light" />
376 <entry value="44" name="faery fire" />
377 <entry value="45" name="disease" />
378 <entry value="46" name="aura" />
379 <entry value="47" name="town portal" />
380 </list>
381
382 <list name="event_type">
383 <entry value="0" name="none" />
384 <entry value="1" name="apply" />
385 <entry value="2" name="attack" />
386 <entry value="3" name="death" />
387 <entry value="4" name="drop" />
388 <entry value="5" name="pickup" />
389 <entry value="6" name="say" />
390 <entry value="7" name="stop" />
391 <entry value="8" name="time" />
392 <entry value="9" name="throw" />
393 <entry value="10" name="trigger" />
394 <entry value="11" name="close" />
395 <entry value="12" name="timer" />
396 <entry value="28" name="move" />
397 </list>
398
399 <list name="attack_movement_bits_0_3">
400 <entry value="0" name="default" />
401 <entry value="1" name="attack from distance" />
402 <entry value="2" name="run away" />
403 <entry value="3" name="hit and run" />
404 <entry value="4" name="wait, then hit, then move" />
405 <entry value="5" name="rush blindly" />
406 <entry value="6" name="always run" />
407 <entry value="7" name="attack from distance if hit" />
408 <entry value="8" name="do not approach" />
409 </list>
410
411 <list name="attack_movement_bits_4_7">
412 <entry value="0" name="none" />
413 <entry value="16" name="pet" />
414 <entry value="32" name="small circle" />
415 <entry value="48" name="large circle" />
416 <entry value="64" name="small horizontal" />
417 <entry value="80" name="large horizontal" />
418 <entry value="96" name="random direction" />
419 <entry value="112" name="random movement" />
420 <entry value="128" name="small vertical" />
421 <entry value="144" name="large vertical" />
422 </list>
423
424 <!--###################### default attributes ######################-->
425
426 <!--
427 The attributes of the default_type get added to all other types by default.
428 Every type can have an 'ignore' element however, which is used to specify
429 default attributes *not* to inherit.
430 -->
431 <default_type>
432 <attribute arch="name" editor="name" type="string">
433 This is the name of the object, displayed to the player.
434 </attribute>
435 <attribute arch="name_pl" editor="plural name" type="string">
436 This is the plural name of the object. A plural name must be set for
437 all items that can be picked up and collected by the player.
438 </attribute>
439 <attribute arch="title" editor="title" type="string">
440 This is the object's title. Once an object is identified the title is
441 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
442 </attribute>
443 <attribute arch="face" editor="image" type="string">
444 The image-name defines what image is displayed for this object in-game.
445 </attribute>
446 <attribute arch="nrof" editor="number" type="int">
447 This value determines the number of objects in one stack (for example:
448 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
449 any pickable object - otherwise it won't be mergeable into a stack.
450 </attribute>
451 <attribute arch="weight" editor="weight" type="int">
452 This value defines the object's weight in grams (1000g is 1kg). Objects with
453 zero weight are not pickable for players. Still, set the "non-pickable"-flag
454 for explicitly non-pickable objects (hey, this is opensource.. you
455 never know ;) ).
456 </attribute>
457 <attribute arch="value" editor="value" type="int">
458 Adds a certain value to the object: It will be worth that many times the
459 default value from it's archetype (E.g. "value = 3" means three times
460 worth the default value). Value for buying/selling will be
461 further modified by various factors. Hence, testing values in-game is
462 usually inevitable.
463 </attribute>
464 <attribute arch="glow_radius" editor="glow radius" type="int">
465 If &lt;glow radius&gt; is set to a value greater zero, the object
466 appears lit up on dark maps. &lt;glow radius&gt; can be a value
467 between 0 and 4, the higher, the more light does the object emit.
468 </attribute>
469 <attribute arch="material" editor="material" type="bitmask_material">
470 This bitmask-value informs the player of which material(s) the
471 object consists. Material does also affect how likely the object
472 can be destroyed by hazardous spell-effects.
473 </attribute>
474 <attribute arch="no_pick" editor="non-pickable" type="bool">
475 If set, the object cannot be picked up (Neither by players nor monsters).
476 </attribute>
477 <attribute arch="invisible" editor="invisible" type="bool">
478 Generally makes the object invisible. Depending on the object-type,
479 some can be made visible by the show_invisible spell. If in doubt, test it.
480 Putting an invisible object under the floor always prevents it from being
481 shown.
482 </attribute>
483 <attribute arch="blocksview" editor="block view" type="bool">
484 If an item is set to block view, players (and monsters) cannot
485 see byond it unless they cross it or manage to stand ontop.
486 </attribute>
487 <attribute arch="identified" editor="identified" type="bool">
488 If an item is identified, the player has full knowledge about it.
489 </attribute>
490 <attribute arch="unpaid" editor="unpaid" type="bool">
491 An &lt;unpaid&gt; item cannot be used unless a player carried it over
492 a shop mat, paying the demanded price. Setting this flag makes sense
493 only for pickable items inside shops.
494 </attribute>
495 </default_type>
496
497 <!-- This ignorelist is for all system objects which are non pickable
498 and invisible. They don't interact with players at all. -->
499 <ignore_list name="system_object">
500 <attribute arch="value" />
501 <attribute arch="nrof" />
502 <attribute arch="weight" />
503 <attribute arch="name_pl" />
504 <attribute arch="material" />
505 <attribute arch="no_pick" />
506 <attribute arch="unpaid" />
507 <attribute arch="title" />
508 <attribute arch="glow_radius" />
509 <attribute arch="identified" />
510 <attribute arch="blocksview" />
511 <attribute arch="invisible" />
512 </ignore_list>
513
514 <!-- This ignorelist is for non-pickable objects. They can be seen by
515 the player, but don't have values like material or weight. -->
516 <ignore_list name="non_pickable">
517 <attribute arch="value" />
518 <attribute arch="nrof" />
519 <attribute arch="weight" />
520 <attribute arch="name_pl" />
521 <attribute arch="material" />
522 <attribute arch="no_pick" />
523 <attribute arch="unpaid" />
524 <attribute arch="title" />
525 <attribute arch="identified" />
526 </ignore_list>
527
528 <!--####################################################################-->
529 <type number="0" name="Misc">
530 <required>
531 <!-- this is a special case: The "misc" type with type number 0 is
532 the fallback for all types which don't match any other defined types.
533 The required attribute "misc x" prevents that it gets confused with
534 other types like "monster & npc" which also have type number 0. -->
535 <attribute arch="misc" value="x" />
536 </required>
537 &movement_types_terrain;
538 <attribute arch="cursed" editor="cursed" type="bool">
539 Curses can have various effects: On equipment and food,
540 they generally harm the player in some way.
541 </attribute>
542 <attribute arch="damned" editor="damned" type="bool">
543 A damned item/floor on the ground makes it impossible for players
544 to use prayers on that spot. It also prevents players from saving.
545 Damnation on equipment works similar to a curse.
546 </attribute>
547 <attribute arch="unique" editor="unique item" type="bool">
548 Unique items exist only one time on a server. If the item
549 is taken, lost or destroyed - it's gone for good.
550 </attribute>
551 <attribute arch="startequip" editor="godgiven item" type="bool">
552 A godgiven item vanishes as soon as the player
553 drops it to the ground.
554 </attribute>
555 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
556 This text may describe the object.
557 </attribute>
558 </type>
559
560 <!--####################################################################-->
561 <type number="110" name="Ability">
562 <ignore>
563 <ignore_list name="system_object" />
564 </ignore>
565 <description><![CDATA[
566 Abilities are to be put in a monster's inventory. They grant monsters the
567 knowledge to cast spells. Spells from abilities are usually magical in
568 nature, thus adding magic attacktype to the spell-damage they produce.
569 <br><br>
570 A particularly nice feature of abilities is that they can hold two
571 spells: One for short range- and one for long range use.
572 \n\n
573 You should know that spellcasting monsters receive abilities via
574 &lt;treasurelist&gt;. ]]>
575 </description>
576 <use><![CDATA[
577 If you want to create "customized" spellcasting monsters, you
578 should use abilities (rather than spellbooks/wands or something).
579 The long/short-range spell feature can make boss-monsters more
580 interesting and challenging.
581 <br><br>
582 You should keep in mind that magic abilities allow players
583 to get better resistance. You can turn off the magic part to
584 make the spells more dangerous. However, this really shouldn't
585 be neccessary unless you work on very high level maps.
586 And what fun is a magic resistance cloak when it has no effect? ]]>
587 </use>
588 <attribute arch="invisible" value="1" type="fixed" />
589 <attribute arch="no_drop" value="1" type="fixed" />
590 <attribute arch="sp" editor="short range spell" type="spell">
591 The monster will use the specified &lt;short range spell&gt;
592 when the player is within 6-square radius (of the
593 monster's head).
594 </attribute>
595 <attribute arch="hp" editor="long range spell" type="nz_spell">
596 The monster will use the specified &lt;long range spell&gt;
597 when the player is at least 6 squares away (from the
598 monster's head).
599
600 Setting a &lt;long range spell&gt; is optional. If unset, the
601 &lt;short range spell&gt; gets used all the time.
602 </attribute>
603 <attribute arch="maxsp" editor="importance" type="int">
604 Sometimes you'll want a monster to use one ability more than others.
605 To achieve this, set the &lt;importance&gt; to a value greater than
606 one. Abilities with this value zero/unset are counted to be of
607 &lt;importance&gt; one.
608
609 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
610 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
611 times the "small fireball".
612 </attribute>
613 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
614 This flag specifies whether the ability &lt;is magical&gt; in nature.
615 If enabled, all spells produced by this ability will have magic
616 attacktype added to the usual attacktypes.
617
618 This should always be set for spell-like abilities. "Natural"
619 abilities like a dragon's firebreath are an exception.
620 Note that non-magical abilities are more dangerous because
621 magic resistance does not protect from those.</attribute>
622 </type>
623
624 <!--####################################################################-->
625 <type number="18" name="Altar">
626 <ignore>
627 <ignore_list name="non_pickable" />
628 </ignore>
629 <description><![CDATA[
630 When a player puts a defined number of certain items on the altar,
631 then either a spell is casted (on the player) or a connector is
632 triggered. If the latter is the case, the altar works only once.
633 Either way, the sacrificed item disappears. ]]>
634 </description>
635 <attribute arch="no_pick" value="1" type="fixed" />
636 &move_on;
637 <attribute arch="slaying" editor="match item name" type="string">
638 This string specifies the item that must be put on the altar to
639 activate it. It can either be the name of an archetype, or directly
640 the name of an object. Yet, titles are not recognized by altars.
641 Remember to put a note somewhere, telling the player what he is
642 expected to drop on the altar. (Often this is put in the altar's
643 name: E.g. "drop 100 platinums")
644 </attribute>
645 <attribute arch="food" editor="drop amount" type="int">
646 The drop amount specifies the amount of items (specified
647 in &lt;match item name&gt;) that must be dropped to activate the altar.
648
649 If &lt;match item name&gt; is set to "money", then the value of the
650 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
651 200 silver, 20 gold, or 4 platinum will all work.)
652
653 Note that the maximum possible for &lt;drop amount&gt; is 32767.
654 </attribute>
655 <attribute arch="connected" editor="connection" type="int">
656 If a connection value is set, the altar will trigger all objects
657 with the same value, when activated. This will only work once.
658 </attribute>
659 <attribute arch="sp" editor="spell" type="spell">
660 When activated, the selected &lt;spell&gt; will be casted (once, on the
661 player). This should work for any given spell. The altar will work
662 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
663 one altar.
664 </attribute>
665 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
666 This text will be displayed to the player
667 in the exact moment when the altar is activated.
668 </attribute>
669 </type>
670
671 <!--####################################################################-->
672 <type number="31" name="Altar Trigger">
673 <ignore>
674 <ignore_list name="non_pickable" />
675 </ignore>
676 <description><![CDATA[
677 Altar_triggers work pretty much like normal altars
678 (drop sacrifice -> connection activated), except for the fact that
679 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
680 </description>
681 <use><![CDATA[
682 Altar_triggers are very useful if you want to charge a price for...
683 <UL>
684 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
685 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
686 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
687 </UL>
688 The big advantage over normal altars is the infinite usability
689 of altar_triggers! If there are ten players on one server, they're
690 quite grateful if things work more than once. =) ]]>
691 </use>
692 <attribute arch="no_pick" value="1" type="fixed" />
693 <attribute arch="slaying" editor="match item name" type="string">
694 This string specifies the item that must be put on the altar to
695 activate it. It can either be the name of an archetype, or directly
696 the name of an object. Yet, titles are not recognized by altars.
697 Remember to put a note somewhere, telling the player what he is
698 expected to drop on the altar. (Often this is put in the altar's
699 name: E.g. "drop 100 platinums")
700 </attribute>
701 <attribute arch="food" editor="drop amount" type="int">
702 The drop amount specifies the amount of items (specified
703 in &lt;match item name&gt;) that must be dropped to activate the altar.
704
705 If &lt;match item name&gt; is set to "money", then the value of the
706 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
707 200 silver, 20 gold, or 4 platinum will all work.)
708
709 Note that the maximum possible for &lt;drop amount&gt; is 32767.
710 </attribute>
711 <attribute arch="connected" editor="connection" type="int">
712 If a connection value is set, the altar will trigger all objects
713 with the same value, when activated. This will only work once.
714 </attribute>
715 <attribute arch="sp" editor="spell" type="spell">
716 When activated, this &lt;spell&gt; will be casted (once, on the player).
717 This should work for any given spell. The altar will work infinitely
718 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
719 </attribute>
720 <attribute arch="exp" editor="reset time" type="int">
721 Being activated, the altar will reset after &lt;reset time&gt; ticks.
722 After reset, the altar is ready to be activated once again.
723 The default &lt;reset time&gt; is 30.
724 </attribute>
725 <attribute arch="last_sp" editor="ignore reset" type="bool">
726 If this attribute is enabled, the altar_trigger won't push the
727 connected value by altar reset. Only ONCE by dropping the sacrifice.
728 This is typically used when the altar is connected to a creator,
729 e.g. for selling tickets.
730
731 If this attribute is disabled (default), the altar_trigger
732 will push the connected value TWICE per sacrifice: First by
733 dropping sacrifice, second by reset. This mode is typically
734 used for altars being connected to gates, resulting in the
735 gate being opened and closed again.
736 </attribute>
737 &move_on;
738 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
739 This text will be displayed to the player
740 in the exact moment when the altar is activated.
741 </attribute>
742 </type>
743
744 <!--####################################################################-->
745 <type number="39" name="Amulet">
746 <description><![CDATA[
747 Wearing an amulet, the object's stats will directly be inherited to
748 the player. Amulets are usually meant for protection and defense. ]]>
749 </description>
750 <use><![CDATA[
751 Feel free to create your own special artifacts. However, it is very
752 important that you keep your artifact in balance with existing maps. ]]>
753 </use>
754 <attribute arch="ac" editor="armour class" type="int">
755 This value defines the amount of armour-class bonus for wearing
756 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
757 values are better. It should usually be set only for armour-like equipment.
758 </attribute>
759 <attribute arch="wc" editor="weapon class" type="int">
760 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
761 melee attacks. Weapon class improves the chance of hitting the opponent.
762 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
763 be set only for weapon-like items. Lower values are better.
764 </attribute>
765 <attribute arch="item_power" editor="item power" type="int">
766 The &lt;item power&gt; value measures how "powerful" an artifact is.
767 Players will only be able to wear equipment with a certain total
768 amount of &lt;item power&gt;, depending on their own level. This is the
769 only way to prevent low level players to wear "undeserved" equipment
770 (like gifts from other players or cheated items).
771
772 It is very important to adjust the &lt;item power&gt; value carefully
773 for every artifact you create! If zero/unset, the CF server will
774 calculate a provisional value at runtime, but this is never
775 going to be an accurate measurement of &lt;item power&gt;.
776 </attribute>
777 <attribute arch="damned" editor="damnation" type="bool">
778 A damned piece of equipment cannot be unwielded unless the curse
779 is removed. Removing damnations is a tick harder than removing curses.
780 </attribute>
781 <attribute arch="cursed" editor="curse" type="bool">
782 A cursed piece of equipment cannot be unwielded
783 unless the curse is removed.
784 </attribute>
785 <attribute arch="lifesave" editor="save life" type="bool">
786 An item with this flag enabled will save the players life
787 for one time: When the player is wearing this item and his
788 health points reach zero, the item disappears, replenishing
789 half of the player's health.
790
791 An item with &lt;save life&gt; should not have
792 any decent additional bonuses!
793 </attribute>
794 <attribute arch="unique" editor="unique item" type="bool">
795 Unique items exist only one time on a server. If the item
796 is taken, lost or destroyed - it's gone for good.
797 </attribute>
798 <attribute arch="startequip" editor="godgiven item" type="bool">
799 A godgiven item vanishes as soon as the player
800 drops it to the ground.
801 </attribute>
802 <attribute arch="applied" editor="is applied" type="bool">
803 If you put this item into the inventory of a monster, and
804 you want the monster to use/wear the item - you must set
805 &lt;is applied&gt;.
806 Enabling this flag doesn't make any sense if the item
807 is NOT in a monster's inventory.
808 </attribute>
809 <section name="resistance">
810 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
811 This adds physical resistance to the item (= armour value). The number is
812 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
813 and what they require to do for getting this-and-that artifact.
814 </attribute>
815 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
816 This adds magic resistance to the item. The number is a percent-value in
817 the range 0-100. Treat this with CARE. Look at other maps and what they
818 require to do for getting this-and-that artifact.
819 </attribute>
820 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
821 This adds fire resistance to the item. The number is a percent-value in
822 the range 0-100. Treat this with CARE. Look at other maps and what they
823 require to do for getting this-and-that artifact.
824 </attribute>
825 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
826 This adds electricity resistance to the item. The number is a percent-value in
827 the range 0-100. Treat this with CARE. Look at other maps and what they
828 require to do for getting this-and-that artifact.
829 </attribute>
830 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
831 This adds fire resistance to the item. The number is a percent-value in
832 the range 0-100. Treat this with CARE. Look at other maps and what they
833 require to do for getting this-and-that artifact.
834 </attribute>
835 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
836 This adds confusion resistance to the item. The number is a percent-value in
837 the range 0-100. Confusion resistance is not very effective
838 unless the value comes close to 100 (= perfect immunity).
839 </attribute>
840 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
841 This adds acid resistance to the item. The number is a percent-value in
842 the range 0-100. Treat this with CARE. Look at other maps and what they
843 require to do for getting this-and-that artifact.
844 </attribute>
845 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
846 This adds draining resistance to the item. The number is a percent-value
847 in the range 0-100. Draining resistance is little effective
848 unless the value is 100 (= perfect immunity).
849 </attribute>
850 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
851 This adds weaponmagic resistance to the item. The number is a percent-value in
852 the range 0-100. Weaponmagic resistance generally should not exist on
853 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
854 are not meant to be easily resisted.
855 </attribute>
856 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
857 This adds ghosthit resistance to the item. The number is a percent-value
858 in the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
862 This adds poison resistance to the item. The number is a percent-value in
863 the range 0-100. Treat this with CARE. Look at other maps and what they
864 require to do for getting this-and-that artifact.
865 </attribute>
866 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
867 This adds fear resistance to the item. The number is a percent-value in
868 the range 0-100. Resistance to fear is pretty useless.
869 </attribute>
870 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
871 This adds paralyze resistance to the item. The number is a percent-value in
872 the range 0-100. Paralyze resistance is little effective
873 unless the value is 100 (= perfect immunity).
874 </attribute>
875 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
876 This adds fear resistance to the item. The number is a percent-value in
877 the range 0-100. Resistance to fear is pretty useless.
878 </attribute>
879 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
880 This adds depletion resistance to the item. The number is a percent-value
881 in the range 0-100. Depletion resistance is little effective
882 unless the value is 100 (= perfect immunity).
883 </attribute>
884 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
885 This adds death-attack resistance to the item. The number is a
886 percent-value in the range 0-100. Death-attack resistance is little
887 effective unless the value is 100 (= perfect immunity).
888 Generally, resistance to death-attack is not supposed to be
889 available to players!
890 </attribute>
891 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
892 This adds chaos resistance to the item. The number is a percent-value in
893 the range 0-100. Treat this with CARE. Look at other maps and what they
894 require to do for getting this-and-that artifact.
895 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
896 combination of other attacktypes.
897 </attribute>
898 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
899 This adds blinding resistance to the item. The number is a percent-value
900 in the range 0-100. Treat this with CARE. Look at other maps and what they
901 require to do for getting this-and-that artifact.
902 </attribute>
903 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
904 This adds holy power resistance to the item. The number is a percent-value
905 in the range 0-100. Holy power is the attacktype that holyword-type spells
906 use to hurt undead creatures. This kind of resistance is only reasonable
907 for undead players (wraith or devourer cult).
908 Generally, resistance to holy word should not be available for players.
909 </attribute>
910 </section>
911 <section name="stats">
912 <attribute arch="Str" editor="strength" type="int">
913 The player's strentgh will rise/fall by the given value
914 while wearing this piece of equipment.
915 </attribute>
916 <attribute arch="Dex" editor="dexterity" type="int">
917 The player's dexterity will rise/fall by the given value
918 while wearing this piece of equipment.
919 </attribute>
920 <attribute arch="Con" editor="constitution" type="int">
921 The player's constitution will rise/fall by the given value
922 while wearing this piece of equipment.
923 </attribute>
924 <attribute arch="Int" editor="intelligence" type="int">
925 The player's intelligence will rise/fall by the given value
926 while wearing this piece of equipment.
927 </attribute>
928 <attribute arch="Pow" editor="power" type="int">
929 The player's power will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Wis" editor="wisdom" type="int">
933 The player's wisdom will rise/fall by the given value while
934 wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Cha" editor="charisma" type="int">
937 The player's charisma will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 </section>
941 <section name="misc">
942 <attribute arch="luck" editor="luck bonus" type="int">
943 With positive luck bonus, the player is more likely to
944 succeed in all sorts of things (spellcasting, praying,...).
945 Unless the &lt;luck bonus&gt; is very high, the effect will be
946 barely visible in-game. Luck bonus on one piece of equipment
947 should never exceed 3, and such bonus should not be too
948 frequently available.
949 </attribute>
950 <attribute arch="hp" editor="health regen." type="int">
951 Positive &lt;health regen.&gt; bonus speeds up the
952 player's healing process. Negative values slow it down.
953 </attribute>
954 <attribute arch="sp" editor="mana regen." type="int">
955 Positive &lt;mana regen.&gt; bonus speeds up the
956 player's mana regeneration. Negative values slow it down.
957 </attribute>
958 <attribute arch="grace" editor="grace regen." type="int">
959 Positive &lt;grace regen.&gt; bonus speeds up the
960 player's grace regeneration. Negative values slow it down.
961 Since grace can be regenerated rather easy with praying,
962 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
963 </attribute>
964 <attribute arch="food" editor="food bonus" type="int">
965 Positive &lt;food bonus&gt; slows down the player's digestion,
966 thus he consumes less food. Negative values speed it up.
967
968 Note that food is consumed not only for "being alive", but
969 also for healing and mana-regeneration.
970 &lt;food bonus&gt; only affects the amount of food consumed
971 for "being alive". Hence, even with high &lt;food bonus&gt;,
972 during a fight a player can run out of food quickly.
973 </attribute>
974 <attribute arch="xrays" editor="xray vision" type="bool">
975 Xray vision allows the player to see through obstacles
976 in a two-square-wide radius. This is extremely helpful and
977 desirable, so don't give it away for cheap on equipment.
978 </attribute>
979 <attribute arch="stealth" editor="stealth" type="bool">
980 Stealth allows the player to move silently.
981 This comes to effect if a player turns himself
982 invisible and tries to sneak around monsters.
983 (At least that was the idea behind it)
984 </attribute>
985 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
986 If a player is wearing any piece of equipment with
987 the ability to &lt;reflect spells&gt;, all kinds of
988 spell-bullets and -beams will bounce off him.
989 This works only about 90% of all times, to
990 avoid players being completely immune to certain
991 types of attacks.
992
993 This is a very powerful ability and it
994 shouldn't be handed out cheap!
995 </attribute>
996 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
997 If a player is wearing any piece of equipment with
998 the ability to &lt;reflect missiles&gt;, all kinds of
999 projectiles (e.g. arrows, bolts, boulders) will
1000 bounce off him. This works only about 90% of all
1001 times, to avoid players being completely immune to
1002 certain types of attacks.
1003 </attribute>
1004 &move_type;
1005 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1006 Click on the &lt;attuned paths&gt; button to select spellpaths.
1007 The player will get attuned to the specified spellpaths
1008 while wearing this item.
1009 </attribute>
1010 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1011 Click on the &lt;repelled paths&gt; button to select spellpaths.
1012 The player will get repelled to the specified spellpaths
1013 while wearing this item.
1014 </attribute>
1015 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1016 Click on the &lt;denied paths&gt; button to select spellpaths.
1017 The specified spellpaths will be denied to the player
1018 while wearing this item.
1019 </attribute>
1020 </section>
1021 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1022 This text describes the item's "story". Every decent artifact
1023 should have such a description.
1024 </attribute>
1025 </type>
1026
1027 <!--####################################################################-->
1028 <type number="58" name="Battleground">
1029 <ignore>
1030 <ignore_list name="non_pickable" />
1031 </ignore>
1032 <description><![CDATA[
1033 Battleground is very special: In short, players can die on battleground
1034 without any death penalties. They don't loose or gain experience
1035 while on battleground. Acid, draining and depletion effects don't
1036 work either.
1037 When a player dies on battleground, he gets teleported to an exit
1038 location which is defined in the battleground object. ]]>
1039 </description>
1040 <use><![CDATA[
1041 Battleground is only meant for player vs. player duels. You can
1042 design combat arenas similiar to the one in scorn.<br>
1043 What should NEVER be done is placing battleground tiles in
1044 open dungeons or other free kinds of land.
1045 It must not be possible to gain significant treasure for fighting
1046 on battleground, because it bears no risk.<br><br>
1047 (Battleground will cease to work when the image or name is changed,
1048 or when it is placed beneath another floor tile.
1049 This is not a bug, it is there to prevent any attempts of placing
1050 "hidden" battleground tiles anywhere.) ]]>
1051 </use>
1052 <attribute arch="no_pick" value="1" type="fixed" />
1053 <attribute arch="is_floor" value="1" type="fixed" />
1054 <attribute arch="hp" editor="destination X" type="int">
1055 The exit destinations define the (x, y)-coordinates where players
1056 get teleported after they died on this battleground.
1057 </attribute>
1058 <attribute arch="sp" editor="destination Y" type="int">
1059 The exit destinations define the (x, y)-coordinates where players
1060 get teleported after they died on this battleground.
1061 </attribute>
1062 </type>
1063
1064 <!--####################################################################-->
1065 <type number="8" name="Book">
1066 <description><![CDATA[
1067 Applying a book, the containing message is displayed to the player. ]]>
1068 </description>
1069 <attribute arch="level" editor="literacy level" type="int">
1070 If this value is set to be greater than zero, the player needs a
1071 certain literacy level to succeed reading the book. The book can be
1072 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1073 book can be a nice idea, personally I like it when a player needs
1074 more than his fighting skills to solve a quest. However, keep the
1075 booklevel at least below 15 because it is quite hard to gain high
1076 mental levels.
1077 </attribute>
1078 <attribute arch="startequip" editor="godgiven item" type="bool">
1079 A godgiven item vanishes as soon as the player
1080 drops it to the ground.
1081 </attribute>
1082 <attribute arch="unique" editor="unique item" type="bool">
1083 Unique items exist only one time on a server. If the item
1084 is taken, lost or destroyed - it's gone for good.
1085 </attribute>
1086 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1087 This is the text that appears "written" in the book.
1088 </attribute>
1089 <attribute arch="slaying" editor="key string" type="string">
1090 This is the key string of the book. The key string is checked by an inventory checker.
1091 (This is used eg. for the gate/port passes in scorn)
1092 </attribute>
1093 </type>
1094
1095 <!--####################################################################-->
1096 <type number="99" name="Boots">
1097 <import_type name="Amulet" />
1098 <description><![CDATA[
1099 Wearing boots, the object's stats will directly be inherited to
1100 the player. Usually enhancing his speed, or granting some minor
1101 protection bonus. ]]>
1102 </description>
1103 <use><![CDATA[
1104 Feel free to create your own special artifacts. However, it is very
1105 important that you keep your artifact in balance with existing maps. ]]>
1106 </use>
1107 <attribute arch="exp" editor="speed bonus" type="int">
1108 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1109 while worn. This kind of bonus is quite desirable for players of low-
1110 and medium level. High level players usually have fastest possible
1111 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1112 Still, this bonus is good for nice artifacts - not everything has
1113 to be for highest level.
1114 </attribute>
1115 <attribute arch="magic" editor="magic bonus" type="int">
1116 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1117 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1118 than direct armour-class bonus on the boots.
1119
1120 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1121 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1122 </attribute>
1123 </type>
1124
1125 <!--####################################################################-->
1126 <type number="104" name="Bracers">
1127 <import_type name="Amulet" />
1128 <description><![CDATA[
1129 Bracers are armour-plates worn around the wrists.
1130 Wearing bracer, the object's stats will directly be inherited to
1131 the player. Usually enhancing his defense. ]]>
1132 </description>
1133 <use><![CDATA[
1134 Feel free to create your own special artifacts. However, it is very
1135 important that you keep your artifact in balance with existing maps. ]]>
1136 </use>
1137 <attribute arch="magic" editor="magic bonus" type="int">
1138 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1139 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1140 than direct armour-class bonus on the bracers.
1141 </attribute>
1142 </type>
1143
1144 <!--####################################################################-->
1145 <type number="16" name="Brestplate Armour">
1146 <import_type name="Amulet" />
1147 <description><![CDATA[
1148 Wearing an armour, the object's stats will directly be inherited to
1149 the player. Usually enhancing his defense. ]]>
1150 </description>
1151 <use><![CDATA[
1152 Feel free to create your own special artifacts. However, it is very
1153 important that you keep your artifact in balance with existing maps. ]]>
1154 </use>
1155 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1156 This poses a penalty to spell regeneration speed, for wearing the armour.
1157 The bigger the spellpoint penalty, the worse.
1158 </attribute>
1159 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1160 Slowdown penalty reduces the player's walking speed when wearing the
1161 armour. Bigger values are worse - zero is best.
1162 </attribute>
1163 <attribute arch="magic" editor="magic bonus" type="int">
1164 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1165 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1166 than direct armour-class bonus on the armour.
1167 </attribute>
1168 </type>
1169
1170 <!--####################################################################-->
1171 <type number="92" name="Button">
1172 <ignore>
1173 <ignore_list name="non_pickable" />
1174 </ignore>
1175 <description><![CDATA[
1176 When a predefined amount of weigh is placed on a button, the
1177 &lt;connection&gt; value is triggered. In most cases this happens when a
1178 player or monster steps on it. When the button is "released", the
1179 &lt;connection&gt; value get's triggered a second time. ]]>
1180 </description>
1181 &move_on;
1182 &move_off;
1183 <attribute arch="no_pick" value="1" type="fixed" />
1184 <attribute arch="weight" editor="press weight" type="int">
1185 The button is pressed (triggered), as soon as
1186 &lt;press weigh&gt; gram are placed ontop of it.
1187 </attribute>
1188 <attribute arch="connected" editor="connection" type="int">
1189 Every time the button is pressed or released, all objects
1190 with the same &lt;connection&gt; value are activated.
1191 </attribute>
1192 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1193 This text may describe the item. You can use this
1194 message to explain the button's purpose to the player.
1195 </attribute>
1196 </type>
1197
1198 <!--####################################################################-->
1199 <type number="30" name="Button Trigger">
1200 <import_type name="Button" />
1201 <ignore>
1202 <ignore_list name="non_pickable" />
1203 </ignore>
1204 <description><![CDATA[
1205 Handle buttons are buttons which reset after a short period
1206 of time. Every time it is either applied or reset, the
1207 &lt;connection&gt; value is triggered. ]]>
1208 </description>
1209 </type>
1210
1211 <!--####################################################################-->
1212 <type number="37" name="Class Changer">
1213 <ignore>
1214 <ignore_list name="non_pickable" />
1215 </ignore>
1216 <description><![CDATA[
1217 Class changer are used while creating a character. ]]>
1218 </description>
1219 <attribute arch="randomitems" editor="class items" type="treasurelist">
1220 This entry determines which initial items the character receives.
1221 </attribute>
1222 <section name="stats">
1223 <attribute arch="Str" editor="strength" type="int">
1224 The player's strength will rise by the given value if he chooses this
1225 class. (Negative values make strength fall)
1226 </attribute>
1227 <attribute arch="Dex" editor="dexterity" type="int">
1228 The player's dexterity will rise by the given value if he chooses this
1229 class. (Negative values make dexterity fall)
1230 </attribute>
1231 <attribute arch="Con" editor="constitution" type="int">
1232 The player's constitution will rise by the given value if he chooses this
1233 class. (Negative values make constitution fall)
1234 </attribute>
1235 <attribute arch="Int" editor="intelligence" type="int">
1236 The player's intelligence will rise by the given value if he chooses this
1237 class. (Negative values make intelligence fall)
1238 </attribute>
1239 <attribute arch="Pow" editor="power" type="int">
1240 The player's power will rise by the given value if he chooses this
1241 class. (Negative values make power fall)
1242 </attribute>
1243 <attribute arch="Wis" editor="wisdom" type="int">
1244 The player's wisdom will rise by the given value if he chooses this
1245 class. (Negative values make wisdom fall)
1246 </attribute>
1247 <attribute arch="Cha" editor="charisma" type="int">
1248 The player's charisma will rise by the given value if he chooses this
1249 class. (Negative values make charisma fall)
1250 </attribute>
1251 </section>
1252 </type>
1253
1254 <!--####################################################################-->
1255 <type number="87" name="Cloak">
1256 <import_type name="Amulet" />
1257 <description><![CDATA[
1258 Wearing a cloak, the object's stats will directly be inherited to
1259 the player. Cloaks usually add minor &lt;armour class&gt; and
1260 sometimes a bit of resistance. ]]>
1261 </description>
1262 <use><![CDATA[
1263 Feel free to create your own special artifacts. However, it is very
1264 important that you keep your artifact in balance with existing maps. ]]>
1265 </use>
1266 <attribute arch="magic" editor="magic bonus" type="int">
1267 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1268 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1269 than direct armour-class bonus on the cloak.
1270
1271 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1272 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1273 </attribute>
1274 </type>
1275
1276 <!--####################################################################-->
1277 <type number="9" name="Clock">
1278 <description><![CDATA[
1279 Applying a clock, the time is displayed to the player. ]]>
1280 </description>
1281 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1282 This text may describe the item
1283 </attribute>
1284 </type>
1285
1286 <!--####################################################################-->
1287 <type number="122" name="Container">
1288 <description><![CDATA[
1289 A player can put (certain kinds of) items in the container.
1290 The overall weight of items is reduced when put inside a
1291 container, depending on the settings.
1292 <br><br>
1293 A special feature of containers is the "cauldron",
1294 capable of mixing alchemical receipes. ]]>
1295 </description>
1296 <use><![CDATA[
1297 Note on chests - There are two types of chests:
1298 <UL>
1299 <LI> First the random treasure chests - Those are NOT containers
1300 (but object type Treasure), they create random treasures when
1301 applied. Archetype name is "chest".
1302 <LI> Second there are the permanent chests - Those are containers,
1303 they can be opened and closed again. Archetype name is "chest_2".
1304 </UL> ]]>
1305 </use>
1306 <attribute arch="race" editor="container class" type="string">
1307 If set, the container will hold only certain types of objects.
1308 Possible choices for &lt;container class&gt; are: "gold and jewels",
1309 "arrows" and "keys".
1310
1311 Unfortunately it is not easy to create new container
1312 classes, because items need a matching counterpiece-attribute
1313 to the &lt;container class&gt; before they can be put inside a
1314 container. This attribute ("race") is set only for the existing
1315 container classes.
1316 </attribute>
1317 <attribute arch="slaying" editor="key string" type="string">
1318 If &lt;key string&gt; is set, only players with a special key
1319 of matching &lt;key string&gt; are able to open the container.
1320 </attribute>
1321 <attribute arch="container" editor="maximum weight" type="int">
1322 The container can hold a maximum total weight of the given value
1323 in gram. Note that this weight limit is calculated *after* the
1324 weight reduction (&lt;reduce weight&gt;) has been applied.
1325 </attribute>
1326 <attribute arch="Str" editor="reduce weight %" type="int">
1327 This value determines how much the weight of items is reduced in
1328 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1329 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1330 Most default values are in the range of ten.
1331 </attribute>
1332 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1333 If set, the container can be used as alchemy-cauldron.
1334 The player can put ingredients inside, close it, cast alchemy
1335 and if his formulae is true, he'll get what he longed for.
1336 </attribute>
1337 <attribute arch="unique" editor="unique item" type="bool">
1338 Unique items exist only one time on a server. If the item
1339 is taken, lost or destroyed - it's gone for good.
1340 All contents of a unique container are unique as well.
1341 </attribute>
1342 <attribute arch="startequip" editor="godgiven item" type="bool">
1343 A godgiven item vanishes as soon as the player
1344 drops it to the ground.
1345 </attribute>
1346 <attribute arch="other_arch" editor="animation arch" type="string">
1347 This is used for a certain kind of... "animation" when
1348 opening the container. Stick to the default arches here
1349 and you won't get into trouble.
1350 </attribute>
1351 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1352 This text may contain a description of the container.
1353 </attribute>
1354 </type>
1355
1356 <!--####################################################################-->
1357 <type number="103" name="Converter">
1358 <ignore>
1359 <attribute arch="value" />
1360 <attribute arch="nrof" />
1361 <attribute arch="name_pl" />
1362 <attribute arch="no_pick" />
1363 <attribute arch="unpaid" />
1364 <attribute arch="title" />
1365 </ignore>
1366 <description><![CDATA[
1367 Converters are like "exchange tables". When the player drops a
1368 specific type of items, they get converted into other items, at a
1369 predefined exchange-ratio. ]]>
1370 </description>
1371 <use><![CDATA[
1372 Converters are better than shopping with doormats, because the
1373 converters never get sold out. For some items like food or jewels
1374 those "exchange tables" are really nice, while for the more important
1375 stuff like potions converters should not exist.
1376 <br><br>
1377 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1378 items on a converter, the stuff you get must be of equal or lesser
1379 value than before! (Except if you are using "rare" items like
1380 dragonscales for payment). The code will not check if your ratio is
1381 sane, so the player could gain infinite wealth by using your converter. ]]>
1382 </use>
1383 <attribute arch="no_pick" value="1" type="fixed" />
1384 <attribute arch="slaying" editor="cost arch" type="string">
1385 &lt;cost arch&gt; is the name of the archetype the player has to
1386 put on the converter, as payment.
1387 </attribute>
1388 <attribute arch="food" editor="cost number" type="int">
1389 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1390 on the converter, in order to get &lt;receive number&gt; items
1391 of &lt;receive arch&gt;.
1392 </attribute>
1393 <attribute arch="other_arch" editor="receive arch" type="string">
1394 &lt;receive arch&gt; is the name of the archetype to convert into.
1395 This field is ignored if the converter has items in inventory. In this
1396 case one of the inventory items is duplicated. The duplicated item is
1397 randomly chosen from all items present.
1398 </attribute>
1399 <attribute arch="sp" editor="receive number" type="int">
1400 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1401 on the converter, in order to get &lt;receive number&gt; items
1402 of &lt;receive arch&gt;.
1403 </attribute>
1404 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1405 This text may contain a description of the converter.
1406 </attribute>
1407 </type>
1408
1409 <!--####################################################################-->
1410 <type number="42" name="Creator">
1411 <ignore>
1412 <ignore_list name="system_object" />
1413 </ignore>
1414 <description><![CDATA[
1415 A creator is an object which creates another object when it
1416 is triggered. The child object can be anything. Creators are
1417 VERY useful for all kinds of map-mechanisms. ]]>
1418 </description>
1419 <use><![CDATA[
1420 Don't hesitate to hide your creators under the floor.
1421 The created items will still always appear ontop of the floor. ]]>
1422 </use>
1423 <attribute arch="no_pick" value="1" type="fixed" />
1424 <attribute arch="other_arch" editor="create arch" type="string">
1425 This string defines the object that will be created.
1426 You can choose any of the existing arches.
1427 This field is ignored if the creator has items in inventory. In this case
1428 one of the inventory items is duplicated. The duplicated item is randomly
1429 chosen from all items present.
1430 </attribute>
1431 <attribute arch="connected" editor="connection" type="int">
1432 Whenever the connection value is activated,
1433 the creator gets triggered.
1434 </attribute>
1435 <attribute arch="lifesave" editor="infinit uses" type="bool">
1436 If &lt;infinit uses&gt; is set, the creator will work
1437 infinitely, regardless of the value in &lt;number of uses&gt;.
1438 </attribute>
1439 <attribute arch="hp" editor="number of uses" type="int">
1440 The creator can be triggered &lt;number of uses&gt; times, thus
1441 creating that many objects, before it dissappears.
1442 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1443 </attribute>
1444 <attribute arch="slaying" editor="name of creation" type="string">
1445 The created object will bear the name and title specified in &lt;name of
1446 creation&gt;. If nothing is set, the standard name and title of the
1447 archetype is used.
1448 </attribute>
1449 <attribute arch="level" editor="level of creation" type="int">
1450 The created object will be of that level. If zero/unset,
1451 the standard level of the archetype is used.
1452 </attribute>
1453 </type>
1454
1455 <!--####################################################################-->
1456 <type number="51" name="Detector">
1457 <ignore>
1458 <ignore_list name="system_object" />
1459 </ignore>
1460 <description><![CDATA[
1461 Detectors work quite much like inv. checkers/pedestals: If the detector
1462 finds a specific object, it toggles its connected value.
1463 <br><br>
1464 What is "unique" about them, compared to inv. checkers/ pedestals?
1465 - First, detectors check their square for a match periodically, not
1466 instantly. Second, detectors check directly for object names. Third,
1467 detectors do not check the inventory of players/monsters. ]]>
1468 </description>
1469 <use><![CDATA[
1470 There is one major speciality about detectors: You can detect spells
1471 blown over a detector! To detect a lighting bolt for example, set
1472 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1473 walls, this can be very useful for map-mechanisms. ]]>
1474 </use>
1475 <attribute arch="no_pick" value="1" type="fixed" />
1476 <attribute arch="slaying" editor="match name" type="string">
1477 &lt;match name&gt; specifies the name of the object we are looking for.
1478 Actually it does also check for the &lt;key string&gt; in key-objects,
1479 but for this case inventory checkers are often more powerful to use.
1480 </attribute>
1481 <attribute arch="connected" editor="connection" type="int">
1482 When the detector is triggered, all objects with the same
1483 connection value get activated.
1484 </attribute>
1485 <attribute arch="speed" editor="detection speed" type="float">
1486 This value defines the time between two detector-checks.
1487 If you want the detector to behave almost like pedestals/buttons,
1488 set speed rather high, like &lt;detection speed&gt; 1.0.
1489 </attribute>
1490 </type>
1491
1492 <!--####################################################################-->
1493 <type number="112" name="Director">
1494 <ignore>
1495 <ignore_list name="non_pickable" />
1496 </ignore>
1497 <description><![CDATA[
1498 Directors change the direction of spell objects and other projectiles
1499 that fly past. Unlike spinners, directors always move objects in the
1500 same direction. It does not make a difference from what angle you
1501 shoot into it.<br>
1502 Directors are visible per default. ]]>
1503 </description>
1504 <use><![CDATA[
1505 Directors are rarely used in maps. Sometimes they are placed to
1506 change the direction of spells coming out of magic walls,
1507 "channeling" spell-projectiles in some direction. When doing this,
1508 <B>never place directors facing each other with magic walls fireing
1509 into them!</B> The spell-projectiles bouncing between the directors
1510 would accumulate to huge numbers and at some point slow down the
1511 server by eating memory- and CPU-time.
1512 <br><br>
1513 You'd better not place directors in monster vs. player combat
1514 areas too much, because that freaks out wizard-type players. ]]>
1515 </use>
1516 <attribute arch="sp" editor="direction" type="list_direction">
1517 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1518 A director with direction &lt;none&gt; simply stops projectiles.
1519 (The latter works out a bit strange for some spells).
1520 </attribute>
1521 &move_on;
1522 </type>
1523
1524 <!--####################################################################-->
1525 <type number="158" name="Disease">
1526 <ignore>
1527 <ignore_list name="system_object" />
1528 </ignore>
1529 <description><![CDATA[
1530 Diseases are an intersting form of spellcraft in Crossfire.
1531 Once casted, they can spread out and infect creatures in a large
1532 area. Being infected can have various effects, from amusing farts
1533 to horrible damage - almost everything is possible. ]]>
1534 </description>
1535 <use><![CDATA[
1536 Diseases are extremely flexible and usable in a many ways.
1537 So far they are mostly used for causing bad, unwanted effects.
1538 You could just as well create a disease which helps the player
1539 (recharging mana for example).
1540 Infection with a "positive disease" could even be a quest reward. ]]>
1541 </use>
1542 <attribute arch="invisible" value="1" type="fixed" />
1543 <attribute arch="level" editor="plaque level" type="int">
1544 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1545 This mainly reflects in the &lt;damage&gt;. It has no effect on
1546 most other symptoms. Neverthless, it is a very important value for
1547 all damage-inflicting diseases.
1548 </attribute>
1549 <attribute arch="race" editor="infect race" type="string">
1550 The disease will only infect creatures of the specified &lt;race&gt;.
1551 "&lt;race&gt; *" means every creature can be infected.
1552 </attribute>
1553 <attribute arch="ac" editor="progressiveness" type="int">
1554 Every time the disease "moves" the severity of the symptoms are increased
1555 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1556 </attribute>
1557 <section name="spreading">
1558 <attribute arch="wc" editor="infectiosness" type="int">
1559 The &lt;infectiosness&gt; defines the chance of new creatures getting
1560 infected. If you set this too high, the disease is very likely to
1561 be too effective.
1562
1563 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1564 </attribute>
1565 <attribute arch="last_grace" editor="attenuation" type="int">
1566 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1567 everytime it infects someone new. This limits how many generations
1568 a disease can propagate.
1569 </attribute>
1570 <attribute arch="magic" editor="infection range" type="int">
1571 &lt;infection range&gt; sets the range at which infection may occur.
1572 If positive, the &lt;infection range&gt; is level dependant - If negative,
1573 it is not:
1574 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1575 six square range, and &lt;plaque level&gt; doesn't modify that.
1576 </attribute>
1577 <attribute arch="maxhp" editor="persistence" type="int">
1578 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1579 The disease can "move" &lt;persistence&gt; times outside a host before it
1580 vanishes. A negative value means the disease lasts for permanent
1581 (which is only recommended to use in maps without monsters).
1582 </attribute>
1583 <attribute arch="maxgrace" editor="curing duration" type="int">
1584 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1585 (Assuming the host survives and doesn't use a curing spell).
1586 After this period the disease is naturally cured, which provides the
1587 host with immunity from this particular disease of lower or equal level.
1588
1589 A negative value means the disease can never be cured naturally.
1590
1591 Note that this value can be further modulated by spell-parameters,
1592 if the disease is registered as spell in the code. Due to that,
1593 most default diseases take a lot longer to cure than it seems.
1594 </attribute>
1595 <attribute arch="speed" editor="moving speed" type="float">
1596 The &lt;speed&gt; of the disease determines how fast the disease will
1597 "move", thus how fast the symptoms strike the host.
1598 </attribute>
1599 </section>
1600 <section name="symptoms">
1601 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1602 The disease will attack the host with the given &lt;attacktype&gt;.
1603 Godpower attacktype is commonly used for "unresistable" diseases.
1604 </attribute>
1605 <attribute arch="dam" editor="damage" type="int">
1606 A disease with a positive &lt;damage&gt; value will strike the player for that
1607 amount of damage every time the symptoms occur.
1608 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1609 the player's health is reduced by 10% every time the symptoms strike.
1610
1611 Diseases with %-based damage can be dangerous - but not deadly -
1612 for players of all levels.
1613 </attribute>
1614 <attribute arch="other_arch" editor="create arch" type="string">
1615 If set, the specified arch is created and dropped every time the
1616 symptoms strike.
1617
1618 This can be various things: farts, body pieces, eggs ...
1619 Even monsters can be created that way. You could also make a
1620 disease where some exotic stuff like money/gems is created.
1621 </attribute>
1622 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1623 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1624 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1625 </attribute>
1626 <attribute arch="exp" editor="exp. for curing" type="int">
1627 When the player manages to cure this disease (with a curing spell),
1628 he is awarded with &lt;exp. for curing&gt; experience.
1629 </attribute>
1630 <attribute arch="maxsp" editor="mana depletion" type="int">
1631 Every time the disease "moves", the player's mana is
1632 reduced by the value of &lt;mana depletion&gt;.
1633 For negative values, a %-based amount is taken.
1634 </attribute>
1635 <attribute arch="last_eat" editor="food depletion" type="int">
1636 Every time the disease "moves", the player's food is
1637 reduced by the value of &lt;food depletion&gt;.
1638 For negative values, a %-based amount is taken.
1639 </attribute>
1640 <attribute arch="hp" editor="health regen." type="int">
1641 This value increases the player's healing rate.
1642 Negative values decrease it.
1643 </attribute>
1644 <attribute arch="sp" editor="mana regen." type="int">
1645 This value increases the player's rate of mana regeneration.
1646 Negative values decrease it.
1647 </attribute>
1648 </section>
1649 <section name="disability">
1650 <attribute arch="Str" editor="strength" type="int">
1651 The player's strength will rise by the given value
1652 while being infected. (Negative values make strength fall)
1653 </attribute>
1654 <attribute arch="Dex" editor="dexterity" type="int">
1655 The player's dexterity will rise by the given value
1656 while being infected. (Negative values make dexterity fall)
1657 </attribute>
1658 <attribute arch="Con" editor="constitution" type="int">
1659 The player's constitution will rise by the given value
1660 while being infected. (Negative values make constitution fall)
1661 </attribute>
1662 <attribute arch="Int" editor="intelligence" type="int">
1663 The player's intelligence will rise by the given value
1664 while being infected. (Negative values make intelligence fall)
1665 </attribute>
1666 <attribute arch="Pow" editor="power" type="int">
1667 The player's power will rise by the given value
1668 while being infected. (Negative values make power fall)
1669 </attribute>
1670 <attribute arch="Wis" editor="wisdom" type="int">
1671 The player's wisdom will rise by the given value
1672 while being infected. (Negative values make wisdom fall)
1673 </attribute>
1674 <attribute arch="Cha" editor="charisma" type="int">
1675 The player's charisma will rise by the given value
1676 while being infected. (Negative values make charisma fall)
1677 </attribute>
1678 </section>
1679 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1680 This text is displayed to the player every time the
1681 symptoms strike.
1682 </attribute>
1683 </type>
1684
1685 <!--####################################################################-->
1686 <type number="23" name="Door">
1687 <ignore>
1688 <ignore_list name="non_pickable" />
1689 </ignore>
1690 <description><![CDATA[
1691 A door can be opened with a normal key. It also can be broken by attacking
1692 it, and it can be defeated with the lockpicking skill. If a door is
1693 defeated, horizontally and vertically adjacent doors are automatically
1694 removed. ]]>
1695 </description>
1696 <attribute arch="no_pick" value="1" type="fixed" />
1697 <attribute arch="alive" value="1" type="fixed" />
1698 &movement_types_terrain;
1699 <attribute arch="hp" editor="hitpoints" type="int">
1700 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1701 </attribute>
1702 <attribute arch="ac" editor="armour class" type="int">
1703 Doors of high &lt;armour class&gt; are less likely to get hit.
1704 &lt;armour class&gt; can be considered the "counterpiece" to
1705 &lt;weapon class&gt;.
1706 </attribute>
1707 <attribute arch="other_arch" editor="drop arch" type="string">
1708 This string defines the object that will be created when the door was
1709 defeated.
1710 </attribute>
1711 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1712 This entry determines what kind of traps will appear in the door.
1713 </attribute>
1714 </type>
1715
1716 <!--####################################################################-->
1717 <type number="83" name="Duplicator">
1718 <ignore>
1719 <ignore_list name="system_object" />
1720 </ignore>
1721 <description><![CDATA[
1722 When activated, a duplicator can duplicate, multiply or destroy a pile of
1723 objects which lies somewhere on top of the duplicator.
1724 The duplicator has one arch name specified as &lt;target arch&gt;,
1725 and only objects of this archetype can be affected.<br>
1726 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1727 If the latter is set to zero, it will destroy objects. ]]>
1728 </description>
1729 <use><![CDATA[
1730 I hope it is clear that one must be very cautious when inserting a duplicator
1731 anywhere with &lt;multiply factor&gt; greater than one.
1732 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1733 It is <b>not acceptable</b> to allow duplication of anything other than
1734 coins, gold and jewels. Besides, it is very important that the chance to
1735 loose the input matches the chance to earn winnings.<br>
1736 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1737 loosing rate of 2/3 = 67%. ]]>
1738 </use>
1739 <attribute arch="other_arch" editor="target arch" type="string">
1740 Only objects of matching archtype, lying ontop of the dublicator will be
1741 dublicated, multiplied or removed. All other objects will be ignored.
1742 </attribute>
1743 <attribute arch="level" editor="multiply factor" type="int">
1744 The number of items in the target pile will be multiplied by the
1745 &lt;multiply factor&gt;. If it is set to zero, all target objects
1746 will be destroyed.
1747 </attribute>
1748 <attribute arch="connected" editor="connection" type="int">
1749 An activator (lever, altar, button, etc) with matching connection value
1750 is able to trigger this duplicator. Be very careful that players cannot
1751 abuse it to create endless amounts of money or other valuable stuff!
1752 </attribute>
1753 </type>
1754
1755 <!--####################################################################-->
1756 <type number="66" name="Exit">
1757 <ignore>
1758 <ignore_list name="non_pickable" />
1759 </ignore>
1760 <description><![CDATA[
1761 When the player applies an exit, he is transferred to a different location.
1762 (Monsters cannot use exits.) Depending on how it is set, the player applies
1763 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1764 the exit. ]]>
1765 </description>
1766 <use><![CDATA[
1767 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1768 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1769 detected with the show_invisible spell.
1770 <br><br>
1771 You can be quite creative with the outlook of secret exits (their "face").
1772 Don't forget to give the player relyable hints about them though. ]]>
1773 </use>
1774 <attribute arch="slaying" editor="exit path" type="string">
1775 The exit path defines the map that the player is transferred to.
1776 You can enter an absolute path, beginning with '/' (for example
1777 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1778 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1779 relative path "Fire1"). Use relative paths whenever possible! Note that
1780 upper/lower case must always be set correctly. However, please use lower
1781 case only.
1782 It is well possible to have an exit pointing to the same map that the exit
1783 is on. If slaying is not set in an exit, the player will see a message like
1784 "the exit is closed".
1785 </attribute>
1786 <attribute arch="hp" editor="destination X" type="int">
1787 The exit destinations define the (x, y)-coordinates where the exit
1788 leads to.
1789 If both are set to zero, the player will be transferred to the "default
1790 enter location" of the destined map. The latter can be set in the map-
1791 properties as "Enter X/Y". Though, please DO NOT use that.
1792 It turned out to be a source for numerous map-bugs.
1793 </attribute>
1794 <attribute arch="sp" editor="destination Y" type="int">
1795 The exit destinations define the (x, y)-coordinates where the exit
1796 leads to.
1797 If both are set to zero, the player will be transferred to the "default
1798 enter location" of the destined map. The latter can be set in the map-
1799 properties as "Enter X/Y". Though, please DO NOT use that.
1800 It turned out to be a source for numerous map-bugs.
1801 </attribute>
1802 &move_on;
1803 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1804 If set, this message will be displayed to the player when he applies the exit.
1805 This is quite useful to throw in some "role-play feeling": "As you enter the
1806 dark cave you hear the sound of rustling dragonscales...". Well, my english
1807 is poor, but you get the point. =)
1808 </attribute>
1809 <attribute arch="unique" editor="unique destination" type="bool">
1810 This flag defines the destined map as "personal unique map". If set,
1811 there will be a seperate version of that map for every player out there.
1812 This feature is used for the permanent apartments
1813 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1814 than apartments, since Crossfire is a *multi*player game. In such a permanent
1815 apartment don't forget to set the unique-flag for all floor tiles too
1816 (see floors).
1817 An exit pointing outside of a personal unique map must have the
1818 "unique destination"-flag unset.
1819 </attribute>
1820 </type>
1821
1822 <!--####################################################################-->
1823 <type number="72" name="Flesh">
1824 <description><![CDATA[
1825 Just like with food, the player can fill his stomache and gain a
1826 little health by eating flesh-objects. <br>
1827 For dragon players, flesh plays a very special role though: If the
1828 flesh has resistances set, a dragon player has a chance to gain resistance in
1829 those cathegories. The only constraint to this process is the &lt;flesh level&gt;.
1830 Don't forget that flesh items with resistances have to be balanced
1831 according to map/monster difficulty. ]]>
1832 </description>
1833 <use><![CDATA[
1834 For dragon players, flesh items can be highly valuable. Note that many
1835 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1836 These flesh items "inherit" resistances and level from the monster they belong to.
1837 When you add special flesh items to the inventory of a monster, this is
1838 not the case - so you have to set it manually.
1839 <br><br>
1840 Generally adding special flesh-treaties for dragon players is a great thing
1841 to do. Always consider that dragon players might really not be interested
1842 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1843 out on the reward completely. ]]>
1844 </use>
1845 <attribute arch="food" editor="foodpoints" type="int">
1846 The player's stomache will get filled with this amount of foodpoints.
1847 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1848 </attribute>
1849 <attribute arch="level" editor="flesh level" type="int">
1850 The &lt;flesh level&gt; is not visible to the players and it affects only
1851 dragon players. Normally this value reflects the level of the monster
1852 from which the flesh item originates.
1853 Dragon players always search for flesh of highest level possible,
1854 because it bears the best chance to gain high resistances.
1855 </attribute>
1856 <attribute arch="startequip" editor="godgiven item" type="bool">
1857 A godgiven item vanishes as soon as the player
1858 drops it to the ground.
1859 </attribute>
1860 <section name="resistance">
1861 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1862 Resistances on flesh items make them more durable against spellcraft
1863 of the appropriate kind. It also allows dragon players to eventually gain
1864 resistance by eating it. Usually resistance should only be set for flesh
1865 items in a monster's inventory.
1866 </attribute>
1867 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1868 Resistances on flesh items make them more durable against spellcraft
1869 of the appropriate kind. It also allows dragon players to eventually gain
1870 resistance by eating it. Usually resistance should only be set for flesh
1871 items in a monster's inventory.
1872 </attribute>
1873 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1874 Resistances on flesh items make them more durable against spellcraft
1875 of the appropriate kind. It also allows dragon players to eventually gain
1876 resistance by eating it. Usually resistance should only be set for flesh
1877 items in a monster's inventory.
1878 </attribute>
1879 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1880 Resistances on flesh items make them more durable against spellcraft
1881 of the appropriate kind. It also allows dragon players to eventually gain
1882 resistance by eating it. Usually resistance should only be set for flesh
1883 items in a monster's inventory.
1884 </attribute>
1885 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1886 Resistances on flesh items make them more durable against spellcraft
1887 of the appropriate kind. It also allows dragon players to eventually gain
1888 resistance by eating it. Usually resistance should only be set for flesh
1889 items in a monster's inventory.
1890 </attribute>
1891 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1892 Resistances on flesh items make them more durable against spellcraft
1893 of the appropriate kind. It also allows dragon players to eventually gain
1894 resistance by eating it. Usually resistance should only be set for flesh
1895 items in a monster's inventory.
1896 </attribute>
1897 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1898 Resistances on flesh items make them more durable against spellcraft
1899 of the appropriate kind. It also allows dragon players to eventually gain
1900 resistance by eating it. Usually resistance should only be set for flesh
1901 items in a monster's inventory.
1902 </attribute>
1903 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1904 Resistances on flesh items make them more durable against spellcraft
1905 of the appropriate kind. It also allows dragon players to eventually gain
1906 resistance by eating it. Usually resistance should only be set for flesh
1907 items in a monster's inventory.
1908 </attribute>
1909 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1910 Resistances on flesh items make them more durable against spellcraft
1911 of the appropriate kind. It also allows dragon players to eventually gain
1912 resistance by eating it. Usually resistance should only be set for flesh
1913 items in a monster's inventory.
1914 </attribute>
1915 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1916 Resistances on flesh items make them more durable against spellcraft
1917 of the appropriate kind. It also allows dragon players to eventually gain
1918 resistance by eating it. Usually resistance should only be set for flesh
1919 items in a monster's inventory.
1920 </attribute>
1921 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1922 Resistances on flesh items make them more durable against spellcraft
1923 of the appropriate kind. It also allows dragon players to eventually gain
1924 resistance by eating it. Usually resistance should only be set for flesh
1925 items in a monster's inventory.
1926 </attribute>
1927 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1928 Resistances on flesh items make them more durable against spellcraft
1929 of the appropriate kind. It also allows dragon players to eventually gain
1930 resistance by eating it. Usually resistance should only be set for flesh
1931 items in a monster's inventory.
1932 </attribute>
1933 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1934 Resistances on flesh items make them more durable against spellcraft
1935 of the appropriate kind. It also allows dragon players to eventually gain
1936 resistance by eating it. Usually resistance should only be set for flesh
1937 items in a monster's inventory.
1938 </attribute>
1939 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1940 Resistances on flesh items make them more durable against spellcraft
1941 of the appropriate kind. It also allows dragon players to eventually gain
1942 resistance by eating it. Usually resistance should only be set for flesh
1943 items in a monster's inventory.
1944 </attribute>
1945 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1946 Resistances on flesh items make them more durable against spellcraft
1947 of the appropriate kind. It also allows dragon players to eventually gain
1948 resistance by eating it. Usually resistance should only be set for flesh
1949 items in a monster's inventory.
1950 </attribute>
1951 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1952 RResistances on flesh items make them more durable against spellcraft
1953 of the appropriate kind. It also allows dragon players to eventually gain
1954 resistance by eating it. Usually resistance should only be set for flesh
1955 items in a monster's inventory.
1956 </attribute>
1957 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1958 Resistances on flesh items make them more durable against spellcraft
1959 of the appropriate kind. It also allows dragon players to eventually gain
1960 resistance by eating it. Usually resistance should only be set for flesh
1961 items in a monster's inventory.
1962 </attribute>
1963 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1964 Resistances on flesh items make them more durable against spellcraft
1965 of the appropriate kind. It also allows dragon players to eventually gain
1966 resistance by eating it. Usually resistance should only be set for flesh
1967 items in a monster's inventory.
1968 </attribute>
1969 </section>
1970 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1971 This text may describe the item.
1972 </attribute>
1973 </type>
1974
1975 <!--####################################################################-->
1976 <type number="0" name="Floor">
1977 <required>
1978 <attribute arch="is_floor" value="1" />
1979 <attribute arch="alive" value="0" />
1980 </required>
1981 <ignore>
1982 <ignore_list name="non_pickable" />
1983 </ignore>
1984 <description><![CDATA[
1985 Floor is a very basic thing whithout too much
1986 functionality. It's a floor - you stand on it. ]]>
1987 </description>
1988 <attribute arch="is_floor" value="1" type="fixed" />
1989 <attribute arch="no_pick" value="1" type="fixed" />
1990 <section name="terrain">
1991 &movement_types_terrain;
1992 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
1993 This flag indicates this spot contains wood or high grass.
1994 Players with activated woodsman skill can move faster here.
1995 </attribute>
1996 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
1997 This flag indicates this spot contains hills or large rocks.
1998 Players with activated mountaineer skill can move faster here.
1999 </attribute>
2000 </section>
2001 <attribute arch="no_magic" editor="no spells" type="bool">
2002 If enabled, it is impossible for players to use (wizard-)
2003 spells on that spot.
2004 </attribute>
2005 <attribute arch="damned" editor="no prayers" type="bool">
2006 If enabled, it is impossible for players to use prayers
2007 on that spot. It also prevents players from saving.
2008 </attribute>
2009 <attribute arch="unique" editor="unique map" type="bool">
2010 Unique floor means that any items dropped on that spot
2011 will be saved byond map reset. For permanent apartments,
2012 all floor tiles must be set &lt;unique map&gt;.
2013 </attribute>
2014 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2015 This text may describe the object.
2016 </attribute>
2017 </type>
2018
2019 <!--####################################################################-->
2020 <type number="67" name="Floor (Encounter)">
2021 <ignore>
2022 <ignore_list name="non_pickable" />
2023 </ignore>
2024 <description><![CDATA[
2025 Encounter-Floor is pretty much the same as normal floor.
2026 Most outdoor floor/ground-arches are set to be "encounters".
2027 That is kind of a relict from former code: When walking over
2028 encounter-floor, players sometimes got beamed to little maps
2029 with monsters on them. Nowadays this feature is disabled -
2030 Hence encounter floor is not different from normal floor. ]]>
2031 </description>
2032 <attribute arch="is_floor" value="1" type="fixed" />
2033 <attribute arch="no_pick" value="1" type="fixed" />
2034 <section name="terrain">
2035 &movement_types_terrain;
2036 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2037 This flag indicates this spot contains wood or high grass.
2038 Players with activated woodsman skill can move faster here.
2039 </attribute>
2040 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2041 This flag indicates this spot contains hills or large rocks.
2042 Players with activated mountaineer skill can move faster here.
2043 </attribute>
2044 </section>
2045 <attribute arch="no_magic" editor="no spells" type="bool">
2046 If enabled, it is impossible for players to use (wizard-)
2047 spells on that spot.
2048 </attribute>
2049 <attribute arch="damned" editor="no prayers" type="bool">
2050 If enabled, it is impossible for players to use prayers
2051 on that spot. It also prevents players from saving.
2052 </attribute>
2053 <attribute arch="unique" editor="unique map" type="bool">
2054 Unique floor means that any items dropped on that spot
2055 will be saved byond map reset. For permanent apartments,
2056 all floor tiles must be set &lt;unique map&gt;.
2057 </attribute>
2058 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2059 This text may describe the object.
2060 </attribute>
2061 </type>
2062
2063 <!--####################################################################-->
2064 <type number="6" name="Food">
2065 <description><![CDATA[
2066 By eating/drinking food-objects, the player can fill his
2067 stomache and gain a little health. ]]>
2068 </description>
2069 <attribute arch="food" editor="foodpoints" type="int">
2070 The player's stomache will get filled with this amount of foodpoints.
2071 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2072 </attribute>
2073 <attribute arch="startequip" editor="godgiven item" type="bool">
2074 A godgiven item vanishes as soon as the player
2075 drops it to the ground.
2076 </attribute>
2077 </type>
2078
2079 <!--####################################################################-->
2080 <type number="91" name="Gate">
2081 <ignore>
2082 <ignore_list name="non_pickable" />
2083 </ignore>
2084 <description><![CDATA[
2085 Gates play an important role in Crossfire. Gates can be opened
2086 by activating a button/trigger, by speaking passwords (-> magic_ear)
2087 or carrying special key-objects (-> inventory checker).
2088 Unlike locked doors, gates can get shut again after a player has
2089 passed, which makes them more practical in many cases. ]]>
2090 </description>
2091 <use><![CDATA[
2092 Use gates to divide your maps into seperated areas. After solving
2093 area A, the player gains access to area B, and so on. Make your
2094 maps more complex than "one-way". ]]>
2095 </use>
2096 <attribute arch="no_pick" value="1" type="fixed" />
2097 <attribute arch="connected" editor="connection" type="int">
2098 Whenever the inventory checker is triggered, all objects with identical
2099 &lt;connection&gt; value get activated. This only makes sense together with
2100 &lt;blocking passage&gt; disabled.
2101 </attribute>
2102 <attribute arch="wc" editor="position state" type="int">
2103 The &lt;position state&gt; defines the position of the gate:
2104 Zero means completely open/down, the "number of animation-steps" (usually
2105 about 6 or 7) means completely closed/up state. I suggest you don't
2106 mess with this value - Leave the default in place.
2107 </attribute>
2108 &movement_types_terrain;
2109 <attribute arch="no_magic" editor="restrict spells" type="bool">
2110 Restricting the use of spells to pass this gate. This has
2111 an effect only if &lt;block view&gt; is disabled.
2112 </attribute>
2113 <attribute arch="damned" editor="restrict prayers" type="bool">
2114 Restricting the use of prayers to pass this door. This has
2115 an effect only if &lt;block view&gt; is disabled.
2116 </attribute>
2117 </type>
2118
2119 <!--####################################################################-->
2120 <type number="113" name="Girdle">
2121 <import_type name="Amulet" />
2122 <description><![CDATA[
2123 Wearing a girdle, the object's stats will directly be inherited to
2124 the player. Girdles usually provide stats- or damage bonuses and no
2125 defense. ]]>
2126 </description>
2127 <use><![CDATA[
2128 Feel free to create your own special artifacts. However, it is very
2129 important that you keep your artifact in balance with existing maps. ]]>
2130 </use>
2131 <attribute arch="magic" editor="magic bonus" type="int">
2132 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2133 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2134 than direct armour-class bonus on the helmet.
2135
2136 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2137 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2138 &lt;magic bonus&gt; is pointless here.
2139 </attribute>
2140 </type>
2141
2142 <!--####################################################################-->
2143 <type number="100" name="Gloves">
2144 <import_type name="Amulet" />
2145 <description><![CDATA[
2146 Wearing gloves, the object's stats will directly be inherited to
2147 the player. Gloves can add defense or damage bonuses. ]]>
2148 </description>
2149 <use><![CDATA[
2150 Feel free to create your own special artifacts. However, it is very
2151 important that you keep your artifact in balance with existing maps. ]]>
2152 </use>
2153 <attribute arch="magic" editor="magic bonus" type="int">
2154 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2155 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2156 will increase that.
2157 </attribute>
2158 </type>
2159
2160 <!--####################################################################-->
2161 <type number="93" name="Handle">
2162 <ignore>
2163 <ignore_list name="non_pickable" />
2164 </ignore>
2165 <description><![CDATA[
2166 A handle can be applied by players and (certain) monsters.
2167 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2168 </description>
2169 <use><![CDATA[
2170 Handles are commonly used to move gates. When placing your lever,
2171 don't forget that some monsters are able to apply it.
2172 The ability to apply levers is rare among monsters -
2173 but vampires can do it for example. ]]>
2174 </use>
2175 <attribute arch="no_pick" value="1" type="fixed" />
2176 <attribute arch="connected" editor="connection" type="int">
2177 Every time the handle is applied, all objects
2178 with the same &lt;connection&gt; value are activated.
2179 </attribute>
2180 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2181 This text may describe the item. You can use this
2182 message to explain the handle's purpose to the player.
2183 </attribute>
2184 </type>
2185
2186 <!--####################################################################-->
2187 <type number="27" name="Handle Trigger">
2188 <import_type name="Handle" />
2189 <ignore>
2190 <ignore_list name="non_pickable" />
2191 </ignore>
2192 <description><![CDATA[
2193 Handle triggers are handles which reset after a short period
2194 of time. Every time it is either applied or reset, the
2195 &lt;connection&gt; value is triggered. ]]>
2196 </description>
2197 <use><![CDATA[
2198 When you connect an ordinary handle to a gate, the gate normally remains
2199 opened after the first player passed. If you want to keep the gate shut,
2200 connecting it to a handle trigger is an easy solution. ]]>
2201 </use>
2202 </type>
2203
2204 <!--####################################################################-->
2205 <type number="88" name="Hazard Floor">
2206 <required>
2207 <attribute arch="is_floor" value="1" />
2208 </required>
2209 <ignore>
2210 <ignore_list name="non_pickable" />
2211 </ignore>
2212 <description><![CDATA[
2213 The best example for Hazard Floor is lava. It works like standard
2214 floor, but damages all creatures standing on it.
2215 Damage is taken in regular time intervals. ]]>
2216 </description>
2217 <use><![CDATA[
2218 The default lava for example does minor damage. But you can turn
2219 it up so that your hazard floor poses a real threat.<br>
2220 Like magic walls, such floors add a permanent thrill to your map.
2221 You can use that to safely chase off too-weak players, or just
2222 to have something different. ]]>
2223 </use>
2224 <attribute arch="is_floor" value="1" type="fixed" />
2225 <attribute arch="lifesave" value="1" type="fixed" />
2226 &move_on;
2227 <attribute arch="no_pick" value="1" type="fixed" />
2228 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2229 This attribute specifys the attacktypes that this floor uses to
2230 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2231 If you want a real tough hazard floor, add more than just one attacktype.
2232 </attribute>
2233 <attribute arch="dam" editor="base damage" type="int">
2234 The &lt;base damage&gt; defines how much damage is inflicted to the
2235 victim per hit. The final damage is influenced by several other
2236 factors like the victim's resistance and level.
2237 </attribute>
2238 <attribute arch="wc" editor="weaponclass" type="int">
2239 &lt;weapon class&gt; improves the chance of hitting the victim.
2240 Lower values are better.
2241 Usually, hazard floors like lava are supposed to hit the
2242 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2243 to something like -30.
2244 </attribute>
2245 <attribute arch="level" editor="attack level" type="int">
2246 I guess this value is supposed to work similar to monster levels.
2247 But in fact, it does not seem to have an effect. Set any non-zero
2248 value to be on the safe side.
2249 </attribute>
2250 <section name="terrain">
2251 &movement_types_terrain;
2252 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2253 This flag indicates this spot contains wood or high grass.
2254 Players with activated woodsman skill can move faster here.
2255 </attribute>
2256 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2257 This flag indicates this spot contains hills or large rocks.
2258 Players with activated mountaineer skill can move faster here.
2259 </attribute>
2260 </section>
2261 <attribute arch="no_magic" editor="no spells" type="bool">
2262 If enabled, it is impossible for players to use (wizard-)
2263 spells on that spot.
2264 </attribute>
2265 <attribute arch="damned" editor="no prayers" type="bool">
2266 If enabled, it is impossible for players to use prayers
2267 on that spot. It also prevents players from saving.
2268 </attribute>
2269 <attribute arch="unique" editor="unique map" type="bool">
2270 Unique floor means that any items dropped on that spot
2271 will be saved byond map reset. For permanent apartments,
2272 all floor tiles must be set &lt;unique map&gt;.
2273 </attribute>
2274 </type>
2275
2276 <!--####################################################################-->
2277 <type number="34" name="Helmet">
2278 <import_type name="Amulet" />
2279 <description><![CDATA[
2280 Wearing a helmet, the object's stats will directly be inherited to
2281 the player. Normal helmets usually increase defense, while crowns
2282 add more special bonuses like stats/resistances paired with
2283 low defense. ]]>
2284 </description>
2285 <use><![CDATA[
2286 Feel free to create your own special artifacts. However, it is very
2287 important that you keep your artifact in balance with existing maps. ]]>
2288 </use>
2289 <attribute arch="magic" editor="magic bonus" type="int">
2290 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2291 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2292 than direct armour-class bonus on the helmet.
2293
2294 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2295 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2296 Crowns for instance typically provide no &lt;amour class&gt;.
2297 </attribute>
2298 </type>
2299
2300 <!--####################################################################-->
2301 <type number="56" name="Holy Altar">
2302 <ignore>
2303 <ignore_list name="non_pickable" />
2304 </ignore>
2305 <description><![CDATA[
2306 Holy_altars are altars for the various religions. Praying
2307 at a Holy_altar will make you a follower of that god, and
2308 if you already follow that god, you may get some extra bonus. ]]>
2309 </description>
2310 <attribute arch="no_pick" value="1" type="fixed" />
2311 <attribute arch="other_arch" editor="god name" type="string">
2312 The altar belongs to the god of the given name. Possible options for
2313 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2314 Gorokh, Valriel and Sorig.
2315
2316 If you want to have an unconsecrated altar, set
2317 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2318 </attribute>
2319 <attribute arch="level" editor="reconsecrate level" type="int">
2320 To re-consecrate an altar, the player's wisdom level must be as
2321 high or higher than this value. In that way, some altars can not
2322 be re-consecrated, while other altars, like those in dungeons, could be.
2323
2324 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2325 Some characters might need those altars, they would be very unhappy to
2326 see them re-consecrated to another cult.
2327 </attribute>
2328 </type>
2329
2330 <!--####################################################################-->
2331 <type number="35" name="Horn">
2332 <ignore>
2333 <attribute arch="title" />
2334 </ignore>
2335 <description><![CDATA[
2336 Horns are very similar to rods. The difference is that horns regenerate
2337 spellpoints faster and thus are more valuable than rods.
2338 <br><br>
2339 A horn contains a spell. The player can use this spell by applying and
2340 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2341 used endlessly. ]]>
2342 </description>
2343 <use><![CDATA[
2344 Horns are powerful due to their fast recharge rate. They should
2345 never contain high level attacking spells. Even curing/healing spells
2346 are almost too good on a horn. ]]>
2347 </use>
2348 <attribute arch="sp" editor="spell" type="spell">
2349 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2350 horns to players, since they can be used endlessly without any mana cost!
2351 Horns with heal/ restoration/ protection spells, IF available, MUST be
2352 very very VERY hard to get!
2353 </attribute>
2354 <attribute arch="level" editor="casting level" type="int">
2355 The casting level of the &lt;spell&gt; determines it's power.
2356 For attack spells, level should not be set too high.
2357 </attribute>
2358 <attribute arch="hp" editor="initial spellpoints" type="int">
2359 This value represents the initial amount of spellpoints in the horn.
2360 Naturally, this is quite unimportant.
2361 </attribute>
2362 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2363 When the horn is fully charged up, it will hold this maximum amount of
2364 spellpoints. Make sure it is enough to cast the contained spell at least
2365 once. But don't set the value too high, as that might make the horn way
2366 too effective.
2367 </attribute>
2368 <attribute arch="startequip" editor="godgiven item" type="bool">
2369 A godgiven item vanishes as soon as the player
2370 drops it to the ground.
2371 </attribute>
2372 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2373 This text may contain a description of the horn.
2374 </attribute>
2375 </type>
2376
2377 <!--####################################################################-->
2378 <type number="73" name="Inorganic">
2379 <description><![CDATA[
2380 Inorganic materials are generally used as ingredients for
2381 alchemical receipes. By themselves, they have no special
2382 functionalities. ]]>
2383 </description>
2384 <attribute arch="is_dust" editor="is dust" type="bool">
2385 </attribute>
2386 <section name="resistance">
2387 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2388 </attribute>
2389 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2390 </attribute>
2391 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2392 </attribute>
2393 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2394 </attribute>
2395 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2396 </attribute>
2397 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2398 </attribute>
2399 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2400 </attribute>
2401 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2402 </attribute>
2403 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2404 </attribute>
2405 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2406 </attribute>
2407 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2408 </attribute>
2409 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2410 </attribute>
2411 </section>
2412 </type>
2413
2414 <!--####################################################################-->
2415 <type number="64" name="Inventory Checker">
2416 <ignore>
2417 <ignore_list name="system_object" />
2418 </ignore>
2419 <description><![CDATA[
2420 Inventory checkers passively check the players inventory for a
2421 specific object. You can set a connected value that is triggered
2422 either if that object is present or missing (-&gt; "last_sp") when a
2423 player walks over the inv. checker. A valid option is to remove the
2424 matching object (usually not recommended, see "last_heal").
2425 <br><br>
2426 Alternatively, you can set your inv. checker to block all players
2427 that do/don't carry the matching object.
2428 <br><br>
2429 As you can see, inv. checkers are quite powerful, holding a
2430 great variety of possibilities. ]]>
2431 </description>
2432 <use><![CDATA[
2433 Putting a check_inventory space in front of a gate (one below) and
2434 one on the opposite side works reasonably well as a control mechanism.
2435 Unlike the key/door-combo, this one works infinite since it is
2436 independant from map reset. Use it to put a "structure" into your
2437 maps: Player must solve area A to gain access to area B. This concept
2438 can be found in nearly every RPG - simple but effective. ]]>
2439 </use>
2440 <attribute arch="no_pick" value="1" type="fixed" />
2441 <attribute arch="slaying" editor="match key string" type="string">
2442 This string specifies the object we are looking for: We have a match
2443 if the player does/don't carry a key object or a mark with identical
2444 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2445 this context. A typical example is the city gate mechanism of scorn.
2446 </attribute>
2447 <attribute arch="race" editor="match arch name" type="string">
2448 This string specifies the object we are looking for: We have a match
2449 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2450 </attribute>
2451 <attribute arch="hp" editor="match type" type="int">
2452 This value specifies the object we are looking for: We have a match
2453 if the player does/don't carry an object that is of type &lt;match type&gt;.
2454
2455 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2456 enabled. Now you have an inv. checker blocking all players that carry any
2457 kind of melee weapon. To pass, a player is forced to leave behind all
2458 his weaponry... bad news for a warrior. ;)
2459 </attribute>
2460 <attribute arch="last_sp" editor="match = having" type="bool">
2461 Enabled means having that object is a match.
2462 Disabled means not having that object is a match.
2463 </attribute>
2464 <attribute arch="connected" editor="connection" type="int">
2465 Whenever the inventory checker is triggered, all objects with identical
2466 &lt;connection&gt; value get activated. This only makes sense together with
2467 &lt;blocking passage&gt; disabled.
2468 </attribute>
2469 &movement_types_terrain;
2470 <attribute arch="last_heal" editor="remove match" type="bool">
2471 &lt;remove match&gt; means remove object if found. Setting this is usually not
2472 recommended because inv. checkers are in general invisible. So, unlike
2473 for altars/ locked doors, the player won't expect to lose an object when
2474 walking over that square. And he doesn't even get a message either.
2475
2476 So, *if* you enable &lt;remove match&gt;, make sure
2477 to inform the player what's going on!
2478 </attribute>
2479 </type>
2480
2481 <!--####################################################################-->
2482 <type number="163" name="Item Transformer">
2483 <description><![CDATA[
2484 An item transformer is simply applied, after having marked a 'victim'
2485 item. If the victim is suitable, it will be transformed into something
2486 else.]]>
2487 </description>
2488 <use><![CDATA[
2489 To make an item transformable, you just have to fill the 'slaying' field.
2490 The syntax is:
2491 <br>
2492 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2493 <br>
2494 with [] denoting optional part, and * any number of preceding [].
2495 'new_item' must be the name of an existing archetype.
2496 <br><br>
2497 Example, for object apple: slaying knife:2 half_apple
2498 <br><br>
2499 This means that, when applying a knife (should be an Item Transformer),
2500 one 'apple' will be transformed into 2 'half_apple'.]]>
2501 </use>
2502 <attribute arch="food" editor="number of uses" type="int">
2503 &lt;number of uses&gt; controls how many times the item transformer can
2504 be used. The value 0 means "unlimited"
2505 </attribute>
2506 <attribute arch="slaying" editor="verb" type="string">
2507 Contains the verb that is used to construct a message to the player
2508 applying the item transformer.
2509 </attribute>
2510 <attribute arch="startequip" editor="godgiven item" type="bool">
2511 A godgiven item vanishes as soon as the player
2512 drops it to the ground.
2513 </attribute>
2514 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2515 This text may contain a description of the item transformer.
2516 </attribute>
2517 </type>
2518
2519 <!--####################################################################-->
2520 <type number="60" name="Jewel">
2521 <description><![CDATA[
2522 Items of the type Gold &amp; Jewels are handled like a currency.
2523 Unlike for any other type of item, in shops, the buy- and selling
2524 prices differ only marginally. ]]>
2525 </description>
2526 <attribute arch="race" value="gold and jewels" type="fixed" />
2527 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2528 This text may describe the object.
2529 </attribute>
2530 </type>
2531
2532 <!--####################################################################-->
2533 <type number="24" name="Key">
2534 <description><![CDATA[
2535 When carrying a key, a normal door can be opened. The key will
2536 disappear. ]]>
2537 </description>
2538 <attribute arch="startequip" editor="godgiven item" type="bool">
2539 A godgiven item vanishes as soon as the player
2540 drops it to the ground.
2541 </attribute>
2542 </type>
2543
2544 <!--####################################################################-->
2545 <type number="20" name="Locked Door">
2546 <ignore>
2547 <ignore_list name="non_pickable" />
2548 </ignore>
2549 <description><![CDATA[
2550 A locked door can be opened only when carrying
2551 the appropriate special key. ]]>
2552 </description>
2553 <use><![CDATA[
2554 If you want to create a locked door that cannot be opened (no key),
2555 set a &lt;key string&gt; like "no_key_available". This will clearify things
2556 and only a fool would create a key matching that string.
2557
2558 Door-objects can not only be used for "doors". In many maps these
2559 are used with all kinds of faces/names, especially often as
2560 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2561 There you have magic forces (door objects) put under certain artifact
2562 items. To get your hands on the artifacts, you need to bring up the
2563 appropriate quest items (key objects). ]]>
2564 </use>
2565 <attribute arch="move_type" value="0" type="fixed" />
2566 <attribute arch="no_pick" value="1" type="fixed" />
2567 <attribute arch="slaying" editor="key string" type="string">
2568 The &lt;key string&gt; in the door must be identical with the
2569 &lt;key string&gt; in the special key, then the door is unlocked.
2570 It is VERY important to set the &lt;key string&gt; to something that
2571 is unique among the CF mapset.
2572
2573 DONT EVER USE the default string "set_individual_value".
2574 </attribute>
2575 <attribute arch="no_magic" editor="restrict spells" type="bool">
2576 Restricting the use of spells to pass this door.
2577 This should be set in most cases.
2578 (Don't forget that the spell "dimension door" is easily
2579 available at about wisdom level 10).
2580 </attribute>
2581 <attribute arch="damned" editor="restrict prayers" type="bool">
2582 Restricting the use of prayers to pass this door.
2583 This should be set in most cases.
2584 </attribute>
2585 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2586 When a player is trying to open the door without carrying the
2587 appropriate key, this text is displayed to the player. This is
2588 a good opportunity to place hints about the special key needed
2589 to unlock the door.
2590 </attribute>
2591 </type>
2592
2593 <!--####################################################################-->
2594 <type number="29" name="Magic Ear">
2595 <ignore>
2596 <ignore_list name="system_object" />
2597 </ignore>
2598 <description><![CDATA[
2599 Magic_ears trigger a connected value
2600 when the player speaks a specific keyword. ]]>
2601 </description>
2602 <use><![CDATA[
2603 Whenever you put magic_ears on your maps, make sure there are
2604 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2605 something like a gate that is opened by speaking "open" or
2606 "sesame", expecting the player to figure this out all by himself.
2607 <br><br>
2608 Magic_ears are typically used for interaction with NPCs. You
2609 can create the impression that the NPC actually *does* something
2610 according to his conversation with a player. Mostly this means
2611 opening a gate or handing out some item, but you could be quite
2612 creative here. ]]>
2613 </use>
2614 <attribute arch="no_pick" value="1" type="fixed" />
2615 <attribute arch="connected" editor="connection" type="int">
2616 The Magic_ear will trigger all objects with the
2617 same connection value, every time it is activated.
2618 </attribute>
2619 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2620 This textfield contains the keyword-matching-syntax. The text should
2621 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2622 Any number of keywords from one to infinite is allowed. Make sure
2623 they are seperated by a '|'.
2624
2625 Examples: "@match yes", "@match gold|treasure". The connected
2626 value will be triggerd when the player speaks any of the given
2627 keywords within a two-square radius. IMPORTANT: Upper/lower case
2628 does not make a difference!
2629 </attribute>
2630 </type>
2631
2632 <!--####################################################################-->
2633 <type number="62" name="Magic Wall">
2634 <ignore>
2635 <ignore_list name="non_pickable" />
2636 </ignore>
2637 <description><![CDATA[
2638 Magic walls fire spells in a given direction, in regular intervals.
2639 Magic walls can contain any spell. However, some spells do not
2640 operate very successfully in them. The only way to know is to test
2641 the spell you want to use with a wall.
2642 <br><br>
2643 Several types of magical walls are predefined for you in the
2644 archetypes, and can be found on the "connected" Pickmap. ]]>
2645 </description>
2646 <use><![CDATA[
2647 Spellcasting walls pose an interesting alternative to monsters.
2648 Usually they are set to be undestroyable. Thus, while monsters
2649 in a map can be cleared out, the magic walls remain. Low level
2650 characters for example will not be able to pass through their
2651 spell-area, hence they cannot loot a map that a high level character
2652 might have cleared out.
2653 <br><br>
2654 Another point of magic walls is that if the player dies, he has to face
2655 them all again. Magic walls can add a kind of "permanent thrill" to
2656 your maps.
2657 <br><br>
2658 Be careful that your magic walls don't kill the monsters on a map. If
2659 placing monsters, eventually take ones that are immune to the
2660 walls' spell(s).
2661 <br><br>
2662 It is possible to make walls rotate when triggered. But that is so
2663 confusing (and useless IMHO) that I did not mention it above. You
2664 can find a working example on the map
2665 "/pup_land/castle_eureca/castle_eureca8". ]]>
2666 </use>
2667 <attribute arch="dam" editor="spell" type="spell">
2668 The magic wall will cast this &lt;spell&gt;.
2669 </attribute>
2670 <attribute arch="level" editor="spell level" type="int">
2671 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2672 walls cast spells at minimal strength. "level 100" walls cast deadly
2673 spells. Arch default is level 1 - you should always set this value
2674 to meet the overall difficulty of your map.
2675 </attribute>
2676 <attribute arch="connected" editor="connection" type="int">
2677 Every time the &lt;connection&gt; value is triggered, the wall will cast
2678 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2679 have much visible effect.
2680 </attribute>
2681 <attribute arch="speed" editor="casting speed" type="float">
2682 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2683 You can fine-tune how long the duration between two casts shall
2684 be. If you want to create a wall that can be activated (cast per
2685 trigger) via connected lever/button/etc, you must set "speed 0".
2686 </attribute>
2687 <attribute arch="sp" editor="direction" type="list_direction">
2688 The magic wall will cast it's spells always in the specified
2689 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2690 always fire in a random direction.
2691 </attribute>
2692 &movement_types_terrain;
2693 <section name="destroyable">
2694 <attribute arch="alive" editor="is destroyable" type="bool">
2695 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2696 destroyed by the player. If disabled, all other attributes on
2697 this tab, as well as resistances, are meaningless.
2698 </attribute>
2699 <attribute arch="hp" editor="hitpoints" type="int">
2700 The more &lt;hitpoints&gt; the wall has, the longer
2701 it takes to be destroyed.
2702 </attribute>
2703 <attribute arch="maxhp" editor="max hitpoints" type="int">
2704 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2705 can have. This only makes sense if the wall can regain health.
2706 </attribute>
2707 <attribute arch="ac" editor="armour class" type="int">
2708 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2709 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2710 to &lt;weapon class&gt;.
2711 </attribute>
2712 </section>
2713 <section name="resistance">
2714 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2715 </attribute>
2716 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2717 </attribute>
2718 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2719 </attribute>
2720 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2721 </attribute>
2722 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2723 </attribute>
2724 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2725 </attribute>
2726 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2727 </attribute>
2728 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2729 </attribute>
2730 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2755 </attribute>
2756 </section>
2757 </type>
2758
2759 <!--####################################################################-->
2760 <type number="55" name="Marker">
2761 <ignore>
2762 <ignore_list name="system_object" />
2763 </ignore>
2764 <description><![CDATA[
2765 A marker is an object that inserts an invisible force (a mark) into a
2766 player stepping on it. This force does nothing except containing a
2767 &lt;key string&gt; which can be discovered by detectors or inventory
2768 checkers. It is also possible to use markers for removing marks again.
2769 <br><br>
2770 Note that the player has no possibility to "see" his own marks,
2771 except by the effect that they cause on the maps. ]]>
2772 </description>
2773 <use><![CDATA[
2774 Markers hold real cool possibilities for map-making. I encourage
2775 you to use them frequently. However there is one negative point
2776 about markers: Players don't "see" what's going on with them. It is
2777 your task, as map-creator, to make sure the player is always well
2778 informed and never confused.
2779 <br><br>
2780 Please avoid infinite markers when they aren't needed. They're
2781 using a little space in the player file after all, so if there
2782 is no real purpose, set an expire time. ]]>
2783 </use>
2784 <attribute arch="no_pick" value="1" type="fixed" />
2785 <attribute arch="slaying" editor="key string" type="string">
2786 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2787 If the player already has a force with that &lt;key string&gt;,
2788 there won't be inserted a second one.
2789 </attribute>
2790 <attribute arch="connected" editor="connection" type="int">
2791 When the detector is triggered, all objects with the same
2792 connection value get activated.
2793 </attribute>
2794 <attribute arch="speed" editor="marking speed" type="float">
2795 The &lt;marking speed&gt; defines how quickly it will mark something
2796 standing on the marker. Set this value rather high to make
2797 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2798 should do fine.
2799 </attribute>
2800 <attribute arch="food" editor="mark duration" type="int">
2801 This value defines the duration of the force it inserts.
2802 If nonzero, the duration of the player's mark is finite:
2803 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2804 means the mark will stay on the player forever.
2805 </attribute>
2806 <attribute arch="name" editor="delete mark" type="string">
2807 When the player steps onto the marker, all existing forces in
2808 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2809 will be removed. If you don't want to remove any marks, leave
2810 this textfield empty.
2811
2812 Note that the string &lt;delete mark&gt; is set as the name of
2813 this marker. So don't be confused, and remember changing the
2814 name will take effect on the marker's functionality.
2815 </attribute>
2816 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2817 In the moment when the player gets marked, this text is displayed
2818 to him. You should really set a message in any marker you create,
2819 because it's the only way for the player to notice what's going on.
2820 </attribute>
2821 </type>
2822
2823 <!--####################################################################-->
2824 <type number="36" name="Money">
2825 <ignore>
2826 <attribute arch="unpaid" />
2827 </ignore>
2828 <description><![CDATA[
2829 Items of the type Money are handled as currency.
2830 Money cannot be sold/bought in shops. When money is dropped
2831 in a shop, it stays the same.<br>
2832 When a player picks an item from a shop and attempts to
2833 walk over the shop mat, the item's selling-price is automatically
2834 subtracted from the player's money.
2835 <br><br>
2836 For money, always use the default arches.
2837 Don't modify them. ]]>
2838 </description>
2839 <attribute arch="race" value="gold and jewels" type="fixed" />
2840 </type>
2841
2842 <!--####################################################################-->
2843 <type number="0" name="Monster &amp; NPC">
2844 <required>
2845 <attribute arch="is_floor" value="0" />
2846 <attribute arch="alive" value="1" />
2847 <attribute arch="tear_down" value="0" />
2848 </required>
2849 <ignore>
2850 <attribute arch="material" />
2851 <attribute arch="name_pl" />
2852 <attribute arch="nrof" />
2853 <attribute arch="value" />
2854 <attribute arch="unpaid" />
2855 </ignore>
2856 <description><![CDATA[
2857 Monsters can behave in various kinds of ways.
2858 They can be aggressive, attacking the player. Or peaceful,
2859 helping the player - maybe joining him as pet.
2860 The unagressive creatures who communicate with players are
2861 usually called "NPCs" (Non Player Character), a well-known
2862 term in role-play environments. ]]>
2863 </description>
2864 <use><![CDATA[
2865 Monsters play a central role in most maps. Choosing the right
2866 combination of monsters for your map is vital:
2867 <UL>
2868 <LI> Place only monsters of slightly varying (increasing) strength.
2869 It's no fun to play for two hours just to find out the last
2870 monster is unbeatable. Similar, it's not exciting to fight orcs
2871 after passing a room of dragons.<br>
2872 This rule applies only for linear maps (one room after the other),
2873 with treasure at the end. You can sprinkle the treasure around,
2874 or make non-linear maps - That is often more entertaining.
2875 <LI> Places with high level monsters must not be easy to reach.
2876 Balrogs, Dragonmen and the likes should be at the end of a quest,
2877 not at the beginning.
2878 <LI> Don't stick monsters together that tend to kill each other.
2879 Fire- and cold dragons in one room for example is a bad idea.
2880 By weakening and killing each other they are easy prey for players,
2881 not worth the experience they hold.
2882 <LI> Create your own monsters, especially for "boss"-type monsters.
2883 Having stage-bosses guarding treasure is a lot of fun when done right.
2884 Avoid to create monsters with completely non-intuitive abilities:
2885 Don't give ice-spells to firedragons or vice versa. Don't add
2886 draining attack to trolls, etc. Additionally, you should inform the
2887 player before he bumps right into some very special/unusual monster.
2888 <LI> Last but not least: Always keep an eye on the experience your monsters
2889 hold. Design your maps in a way that high experience
2890 is always well-defended. Don't make large rooms full with only one kind
2891 of monster. Keep in mind the different abilities/techniques players
2892 can use.
2893 </UL>
2894 I know it's impossible to make the perfectly balanced map. There's always
2895 some part which is found too easy or too hard for a certain kind of player.
2896 Just give it your best shot. And listen to feedback from players if you
2897 receive some. :-) ]]>
2898 </use>
2899 <attribute arch="alive" value="1" type="fixed" />
2900 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2901 When the monster is killed, items from the treasurelist will
2902 drop to the ground. This is a common way to reward players
2903 for killing (masses of) monsters.
2904
2905 Note that you can always put items into the monster's
2906 inventory. Those will drop-at-kill just like the stuff
2907 from the &lt;treasurelist&gt;.
2908 </attribute>
2909 <attribute arch="level" editor="level" type="int">
2910 A monster's &lt;level&gt; is the most important attribute.
2911 &lt;level&gt; affects the power of a monster in various ways.
2912 </attribute>
2913 <attribute arch="race" editor="race" type="string">
2914 Every monster should have a race set to cathegorize it.
2915 The monster's &lt;race&gt; can have different effects:
2916 Slaying weapons inflict tripple damage against enemy races
2917 and holy word kills only enemy races of the god.
2918 </attribute>
2919 <attribute arch="exp" editor="experience" type="int">
2920 When a player kills this monster, he will get exactly this
2921 amount of &lt;experience&gt;. The experience will flow into
2922 the skill-cathegory the player used for the kill.
2923
2924 If you create special monsters of tweaked strenght/abilities,
2925 always make sure that the &lt;experience&gt; is set to a
2926 reasonable value. Compare with existing arches to get a feeling
2927 what reasonable means. Keep in mind that spellcasting monsters
2928 are a lot harder to kill than non-spellcasters!
2929 </attribute>
2930 <attribute arch="speed" editor="speed" type="float">
2931 The &lt;speed&gt; determines how fast a monster will both move
2932 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2933 </attribute>
2934 <attribute arch="other_arch" editor="breed monster" type="string">
2935 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2936 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2937 can be set to any valid arch-name of a monster. Multipart monster
2938 should not be used.
2939 </attribute>
2940 <attribute arch="generator" editor="multiply" type="bool">
2941 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2942 every once in a while. Mice are a good example for this effect.
2943 If enabled, you must also set &lt;breed monster&gt; or check
2944 &lt;template generation&gt; and put other monsters in the inventory.
2945 </attribute>
2946 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2947 This only takes effect if &lt;multiply&gt; is enabled. The monster
2948 will create a new monster every once in a while by duplicating it's inventory.
2949 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2950 Each time the monster need to generate an object, it will be
2951 a randomly chosen item from the inventory. When generator is destroyed,
2952 inventory is destroyed.
2953 </attribute>
2954 &move_type;
2955 <attribute arch="undead" editor="undead" type="bool">
2956 Several spells only affect undead monsters:
2957 turn undead, banish undead, holy word, etc.
2958 </attribute>
2959 <attribute arch="carrying" editor="carries weight" type="int">
2960 If a monster has something in the inventory, this
2961 value can be set to reflect the slowdown due to
2962 the carried weight.
2963 </attribute>
2964
2965 <section name="melee">
2966 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2967 This number is a bitmask, specifying the monster's attacktypes
2968 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2969 Strong monsters often have more than just physical attacktype.
2970
2971 When a monster with multiple attacktypes hits aan oponent, it will do
2972 as much damage as the "best" of it's attacktypes does. So, the more
2973 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2974 somehow exceptions.
2975 </attribute>
2976 <attribute arch="dam" editor="damage" type="int">
2977 Among other parameters, &lt;damage&gt; affects how much melee damage
2978 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2979 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2980 take effect on the melee damage of a monster.
2981 </attribute>
2982 <attribute arch="wc" editor="weapon class" type="int">
2983 Monsters of high &lt;weapon class&gt; are more likely to really hit
2984 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
2985 to &lt;armour class&gt;.
2986 </attribute>
2987 <attribute arch="hp" editor="health points" type="int">
2988 The &lt;health points&gt; of a monster define how long it takes to
2989 kill it. With every successful hit from an opponent, &lt;health points&gt;
2990 get drained - The monster dies by zero &lt;health points&gt;.
2991 </attribute>
2992 <attribute arch="maxhp" editor="max health" type="int">
2993 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
2994 monster can have.
2995 </attribute>
2996 <attribute arch="ac" editor="armour class" type="int">
2997 Monsters of low &lt;armour class&gt; are less likely to get hit from
2998 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
2999 to &lt;weapon class&gt;.
3000 Values typically range between +20 (very bad) to -20 (quite good).
3001 </attribute>
3002 <attribute arch="Con" editor="healing rate" type="int">
3003 Monsters regenerate this many health points each 4 ticks. Hence, the
3004 healing rate is independent of &lt;speed&gt;.
3005 </attribute>
3006 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3007 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3008 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3009 bounce off.
3010 </attribute>
3011 <attribute arch="hitback" editor="hitback" type="bool">
3012 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3013 to the amount of damage the *attacker* inflicted. This damage
3014 is additional to the regular melee damage of the monster.
3015 As far as I know, hitback uses acid attacktype, and it only takes
3016 effect if the monster actually has acid attacktype at it's disposal.
3017 Acid spheres for example use this feature.
3018 </attribute>
3019 <attribute arch="one_hit" editor="one hit only" type="bool">
3020 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3021 to a player.
3022 </attribute>
3023 </section>
3024
3025 <section name="spellcraft">
3026 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3027 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3028 Only wands/rods/etc can be used, given the appropriate abilities.
3029 </attribute>
3030 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3031 A monster with this flag has the ability to &lt;reflect spells&gt;,
3032 all kinds of spell-bullets and -beams will bounce off.
3033
3034 Generally this flag should not be set because it puts
3035 wizard-type players at an unfair disadvantage.
3036 </attribute>
3037 <attribute arch="sp" editor="spellpoints" type="int">
3038 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3039 them for both wizard- and prayer-spells. However, this value defines
3040 only the amount of *initial* spellpoints the monster starts with.
3041 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3042 and &lt;spellpoint regen.&gt; are more important than just initial
3043 &lt;spellpoints&gt;.
3044 </attribute>
3045 <attribute arch="maxsp" editor="max spellpoints" type="int">
3046 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3047 can hold. Setting this to high values has little effect unless
3048 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3049 "regenerate mana" at it's disposal.
3050 </attribute>
3051 <attribute arch="Pow" editor="spellpoint regen." type="int">
3052 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3053 spellpoint regeneration rate is independent of &lt;speed&gt;.
3054
3055 To make a real tough spellcasting monster, the rate of spellpoint
3056 regeneration is most important. If your monster is still not casting
3057 fast enough, give it the spell-ability of "regenerate mana".
3058 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3059 </attribute>
3060 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3061 Click on the &lt;attuned paths&gt; button to select spellpaths.
3062 The creature will get attuned to the specified spellpaths.
3063 </attribute>
3064 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3065 Click on the &lt;repelled paths&gt; button to select spellpaths.
3066 The creature will get repelled to the specified spellpaths.
3067 </attribute>
3068 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3069 Click on the &lt;denied paths&gt; button to select spellpaths.
3070 The creature won't be able to cast spells of the specified paths.
3071 </attribute>
3072 </section>
3073
3074 <section name="ability">
3075 <attribute arch="Int" editor="detect hidden" type="int">
3076 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3077 hidden/invisible creatures. Higher values make for better
3078 detection-skills. Enabling &lt;see invisible&gt; makes this value
3079 obsolete.
3080 </attribute>
3081 <attribute arch="see_invisible" editor="see invisible" type="bool">
3082 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3083 with by invisible or hiding players. This flag is a must-have
3084 for high-level monsters. When a monster is unable to detect
3085 invisible players, it can be killed without fighting back.
3086 </attribute>
3087 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3088 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3089 by spells of darkness or dark maps. This flag is a "should-have"
3090 for high-level monsters. When a monster is unable to see in
3091 darkness, players can cast darkness and sneak around it safely.
3092 </attribute>
3093 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3094 Monster is able to wield weapon type objects.
3095 </attribute>
3096 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3097 Monster is able to use missile-weapon type objects.
3098 </attribute>
3099 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3100 Monster is able to wear protective equipment like brestplate
3101 armour, shields, helmets etc.
3102 </attribute>
3103 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3104 Monster is able to wear rings.
3105 </attribute>
3106 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3107 Monster is able to use wands and staves.
3108 </attribute>
3109 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3110 Monster is able to use rods.
3111 </attribute>
3112 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3113 Monster is able to read scrolls.
3114 </attribute>
3115 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3116 Monster is able to use skills from it's inventory.
3117 For example, you can put a throwing skill object and some
3118 boulders into the monster's object and set &lt;can use skills&gt;.
3119 </attribute>
3120 </section>
3121
3122 <section name="behave">
3123 <attribute arch="monster" editor="monster behaviour" type="bool">
3124 When &lt;monster behaviour&gt; is enabled, this object will behave
3125 like a monster: It can move and attack enemies (which are
3126 typically players).
3127 This flag should be set for all monsters as-such.
3128 Monsters which don't move, like guards, should also have
3129 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3130 It should *not* be set for things like immobile generators.
3131 </attribute>
3132 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3133 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3134 </attribute>
3135 <attribute arch="friendly" editor="friendly" type="bool">
3136 &lt;friendly&gt; monsters help the player, attacking any
3137 non-friendly monsters in range.
3138 </attribute>
3139 <attribute arch="stand_still" editor="stand still" type="bool">
3140 Monsters which &lt;stand still&gt; won't move to leave their position.
3141 When agressive, they will attack all enemies who get close to
3142 them. This behaviour is commonly known from castle guards.
3143
3144 In older versions of Crossfire it was possible to eventually
3145 push a &lt;stand still&gt;-monster out of position by force.
3146 I believe this is no longer possible. Neverthless, you should
3147 still be cautious when lining up &lt;stand still&gt;-monster in order
3148 to "defend" something: Such monsters are rather easy to kill.
3149 It's good for low level maps, but not much more.
3150 </attribute>
3151 <attribute arch="sleep" editor="asleep" type="bool">
3152 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3153 &lt;sensing range&gt; of the monster. Usually the sensing range is
3154 larger than the players line of sight. Due to that, in most cases
3155 the player won't ever notice weither a monster was asleep or not.
3156 </attribute>
3157 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3158 This entry defines which kinds of environment actions the
3159 creature is able to perform.
3160 </attribute>
3161 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3162 Click on the &lt;pick up&gt; button and select which types of objects
3163 the creature should try to pick up.
3164
3165 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3166 etc are set, then the creature will pick up the matching items even
3167 if this is not set here.
3168 </attribute>
3169 <attribute arch="Wis" editor="sensing range" type="int">
3170 &lt;sensing range&gt; determines how close a player needs to be before
3171 the creature wakes up. This is done as a square, for reasons of speed.
3172 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3173 11x11 square of the monster will wake the monster up. If the player
3174 has stealth, the size of this square is reduced in half plus 1.
3175 </attribute>
3176 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3177 If this is set to default, the standard mode of movement will be used.
3178 </attribute>
3179 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3180 This movement is not in effect when the monster has an enemy and should
3181 only be used for non agressive monsters.
3182 </attribute>
3183 <attribute arch="run_away" editor="run at % health" type="int">
3184 This is a percentage value in the range 0-100.
3185 When the monster's health points drop below this percentage
3186 (relative to max health), it attempts to run away from the
3187 attacker.
3188 </attribute>
3189 </section>
3190
3191 <section name="resistance">
3192 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3193 </attribute>
3194 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3195 </attribute>
3196 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3197 </attribute>
3198 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3199 </attribute>
3200 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3201 </attribute>
3202 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3203 </attribute>
3204 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3205 </attribute>
3206 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3207 </attribute>
3208 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3209 </attribute>
3210 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3233 </attribute>
3234 </section>
3235 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3236 </attribute>
3237 </type>
3238
3239 <!--####################################################################-->
3240 <type number="28" name="Monster (Grimreaper)">
3241 <import_type name="Monster &amp; NPC" />
3242 <ignore>
3243 <attribute arch="material" />
3244 <attribute arch="name_pl" />
3245 <attribute arch="nrof" />
3246 <attribute arch="value" />
3247 <attribute arch="unpaid" />
3248 </ignore>
3249 <description><![CDATA[
3250 A grimreaper is a monster that vanishes after it did some number of
3251 draining attacks. ]]> <!-- XXX: is this ok? -->
3252 </description>
3253 <section name="grimreaper">
3254 <attribute arch="value" editor="attacks" type="int">
3255 The object vanishes after this number of draining attacks.
3256 </attribute>
3257 </section>
3258 </type>
3259
3260 <!--####################################################################-->
3261 <type number="65" name="Mood Floor">
3262 <ignore>
3263 <ignore_list name="system_object" />
3264 </ignore>
3265 <description><![CDATA[
3266 As the name implies, mood floors can change the "mood" of
3267 a monsters/NPC. For example, an unagressive monster could be
3268 turned mad to start attacking. Similar, an agressive monster
3269 could be calmed. ]]>
3270 </description>
3271 <use><![CDATA[
3272 Mood floors are absolutely cool for NPC interaction. To make an
3273 unaggressive monster/NPC attack, put a creator with "other_arch
3274 furious_floor" under it. Connect the creator to a magic_ear, so the
3275 player speaks a keyword like "stupid sucker" - and the monster attacks.
3276 <br><br>
3277 To turn an NPC into a pet, put a charm_floor under it and connect
3278 it directly to a magic_ear. Then the player speaks a keyword like
3279 "help me" - and the NPC joins him as pet.
3280 <br><br>
3281 (Of course you must always give clear hints about keywords!
3282 And there is no reason why you couldn't use a button/lever/pedestal
3283 etc. instead of a magic_ear.) ]]>
3284 </use>
3285 <attribute arch="no_pick" value="1" type="fixed" />
3286 <attribute arch="last_sp" editor="mood" type="list_mood">
3287 &lt;mood&gt; is used to determine what will happen to the
3288 monster when affected by the mood floor:
3289
3290 &lt;mood&gt; 'furious': Makes all monsters aggressive
3291
3292 &lt;mood&gt; 'angry': As above but pets are unaffected
3293
3294 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3295
3296 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3297
3298 &lt;mood&gt; 'charm': Turns monster into a pet of person
3299 who triggers the square. This setting is not
3300 enabled for continous operation, you need to
3301 insert a &lt;connection&gt; value!
3302 </attribute>
3303 <attribute arch="connected" editor="connection" type="int">
3304 This should only be set in combination with &lt;mood number&gt; 4.
3305 Normally, monsters are affected by the mood floor as soon as they
3306 step on it. But charming (monster -&gt; pet) is too powerful,
3307 so it needs to be activated.
3308
3309 Typically it is connected to an altar, for buying a "hireling".
3310 But a powerful pet could as well be the reward for solving a
3311 quest. Or even better: It could be *part* of a quest!
3312 </attribute>
3313 <attribute arch="no_magic" editor="no spells" type="bool">
3314 If enabled, it is impossible for players to use (wizard-)
3315 spells on that spot.
3316 </attribute>
3317 <attribute arch="damned" editor="no prayers" type="bool">
3318 If enabled, it is impossible for players to use prayers
3319 on that spot. It also prevents players from saving.
3320 </attribute>
3321 </type>
3322
3323 <!--####################################################################-->
3324 <type number="40" name="Mover">
3325 <ignore>
3326 <ignore_list name="non_pickable" />
3327 </ignore>
3328 <description><![CDATA[
3329 Movers move the objects above them. However, only living objects
3330 are affected (monsters/NPCs always, players optional). Movers have
3331 a direction, so players can be made to move in a pattern, and so
3332 can monsters. Motion is involuntary. Additionally, players or
3333 monsters can be "frozen" while ontop of movers so that they MUST
3334 move along a chain of them.
3335 <br><br>
3336 Multisquare monsters can be moved as well, given
3337 enough space. Movers are usually invisible. ]]>
3338 </description>
3339 <use><![CDATA[
3340 NEVER EVER consider a mover being unpassable in the backwards
3341 direction. Setting "forced movement" makes it seemingly impossible
3342 but there is still a trick: One player can push a second player
3343 past the mover, in opposite to the mover's direction! The more
3344 movers, the more players needed. Hence, don't make a treasure
3345 room that is surrounded by movers instead of solid walls/gates.
3346 <br><br>
3347 Btw, it does not make a difference putting movers above or
3348 below the floor. Moreover, movers that are set to be invisible
3349 cannot be discovered with the show_invisible spell.
3350 <br><br>
3351 Note that Movers and Directors are seperate objects, even though
3352 they look and act similar. Directors only do spells/missiles,
3353 while movers only do living creatures (depending on how it
3354 is set: monsters and players). ]]>
3355 </use>
3356 <attribute arch="attacktype" editor="forced movement" type="bool">
3357 If forced movement is enabled, the mover "freezes" anyone it
3358 moves (so they are forced to move along a chain).
3359 For players there is no way to escape this forced movement,
3360 except being pushed by a second player.
3361 </attribute>
3362 <attribute arch="maxsp" editor="freeze duration" type="int">
3363 The player will be "frozen" for that many moves.
3364 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3365 enabled, then &lt;freeze duration&gt; gets assigned the
3366 "default value" 2 automatically.
3367 </attribute>
3368 <attribute arch="speed" editor="movement speed" type="float">
3369 The movement speed value determines how fast a chain of
3370 these movers will push a player along (default is -0.2).
3371 </attribute>
3372 <attribute arch="sp" editor="direction" type="list_direction">
3373 The mover will push creatures in the specified &lt;direction&gt;.
3374 A mover with direction set to &lt;none&gt; will spin clockwise,
3375 thus pushing creatures in unpredictable directions.
3376 </attribute>
3377 <attribute arch="lifesave" editor="gets used up" type="bool">
3378 If enabled, the mover gets "used up" after a certain number of moves
3379 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3380 </attribute>
3381 <attribute arch="hp" editor="number of uses" type="int">
3382 This value has only a meaning if &lt;gets used up&gt; is set:
3383 &lt;number of uses&gt; is the number of times minus one, that it
3384 will move a creature before disappearing. (It will move
3385 someone &lt;number of uses&gt;+1 times, then vanish).
3386 </attribute>
3387 <section name="targets">
3388 <attribute arch="level" editor="move players" type="bool">
3389 If &lt;move players&gt; is enabled, both players and monsters will be
3390 moved. In the arches' default it is disabled - thus ONLY monsters
3391 get moved. Remember that "monsters" includes NPCs!
3392
3393 This feature provides you with the possibility to make NPCs
3394 literally "come to life". Example: The player is talking with an
3395 NPC, speaking a certain keyword. This triggers a magic_ear and
3396 activates creators, creating (per default: monster-only) movers
3397 under the NPC's feet. The NPC starts "walking" on a predefined
3398 route! Note that it's useful to set this NPC immune to everything,
3399 preventing the player to push the NPC off his trace.
3400 </attribute>
3401 <attribute arch="move_on" editor="movement type" type="movement_type">
3402 Which movement types activate the mover.
3403 </attribute>
3404 </section>
3405 </type>
3406
3407 <!--####################################################################-->
3408 <type number="17" name="Pedestal">
3409 <ignore>
3410 <ignore_list name="non_pickable" />
3411 </ignore>
3412 <description><![CDATA[
3413 Pedestals are designed to detect certain types of living objects.
3414 When a predefined type of living creature steps on the pedestal, the
3415 connected value is triggered. ]]>
3416 </description>
3417 <use><![CDATA[
3418 If you want to create a place where only players of a certain race
3419 can enter, put a teleporter over your pedestal. So the teleporter is
3420 only activated for players of the matching race. Do not use gates,
3421 because many other players could sneak in. If you put powerful
3422 artifacts into such places, generally set "startequip 1", so that
3423 they are preserved for that one race and can't be traded to others. ]]>
3424 </use>
3425 <attribute arch="no_pick" value="1" type="fixed" />
3426 <attribute arch="slaying" editor="match race" type="string">
3427 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3428 matches the monster's or the player's race, we have a match.
3429 Yes, pedestals can detect a player's race! E.g. you could create a
3430 place where only fireborns can enter, by setting "slaying unnatural".
3431
3432 If it is set to "player", any player stepping on the pedestal
3433 is a match. Very useful if you want to open a gate for players
3434 but not for monsters.
3435 </attribute>
3436 <attribute arch="connected" editor="connection" type="int">
3437 When the pedestal is triggered, all objects with the same
3438 connection value get activated.
3439 </attribute>
3440 &move_on;
3441 </type>
3442
3443 <!--####################################################################-->
3444 <type number="94" name="Pit">
3445 <ignore>
3446 <ignore_list name="non_pickable" />
3447 </ignore>
3448 <description><![CDATA[
3449 Pits are holes, transporting the player when he walks (and falls) into them.
3450 A speciality about pits is that they don't transport the player to
3451 the exact destination, but within a two-square radius of the destination
3452 (never on blocked squares).<br>
3453 Optionally, pits can get closed and opened, similar to gates.<br><br>
3454 Monsters and items are affected by pits just as well as players.
3455 Even multipart monsters can fall through them, given enough space. ]]>
3456 </description>
3457 <use><![CDATA[
3458 Pits can add interesting effects to your map. When using them, make
3459 sure to use them in a "logical way": Pits should always drop the
3460 player to some kind of lower level. They should not be used to
3461 randomly interconnect maps like teleporters do. ]]>
3462 </use>
3463 <attribute arch="no_pick" value="1" type="fixed" />
3464 <attribute arch="connected" editor="connection" type="int">
3465 When a &lt;connection&gt; value is set, the pit can be opened/closed
3466 by activating the connection.
3467 </attribute>
3468 <attribute arch="hp" editor="destination X" type="int">
3469 The pit will transport creatures (and items) randomly into a two-square
3470 radius of the destination coordinates.
3471 If the destination square becomes blocked, the pit will act like
3472 being filled up and not work anymore!
3473 </attribute>
3474 <attribute arch="sp" editor="destination Y" type="int">
3475 The pit will transport creatures (and items) randomly into a two-square
3476 radius of the destination coordinates.
3477 If the destination square becomes blocked, the pit will act like
3478 being filled up and not work anymore!
3479 </attribute>
3480 <attribute arch="wc" editor="position state" type="int">
3481 The &lt;position state&gt; defines the position of the gate:
3482 Zero means completely open/down, the "number of animation-steps" (usually
3483 about 6 or 7) means completely closed/up state. I suggest you don't
3484 mess with this value - Leave the default in place.
3485 </attribute>
3486 &move_on;
3487 </type>
3488
3489 <!--####################################################################-->
3490 <type number="7" name="Poison Food">
3491 <description><![CDATA[
3492 When eating, the player's stomache is drained by 1/4 of food.
3493 If his food drops to zero, the player might even die. ]]>
3494 </description>
3495 </type>
3496
3497 <!--####################################################################-->
3498 <type number="5" name="Potion">
3499 <description><![CDATA[
3500 The player can drink these and gain various kinds of benefits
3501 (/penalties) by doing so. ]]>
3502 </description>
3503 <use><![CDATA[
3504 One potion should never give multiple benefits at once. ]]>
3505 </use>
3506 <attribute arch="level" editor="potion level" type="int">
3507 If the potion contains a spell, the spell is cast at this level.
3508 For other potions it should be set at least to 1.
3509 </attribute>
3510 <attribute arch="sp" editor="spell" type="spell">
3511 When a player drinks this potion, the selected spell
3512 will be casted (once). This should work for any given spell.
3513 E.g. heal is "sp 35", magic power is "sp 67".
3514 </attribute>
3515 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3516 There are two types of special effects for potions:
3517 'life restoration' - restore the player's stats lost by death or draining
3518 (this has nothing in common with the restoration spell!)
3519 'improvement' - increase the player's maximum health/mana/grace
3520 by a very small amount.
3521 </attribute>
3522 <attribute arch="cursed" editor="cursed" type="bool">
3523 If a potion is cursed, benefits generally turn into penalties.
3524 Note that potions can be "uncursed" by praying over an altar,
3525 with relative ease. *But* the potion must be identified to notice
3526 that it is cursed &gt;:)
3527 </attribute>
3528 <attribute arch="startequip" editor="godgiven item" type="bool">
3529 A godgiven item vanishes as soon as the player
3530 drops it to the ground.
3531 </attribute>
3532 <section name="stats">
3533 <attribute arch="Str" editor="strength" type="int">
3534 The player's strentgh will rise/fall by the given value for permanent
3535 (of course there is an upper limit). Generally there shouldn't be stat
3536 potions granting more than one stat. Cursed potions will subtract the
3537 stats if positive.
3538 </attribute>
3539 <attribute arch="Dex" editor="dexterity" type="int">
3540 The player's dexterity will rise/fall by the given value for permanent
3541 (of course there is an upper limit). Generally there shouldn't be stat
3542 potions granting more than one stat. Cursed potions will subtract the
3543 stats if positive.
3544 </attribute>
3545 <attribute arch="Con" editor="constitution" type="int">
3546 The player's constitution will rise/fall by the given value for permanent
3547 (of course there is an upper limit). Generally there shouldn't be stat
3548 potions granting more than one stat. Cursed potions will subtract the
3549 stats if positive.
3550 </attribute>
3551 <attribute arch="Int" editor="intelligence" type="int">
3552 The player's intelligence will rise/fall by the given value for permanent
3553 (of course there is an upper limit). Generally there shouldn't be stat
3554 potions granting more than one stat. Cursed potions will subtract the
3555 stats if positive.
3556 </attribute>
3557 <attribute arch="Pow" editor="power" type="int">
3558 The player's power will rise/fall by the given value for permanent
3559 (of course there is an upper limit). Generally there shouldn't be stat
3560 potions granting more than one stat. Cursed potions will subtract the
3561 stats if positive.
3562 </attribute>
3563 <attribute arch="Wis" editor="wisdom" type="int">
3564 The player's wisdom will rise/fall by the given value for permanent
3565 (of course there is an upper limit). Generally there shouldn't be stat
3566 potions granting more than one stat. Cursed potions will subtract the
3567 stats if positive.
3568 </attribute>
3569 <attribute arch="Cha" editor="charisma" type="int">
3570 The player's charisma will rise/fall by the given value for permanent
3571 (of course there is an upper limit). Generally there shouldn't be stat
3572 potions granting more than one stat. Cursed potions will subtract the
3573 stats if positive.
3574 </attribute>
3575 </section>
3576 <section name="resistance">
3577 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3578 The player's resistance to physical will rise by this value in percent
3579 (range -100 till +100). The effect is only temporare, and it does NOT
3580 add on the values from the player's equipment.
3581 Cursed potions will make negative resistance.. very nasty in combat!
3582 </attribute>
3583 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3584 The player's resistance to magic will rise by this value in percent
3585 (range -100 till +100). The effect is only temporare, and it does NOT
3586 add on the values from the player's equipment.
3587 Cursed potions will make negative resistance.. very nasty in combat!
3588 </attribute>
3589 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3590 The player's resistance to fire will rise by this value in percent
3591 (range -100 till +100). The effect is only temporare, and it does NOT
3592 add on the values from the player's equipment.
3593 Cursed potions will make negative resistance.. very nasty in combat!
3594 </attribute>
3595 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3596 The player's resistance to electricity will rise by this value in percent
3597 (range -100 till +100). The effect is only temporare, and it does NOT
3598 add on the values from the player's equipment.
3599 Cursed potions will make negative resistance.. very nasty in combat!
3600 </attribute>
3601 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3602 The player's resistance to cold will rise by this value in percent
3603 (range -100 till +100). The effect is only temporare, and it does NOT
3604 add on the values from the player's equipment.
3605 Cursed potions will make negative resistance.. very nasty in combat!
3606 </attribute>
3607 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3608 The player's resistance to acid will rise by this value in percent
3609 (range -100 till +100). The effect is only temporare, and it does NOT
3610 add on the values from the player's equipment.
3611 Cursed potions will make negative resistance.. very nasty in combat!
3612 </attribute>
3613 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3614 The player's resistance to confusion will rise by this value in percent
3615 (range -100 till +100). The effect is only temporare, and it does NOT
3616 add on the values from the player's equipment.
3617 Cursed potions will make negative resistance.. very nasty in combat!
3618 </attribute>
3619 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3620 The player's resistance to weaponmagic will rise by this value in percent
3621 (range -100 till +100). The effect is only temporare, and it does NOT
3622 add on the values from the player's equipment.
3623 Cursed potions will make negative resistance.. very nasty in combat!
3624 </attribute>
3625 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3626 The player's resistance to paralyze will rise by this value in percent
3627 (range -100 till +100). The effect is only temporare, and it does NOT
3628 add on the values from the player's equipment.
3629 Cursed potions will make negative resistance.. very nasty in combat!
3630 </attribute>
3631 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3632 The player's resistance to draining will rise by this value in percent
3633 (range -100 till +100). The effect is only temporare, and it does NOT
3634 add on the values from the player's equipment.
3635 Cursed potions will make negative resistance.. very nasty in combat!
3636 </attribute>
3637 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3638 The player's resistance to depletion will rise by this value in percent
3639 (range -100 till +100). The effect is only temporare, and it does NOT
3640 add on the values from the player's equipment.
3641 Cursed potions will make negative resistance.. very nasty in combat!
3642 </attribute>
3643 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3644 The player's resistance to poison will rise by this value in percent
3645 (range -100 till +100). The effect is only temporare, and it does NOT
3646 add on the values from the player's equipment.
3647 Cursed potions will make negative resistance.. very nasty in combat!
3648 </attribute>
3649 </section>
3650 </type>
3651
3652 <!--####################################################################-->
3653 <type number="156" name="Power Crystal">
3654 <description><![CDATA[
3655 Power crystals can store a player's mana:
3656 When the player applies the crystal with full mana, half of
3657 it flows into the crystal. When the player applies it with
3658 lacking mana, the crystal replenishes the player's mana. ]]>
3659 </description>
3660 <attribute arch="sp" editor="initial mana" type="int">
3661 &lt;initial mana&gt; is the amount of spellpoints that the
3662 crystal holds when the map is loaded.
3663 </attribute>
3664 <attribute arch="maxsp" editor="mana capacity" type="int">
3665 The &lt;mana capacity&gt; defines how much mana can be stored
3666 in the crystal. This is what makes the crystal interesting.
3667 Wizard-players will always seek for crystals with large
3668 capacities.
3669 </attribute>
3670 </type>
3671
3672 <!--####################################################################-->
3673 <type number="13" name="Projectile">
3674 <description><![CDATA[
3675 Projectiles like arrows/crossbow bolts are used as ammunition
3676 for shooting weapons.
3677 <br><br>
3678 It's very easy to add new pairs of weapons &amp; projectiles.
3679 Just set matching &lt;ammunition class&gt; both for shooting
3680 weapon and projectile. ]]>
3681 </description>
3682 <use><![CDATA[
3683 If you want to create new kinds of projectiles, you could
3684 add an alchemical receipe to create these.
3685
3686 Don't create new pairs of weapons &amp; projectiles unless
3687 they really fullfill a useful purpose. In fact, even bows
3688 and crossbows are rarely ever used. ]]>
3689 </use>
3690 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3691 This number is a bitmask, specifying the projectile's attacktypes.
3692 Attacktypes are: physical, magical, fire, cold.. etc.
3693 This works identical to melee weapons. Note that shooting
3694 weapons cannot have attacktypes.
3695 </attribute>
3696 <attribute arch="race" editor="ammunition class" type="string">
3697 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3698 these projectiles. For arrows set "arrows", for crossbow bolts
3699 set "crossbow bolts" (big surprise).
3700
3701 In certain cases, the ammunition class is displayed in the game.
3702 Hence, when you create a new ammunition class, choose an
3703 intuitive name like "missiles", "spirit bolts" - whatever.
3704
3705 You can also make special containers holding these projectiles
3706 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3707 </attribute>
3708 <attribute arch="slaying" editor="slaying race" type="string">
3709 Slaying means the weapon does tripple (3x) damage to monsters
3710 of the specified race. If &lt;slaying race&gt; matches an arch name,
3711 only monsters of that archtype receive tripple damage.
3712 Tripple damage is very effective.
3713 </attribute>
3714 <attribute arch="dam" editor="damage" type="int">
3715 The projectile &lt;damage&gt; significantly affects the damage
3716 done. Damage can be further increased by the shooting
3717 weapon's attributes.
3718 </attribute>
3719 <attribute arch="wc" editor="weaponclass" type="int">
3720 This value is supposed to be the base &lt;weaponclass&gt;,
3721 but it seems to have rather little effect.
3722 High values are good here, low values bad.
3723 </attribute>
3724 <attribute arch="food" editor="chance to break" type="int">
3725 The &lt;chance to break&gt; defines the breaking probability when this
3726 projectile hits an obstacle, e.g. wall or monster.
3727 The value is the %-chance to break, ranging from 0 (never breaking)
3728 to 100 (breaking at first shot).
3729 </attribute>
3730 <attribute arch="magic" editor="magic bonus" type="int">
3731 Magic bonus increases chance to hit and damage a little bit.
3732 </attribute>
3733 <attribute arch="unique" editor="unique item" type="bool">
3734 Unique items exist only one time on a server. If the item
3735 is taken, lost or destroyed - it's gone for good.
3736 </attribute>
3737 <attribute arch="startequip" editor="godgiven item" type="bool">
3738 A godgiven item vanishes as soon as the player
3739 drops it to the ground.
3740 </attribute>
3741 <attribute arch="no_drop" editor="don't drop" type="bool">
3742 When a monster carries a projectile with &lt;don't drop&gt;,
3743 this item will never drop to the ground but
3744 vanish instead. If this object is shot, it can still drop
3745 after hitting an obstacle. You can prevent this by
3746 setting &lt;chance to break&gt; 100.
3747 </attribute>
3748 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3749 This text may describe the projectile. This
3750 could be nice for very special ones.
3751 </attribute>
3752 </type>
3753
3754 <!--####################################################################-->
3755 <type number="70" name="Ring">
3756 <import_type name="Amulet" />
3757 <description><![CDATA[
3758 Rings are worn on the hands - one ring each.
3759 Wearing rings, the object's stats will directly be inherited to
3760 the player. Usually enhancing his spellcasting potential. ]]>
3761 </description>
3762 <use><![CDATA[
3763 When you create an artifact ring, never forget that players can
3764 wear <B>two</B> rings! Due to that it is extremely important to
3765 keep rings in balance with the game.
3766 <br><br>
3767 Also keep in mind that rings are generally the wizard's tools.
3768 They should primarily grant bonuses to spellcasting abilities
3769 and non-physical resistances. ]]>
3770 </use>
3771 </type>
3772
3773 <!--####################################################################-->
3774 <type number="3" name="Rod">
3775 <ignore>
3776 <attribute arch="title" />
3777 </ignore>
3778 <description><![CDATA[
3779 A rod contains a spell. The player can use this spell by applying and
3780 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3781 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3782 used endlessly. ]]>
3783 </description>
3784 <use><![CDATA[
3785 Rods with healing/curing spells are extremely powerful. Usually, potions have
3786 to be used for that purpose. Though, potions are expensive and only good for
3787 one-time-use.<br> ]]>
3788 </use>
3789 <attribute arch="sp" editor="spell" type="spell">
3790 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3791 rods to players, since they can be used endlessly without any mana cost!
3792 Rods with heal/ restoration/ protection spells, IF available, MUST be
3793 very very VERY hard to get!
3794 </attribute>
3795 <attribute arch="level" editor="casting level" type="int">
3796 The casting level of the &lt;spell&gt; determines it's power.
3797 For attack spells, level should be set to something reasonable.
3798 </attribute>
3799 <attribute arch="hp" editor="initial spellpoints" type="int">
3800 This value represents the initial amount of spellpoints in the rod.
3801 Naturally, this is quite unimportant.
3802 </attribute>
3803 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3804 When the rod is fully charged up, it will hold this maximum amount of
3805 spellpoints. Make sure it is enough to cast the contained spell at least
3806 once. But don't set the value too high, as that might make the rod
3807 too effective.
3808 </attribute>
3809 <attribute arch="startequip" editor="godgiven item" type="bool">
3810 A godgiven item vanishes as soon as the player
3811 drops it to the ground.
3812 </attribute>
3813 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3814 This text may contain a description of the rod.
3815 </attribute>
3816 </type>
3817
3818 <!--####################################################################-->
3819 <type number="154" name="Rune">
3820 <ignore>
3821 <attribute arch="no_pick" />
3822 <attribute arch="title" />
3823 <attribute arch="name_pl" />
3824 <attribute arch="weight" />
3825 <attribute arch="value" />
3826 <attribute arch="material" />
3827 <attribute arch="unpaid" />
3828 </ignore>
3829 <description><![CDATA[
3830 A rune is a magical enscription on the dungeon floor.
3831 <br><br>
3832 Runes hit any monster or person who steps on them for 'dam' damage in
3833 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3834 and will cast this spell when it detonates. Yet another kind is the
3835 "summoning rune", summoning predefined monsters of any kind, at detonation.
3836 <br><br>
3837 Many runes are already defined in the archetypes. ]]>
3838 </description>
3839 <use><![CDATA[
3840 Avoid monsters stepping on your runes. For example, summoning runes
3841 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3842 </use>
3843 <attribute arch="no_pick" value="1" type="fixed" />
3844 &move_on;
3845 <attribute arch="level" editor="rune level" type="int">
3846 This value sets the level the rune will cast the spell it contains at,
3847 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3848 (&lt;rune level&gt; 0 runes won't detonate at all!)
3849
3850 Level Also effects how easily a rune may be found and disarmed, and
3851 how much experience the player gets for doing so. Beware: High level
3852 runes can be quite a cheap source of experience! So either make them
3853 tough, or keep the level low.
3854 </attribute>
3855 <attribute arch="Cha" editor="visibility" type="int">
3856 This value determines what fraction of the time the rune is visible:
3857 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3858 how easily the rune may be found.
3859 </attribute>
3860 <attribute arch="hp" editor="number of charges" type="int">
3861 The rune will detonate &lt;number of charges&gt; times before disappearing.
3862 </attribute>
3863 <attribute arch="dam" editor="direct damage" type="int">
3864 &lt;direct damage&gt; specifies how much damage is done by the rune,
3865 if it doesn't contain a spell. This should be set in reasonable
3866 relation to the rune's level.
3867 </attribute>
3868 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3869 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3870 attribute defines what attacktype to use for direct damage when
3871 the rune detonates.
3872 </attribute>
3873 <section name="spellcraft">
3874 <attribute arch="sp" editor="spell" type="spell">
3875 The selected &lt;spell&gt; defines the spell in the rune, if any.
3876 (Many runes do direct damage).
3877 </attribute>
3878 <attribute arch="slaying" editor="spell name" type="string">
3879 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3880 but if present, overrides the &lt;spell&gt; setting.
3881 </attribute>
3882 <attribute arch="other_arch" editor="spell arch" type="string">
3883 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3884 is optional, but if present, overrides the &lt;spell&gt; setting.
3885 You can choose any of the existing arches.
3886 </attribute>
3887 <attribute arch="maxsp" editor="direction" type="list_direction">
3888 If set, the rune will cast it's containing spell (if any) in
3889 this &lt;direction&gt;.In most cases this appears useless because
3890 the spell directly hits the player.
3891 </attribute>
3892 <attribute arch="race" editor="summon monster" type="string">
3893 If this is set to the arch name of any monster, together with
3894 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3895 of those on detonation. (dam and attacktype will still be ignored
3896 in this case). Runes are even capable of summoning multi-square
3897 monsters, given enough space. You'd better test it though.
3898 </attribute>
3899 <attribute arch="maxhp" editor="summon amount" type="int">
3900 This should only be set to a summoning rune. It will then summon
3901 that many creatures of the kind &lt;summon monster&gt;.
3902 </attribute>
3903 </section>
3904 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3905 When the rune detonates, this text is displayed to the
3906 victim. For especially powerful runes, create an appropriate
3907 thrilling description. ;)
3908 </attribute>
3909 </type>
3910
3911 <!--####################################################################-->
3912 <type number="106" name="Savebed">
3913 <ignore>
3914 <ignore_list name="non_pickable" />
3915 </ignore>
3916 <description><![CDATA[
3917 When the player applies a savebed, he is not only saved. Both his
3918 respawn-after-death and his word-of-recall positions are pointing
3919 to the last-applied savebed. ]]>
3920 </description>
3921 <use><![CDATA[
3922 Put savebed locations in towns, do not put them into dungeons.
3923 It is absolutely neccessary that a place with savebeds is 100% secure.
3924 That means:
3925 <UL>
3926 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3927 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3928 <LI> Insert a relyable exit! Make sure there is no possibility that
3929 players get trapped in a savebed location.
3930 <LI> If possible, mark the whole site as no-spell area (Insert this
3931 arch called "dungeon_magic" everywhere). This is not required,
3932 but it makes the place much more safe.
3933 </UL> ]]>
3934 </use>
3935 <attribute arch="no_pick" value="1" type="fixed" />
3936 <attribute arch="no_magic" value="1" type="fixed" />
3937 <attribute arch="damned" value="1" type="fixed" />
3938 </type>
3939
3940 <!--####################################################################-->
3941 <type number="111" name="Scroll">
3942 <ignore>
3943 <attribute arch="title" />
3944 </ignore>
3945 <description><![CDATA[
3946 Scrolls contain spells (similar to spell-potions). Unlike potions,
3947 scrolls require a certain literacy skill to read successfully.
3948 Accordingly, for a successful reading, a small amount of
3949 experience is gained. Scrolls allow only one time usage, but
3950 usually they are sold in bulks. ]]>
3951 </description>
3952 <use><![CDATA[
3953 For low level quests, scrolls of healing/curing-spells
3954 can be a nice reward. At higher levels, scrolls become less
3955 and less useful. ]]>
3956 </use>
3957 <attribute arch="level" editor="casting level" type="int">
3958 The spell of the scroll will be casted at this level.
3959 This value should always be set, at least to 1.
3960 </attribute>
3961 <attribute arch="sp" editor="spell" type="spell">
3962 When a player/monster applies this scroll, the selected &lt;spell&gt;
3963 will be casted (once). This should work for any given spell.
3964 </attribute>
3965 <attribute arch="startequip" editor="godgiven item" type="bool">
3966 A godgiven item vanishes as soon as the player
3967 drops it to the ground.
3968 </attribute>
3969 </type>
3970
3971 <!--####################################################################-->
3972 <type number="33" name="Shield">
3973 <import_type name="Amulet" />
3974 <description><![CDATA[
3975 Wearing a shield, the object's stats will directly be inherited to
3976 the player. Shields usually provide good defense, only surpassed
3977 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3978 </description>
3979 <use><![CDATA[
3980 Feel free to create your own special artifacts. However, it is very
3981 important that you keep your artifact in balance with existing maps. ]]>
3982 </use>
3983 <attribute arch="magic" editor="magic bonus" type="int">
3984 &lt;magic bonus&gt; works just like ac, except that it can be improved by
3985 "scrolls of Enchant Armour" or reduced by acid. It is less useful
3986 than direct armour-class bonus on the shield.
3987 </attribute>
3988 </type>
3989
3990 <!--####################################################################-->
3991 <type number="14" name="Shooting Weapon">
3992 <description><![CDATA[
3993 Schooting weapons like bows/crossbows are used to shoot projectiles
3994 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
3995 wielded both at the same time. Like with any other equipment,
3996 stats/bonuses from shooting weapons are directly inherited to the player.
3997 <br><br>
3998 It's very easy to add new pairs of weapons &amp; projectiles.
3999 Just set matching &lt;ammunition class&gt; both for shooting
4000 weapon and projectile. ]]>
4001 </description>
4002 <use><![CDATA[
4003 Shooting weapons should not add bonuses in general. There's already
4004 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4005 Schooting weapons should especially not add bonuses to the player
4006 that have nothing to do with schooting. A Wisdom bonus on a bow
4007 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4008 - still crap. ]]>
4009 </use>
4010 <attribute arch="race" editor="ammunition class" type="string">
4011 Only projectiles with matching &lt;ammunition class&gt; can be fired
4012 with this weapon. For normal bows set "arrows", for normal
4013 crossbows set "crossbow bolts".
4014
4015 In certain cases, the ammunition class is displayed in the game.
4016 Hence, when you create a new ammunition class, choose an
4017 intuitive name like "missiles", "spirit bolts" - whatever.
4018 </attribute>
4019 <attribute arch="sp" editor="shooting speed" type="int">
4020 After shooting a projectile, the player is frozen for a short
4021 period of time (to prevent shooting arrows machine-gun-like).
4022 The greater &lt;shooting speed&gt;, the shorter this period of time.
4023 1 is minimum (=worst) and 100 is maximum (=best) value.
4024
4025 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4026 SET IT TO ZERO! (That would freeze the player for eternety).
4027 </attribute>
4028 <attribute arch="dam" editor="base damage" type="int">
4029 The &lt;base damage&gt; significantly affects the damage done
4030 by using this weapon. This damage is added to the projectile
4031 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4032 according to the player's strength is added.
4033 </attribute>
4034 <attribute arch="wc" editor="weaponclass" type="int">
4035 This value is supposed to be the base &lt;weaponclass&gt;,
4036 but it seems to have rather little effect.
4037 High values are good here, low values bad.
4038 </attribute>
4039 <attribute arch="item_power" editor="item power" type="int">
4040 The &lt;item power&gt; value measures how "powerful" an artifact is.
4041 Players will only be able to wear equipment with a certain total
4042 amount of &lt;item power&gt;, depending on their own level. This is the
4043 only way to prevent low level players to wear "undeserved" equipment
4044 (like gifts from other players or cheated items).
4045
4046 It is very important to adjust the &lt;item power&gt; value carefully
4047 for every artifact you create! If zero/unset, the CF server will
4048 calculate a provisional value at runtime, but this is never
4049 going to be an accurate measurement of &lt;item power&gt;.
4050 </attribute>
4051 <attribute arch="no_strength" editor="ignore strength" type="bool">
4052 Usually the player's strentgh takes effect on the damage
4053 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4054 the player's strength is ignored.
4055 </attribute>
4056 <attribute arch="damned" editor="damnation" type="bool">
4057 A damned shooting weapon cannot be unwielded unless
4058 the curse is removed. Removing damnations is
4059 a tick harder than removing curses.
4060 </attribute>
4061 <attribute arch="cursed" editor="curse" type="bool">
4062 A cursed shooting weapon cannot be unwielded unless
4063 the curse is removed.
4064 </attribute>
4065 <attribute arch="unique" editor="unique item" type="bool">
4066 Unique items exist only one time on a server. If the item
4067 is taken, lost or destroyed - it's gone for good.
4068 </attribute>
4069 <attribute arch="startequip" editor="godgiven item" type="bool">
4070 A godgiven item vanishes as soon as the player
4071 drops it to the ground.
4072 </attribute>
4073 <section name="stats">
4074 <attribute arch="Str" editor="strength" type="int">
4075 The player's strentgh will rise/fall by the given value
4076 while wearing this shooting weapon.
4077 </attribute>
4078 <attribute arch="Dex" editor="dexterity" type="int">
4079 The player's dexterity will rise/fall by the given value
4080 while wearing this shooting weapon.
4081 </attribute>
4082 <attribute arch="Con" editor="constitution" type="int">
4083 The player's constitution will rise/fall by the given value
4084 while wearing this shooting weapon.
4085 </attribute>
4086 <attribute arch="Int" editor="intelligence" type="int">
4087 The player's intelligence will rise/fall by the given value
4088 while wearing this shooting weapon.
4089 </attribute>
4090 <attribute arch="Pow" editor="power" type="int">
4091 The player's power will rise/fall by the given value
4092 while wearing this shooting weapon.
4093 </attribute>
4094 <attribute arch="Wis" editor="wisdom" type="int">
4095 The player's wisdom will rise/fall by the given value while
4096 wearing this shooting weapon.
4097 </attribute>
4098 <attribute arch="Cha" editor="charisma" type="int">
4099 The player's charisma will rise/fall by the given value
4100 while wearing this shooting weapon.
4101 </attribute>
4102 </section>
4103 <section name="bonus">
4104 <attribute arch="luck" editor="luck bonus" type="int">
4105 With positive luck bonus, the player is more likely to
4106 succeed in all sorts of things (spellcasting, praying,...).
4107 Unless the &lt;luck bonus&gt; is very high, the effect will be
4108 barely visible in-game. Luck bonus on one piece of equipment
4109 should never exceed 3, and such bonus should not be too
4110 frequently available.
4111 </attribute>
4112 <attribute arch="magic" editor="magic bonus" type="int">
4113 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4114 I'm not sure what exactly is increased - maybe weaponclass?
4115 However, &lt;magic bonus&gt; seems to have a little bit of positive
4116 influence on your chance to hit.
4117 </attribute>
4118 </section>
4119 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4120 This text describes the weapons's "story". Every decent artifact weapon
4121 should have such a description.
4122 </attribute>
4123 </type>
4124
4125 <!--####################################################################-->
4126 <type number="68" name="Shop Floor">
4127 <ignore>
4128 <ignore_list name="non_pickable" />
4129 </ignore>
4130 <description><![CDATA[
4131 Shop floor is used for shops. It acts like a combination of the
4132 common floor- and the treasure type: When the map is loaded,
4133 randomitems (depending on the setings) are generated on it.
4134 These items are all flagged as unpaid.
4135 When a player drops an item onto shop floor, the item becomes
4136 unpaid and the player receives payment according to the item's
4137 selling-value.
4138 Shopfloor always prevents magic (To hinder players from burning
4139 or freezing the goods). ]]>
4140 </description>
4141 <use><![CDATA[
4142 Tile your whole shop-interior space which shop floor.
4143 (That assures players receive payment for dropping items).
4144 Place shop mats to enter/leave the shop, and make sure
4145 there is no other exit than the shop mat. ]]>
4146 </use>
4147 <attribute arch="is_floor" value="1" type="fixed" />
4148 <attribute arch="no_pick" value="1" type="fixed" />
4149 <attribute arch="no_magic" value="1" type="fixed" />
4150 <attribute arch="auto_apply" editor="generate goods" type="bool">
4151 If enabled, items will appear on this square when the map is loaded.
4152 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4153 are generated. The items will be unpaid.
4154 </attribute>
4155 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4156 This entry determines what kind of treasure will appear, when
4157 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4158 for details about existing treasurelists.
4159 </attribute>
4160 <attribute arch="exp" editor="quality level" type="int">
4161 The &lt;quality level&gt; will be used for the quality of the generated
4162 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4163 doesn't need to be set, unless you want extraordinarily good/bad
4164 quality. If you want to make a shop with very high quality, meaybe
4165 charge an entrance fee, or make the shop hard-to-come-by.
4166 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4167 and appearance of artifact-items.
4168 </attribute>
4169 <attribute arch="damned" editor="no prayers" type="bool">
4170 If enabled, it is impossible for players to use prayers
4171 on that spot. It also prevents players from saving.
4172 (Remember that &lt;no magic&gt; is always set for shop floors.)
4173 </attribute>
4174 </type>
4175
4176 <!--####################################################################-->
4177 <type number="69" name="Shop Mat">
4178 <ignore>
4179 <ignore_list name="non_pickable" />
4180 </ignore>
4181 <description><![CDATA[
4182 Shop mats are used for entering/leaving shops. You should always
4183 have exactly TWO shop mats on your shop-map: One inside the
4184 "shopping-area" and one outside. Shop mats don't use exit paths/
4185 or -destinations. When stepping onto a shopmat the player gets beamed
4186 to the nearest other mat. If the player has unpaid items in his
4187 inventory, the price gets charged from his coins automatically.
4188 If the player has insufficient coins to buy his unpaid items, he
4189 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4190 </description>
4191 <use><![CDATA[
4192 As stated above, always place TWO shop mats into your shop.
4193 Not more and not less than that. ]]>
4194 </use>
4195 <attribute arch="no_pick" value="1" type="fixed" />
4196 &move_on;
4197 </type>
4198
4199 <!--####################################################################-->
4200 <type number="98" name="Sign &amp; MagicMouth">
4201 <ignore>
4202 <ignore_list name="non_pickable" />
4203 </ignore>
4204 <description><![CDATA[
4205 The purpose of a sign or magic_mouth is to display a certain message to
4206 the player. There are three ways to have the player get this message:
4207 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4208 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4209 </description>
4210 <use><![CDATA[
4211 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4212 some true roleplay feeling to your maps, support your storyline or give
4213 hints about hidden secrets/dangers. Place signs to provide the player
4214 with all kinds of useful information for getting along in your maps. ]]>
4215 </use>
4216 <attribute arch="connected" editor="connection" type="int">
4217 When a connection value is set, the message will be printed whenever
4218 the connection is triggered. This should be used in combination with
4219 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4220 If activating your magic_mouth this way, the message will not only be
4221 printed to one player, but all players on the current map.
4222 </attribute>
4223 &move_on;
4224 <attribute arch="food" editor="counter" type="int">
4225 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4226 (printing the message) only that many times. For signs this really shouldn't
4227 be used, while for magic_mouths it is extremely helpful.
4228 Monsters walking over the magic_mouth do not decrease the counter.
4229
4230 Often, you might want to have a message displayed only one time. For example:
4231 The player enters your map and you put a magic_mouth to tell him about the
4232 monsters and how dangerous they look and all. Later, when all the monsters
4233 are killed and the player leaves the map, displaying the same message a
4234 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4235 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4236 </attribute>
4237 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4238 This text will be displayed to the player.
4239 </attribute>
4240 </type>
4241
4242 <!--####################################################################-->
4243 <type number="43" name="Skill">
4244 <ignore>
4245 <ignore_list name="system_object" />
4246 </ignore>
4247 <description><![CDATA[
4248 Skills are objects which exist in the player/monster inventory.
4249 Both NPC/monsters and players use the same skill archetypes. Not all skills
4250 are enabled for monster use however. ]]>
4251 </description>
4252 <use><![CDATA[
4253 For mapmaking, Skill objects serve two purposes:
4254 <p>First, the predefined skill archtypes (in the 'skills' directory)
4255 can be seen as the global skill definitions. A skill which doesn't
4256 exists as an archtype cannot be learned or used by players. When you
4257 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4258 of defined skill archtypes, because those strings are used as a reference in
4259 many skill-related objects.
4260 </p><p>
4261 Secondly, in order to enable monsters to use skills, you will need to
4262 copy default skill archtypes into the monsters' inventories.
4263 You can even customize the skills by changing stats. It is not
4264 recommended however, to use skills in your maps which are totally
4265 unrelated to any predefined skill archtype.</p> ]]>
4266 </use>
4267 <attribute arch="invisible" value="1" type="fixed" />
4268 <attribute arch="no_drop" value="1" type="fixed" />
4269 <attribute arch="skill" editor="skill name" type="string">
4270 The &lt;skill name&gt; is used for matchings. When a usable
4271 object has an identical &lt;skill name&gt;, players
4272 (or monsters) will need this skill to apply/use the object.
4273 </attribute>
4274 <attribute arch="expmul" editor="exp multiplier" type="float">
4275 This is the ratio of experience the players total should increase by
4276 when this skill is used. If this is zero, then experience only goes to
4277 to the skill. Values higher than 1 are allowed. Note that experience
4278 rewarded to the players total is in addition to that given to the
4279 skill. Eg, if player should get 500 exp for using a skill, and
4280 expmul is 1, the player will get 500 added to that skill as well as
4281 500 to their total.
4282 </attribute>
4283 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4284 The &lt;skill type&gt; defines the base functionality of the skill.
4285 Skill types are hardcoded in the Crossfire server. It isn't hard to
4286 create new skill types, but it requires a bit of server-coding.
4287 </attribute>
4288 <attribute arch="level" editor="level" type="int">
4289 </attribute>
4290 <attribute arch="exp" editor="experience" type="int">
4291 </attribute>
4292 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4293 The &lt;is native skill&gt; flag has an effect only when this
4294 skill object is placed in the inventory of a monster (or player).
4295 If it is set, the monster or player knows the skill natively, which
4296 means he does not need a skill tool to use it.
4297 </attribute>
4298 </type>
4299
4300 <!--####################################################################-->
4301 <type number="130" name="Skill Scroll">
4302 <description><![CDATA[
4303 By reading a skill scroll, a player has a chance to learn the
4304 contained skill. ]]>
4305 </description>
4306 <use><![CDATA[
4307 Skill scrolls are very much sought for by players. Currently,
4308 all skill scrolls are sold in shops randomly, which is in fact not
4309 a good system. It would be nice to have some cool quests with
4310 skill scrolls rewarded at the end. ]]>
4311 </use>
4312 <attribute arch="race" value="scrolls" type="fixed" />
4313 <attribute arch="skill" editor="skill name" type="string">
4314 The &lt;skill name&gt; matches the skill object that can
4315 be learned from this scroll.
4316 </attribute>
4317 </type>
4318
4319 <!--####################################################################-->
4320 <type number="21" name="Special Key">
4321 <ignore>
4322 <attribute arch="material" />
4323 </ignore>
4324 <description><![CDATA[
4325 When carrying the appropriate special key, a locked door can
4326 be opened. The key will dissapear.
4327 <br><br>
4328 This object-type can also be used for "passport"-like items:
4329 When walking onto an invetory checker, a gate for example might
4330 get opened. The "passport" will stay in the player's inventory. ]]>
4331 </description>
4332 <use><![CDATA[
4333 How to make a "passport": You take the special key arch
4334 (archetype name is "key2"), set the face to something like
4335 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4336 certainly must match with the appropiate inventory checker.
4337 <br><br>
4338 Of course you can be creative with names and faces of
4339 key-objects. A "mysterious crystal" or a "big dragon claw"
4340 (with appropriate faces) appear more interesting than just
4341 a "strange key", or "passport". ]]>
4342 </use>
4343 <attribute arch="slaying" editor="key string" type="string">
4344 This string must be identical with the &lt;key string&gt; in the
4345 locked door, then it can be unlocked. It can also be used
4346 to trigger inventory checkers.
4347 </attribute>
4348 <attribute arch="material" editor="material" type="bitmask_material">
4349 For Special Keys, material should always be unset or set
4350 to Adamantite. This prevents the key from getting
4351 burned or otherwise destroyed.
4352 </attribute>
4353 <attribute arch="unique" editor="unique item" type="bool">
4354 Unique items exist only one time on a server. If the item
4355 is taken, lost or destroyed - it's gone for good.
4356
4357 This can be used if you want to sell apartments on your
4358 map: Simply sell a unique passport/key, and place
4359 an inventory checker at the entrance of your apartment.
4360 </attribute>
4361 <attribute arch="startequip" editor="godgiven item" type="bool">
4362 A godgiven item vanishes as soon as the player
4363 drops it to the ground.
4364 </attribute>
4365 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4366 This will add a description to the object. The player can read
4367 this text by clicking on the item in his inventory. Use this
4368 message to describe what the key/passport is good for. A player
4369 might have 50 different keys on his key-ring. Don't expect
4370 players to recall their purpose just by their names.
4371 </attribute>
4372 </type>
4373
4374 <!--####################################################################-->
4375 <type number="101" name="Spell">
4376 <ignore>
4377 <ignore_list name="system_object" />
4378 </ignore>
4379 <description><![CDATA[
4380 Spell objects define a spell. When a spell is put in a spellbook,
4381 players can learn it by reading the book. Once learned, players
4382 can use the spell as often as they like. With increasing skill level
4383 of the player, spells may gain power but also increase cost.<br>
4384 Monsters can use spells which are put in their inventory (provided
4385 that certain "enabling" settings are correct). The monster's
4386 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4387 </description>
4388 <use><![CDATA[
4389 A lot of the spells' settings can be tuned and customized.
4390 When creating new spells which are accessible to players, it is
4391 important to think about balance. A single spell which is too
4392 powerful and/or too easy to use can eventually toss the whole skill
4393 and magic school system out of whack. Testing new spells is
4394 quite important therefore. ]]>
4395 </use>
4396 <attribute arch="no_drop" value="1" type="fixed" />
4397 <attribute arch="invisible" value="1" type="fixed" />
4398 <attribute arch="skill" editor="skill name" type="string">
4399 The &lt;skill name&gt; matches the skill which is needed
4400 to cast this spell. This should be one out of "sorcery",
4401 "pyromancy", "evocation", "summoning" or "praying".
4402 If you want to fiddle with these, please take care not
4403 to upset the concept and balance of the various skills.
4404 </attribute>
4405 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4406 The &lt;spell type&gt; defines the basic type of spell.
4407 Some of these types are of a more generic nature than others.
4408 </attribute>
4409 <attribute arch="level" editor="spell level" type="int">
4410 </attribute>
4411 <attribute arch="casting_time" editor="casting time" type="int">
4412 </attribute>
4413 <attribute arch="duration" editor="duration" type="int">
4414 </attribute>
4415 <attribute arch="other_arch" editor="create object" type="string">
4416 </attribute>
4417 <attribute arch="sp" editor="cost spellpoints" type="int">
4418 </attribute>
4419 <attribute arch="grace" editor="cost grace" type="int">
4420 </attribute>
4421 <attribute arch="maxsp" editor="double cost per level" type="int">
4422 </attribute>
4423 </type>
4424
4425 <!--####################################################################-->
4426 <type number="85" name="Spellbook">
4427 <description><![CDATA[
4428 By reading a spellbook, the player has a chance of learning the
4429 contained spell. Once learned from a book, the spell is available
4430 forever. Spellbooks with high level spells require some skill-level
4431 to read.<br><br>
4432 You can create widely customized spells only by adjusting the
4433 spell object in the spellbooks inventory. Refer to the description
4434 of spell objects for detailed information how to customize spells.<br>
4435 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4436 with a compilation of spells that the book may contain. ]]>
4437 </description>
4438 <use><![CDATA[
4439 Don't put any of the godgiven spells into a spellbook! These are
4440 reserved for the followers of the appropriate cults. Handing them
4441 out in a spellbook would violate the balance between different religions.
4442 <br><br>
4443 Note that there is no fundamental difference between the spellbooks
4444 of varying schools (pyromancy, sorcery, evocation, summoning, and
4445 even praying). The difference lies only in the spells they contain.
4446 It is up to you, the mapmaker, to pick the right type of book
4447 for your spells. ]]>
4448 </use>
4449 <attribute arch="skill" value="literacy" type="fixed" />
4450 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4451 There are two ways to put spells into a spellbook:
4452 1. Put a spell object in the books inventory. In this case,
4453 treasurelist must be set to &lt;none&gt;.
4454 2. Choose a treasurelist which contains spells.
4455 In that way, a spell will be chosen randomly from the list.
4456 </attribute>
4457 <attribute arch="startequip" editor="godgiven item" type="bool">
4458 A godgiven item vanishes as soon as the player
4459 drops it to the ground.
4460 </attribute>
4461 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4462 This text may contain a nice description
4463 of the spellbook's cover or something.
4464 </attribute>
4465 </type>
4466
4467 <!--####################################################################-->
4468 <type number="90" name="Spinner">
4469 <ignore>
4470 <ignore_list name="non_pickable" />
4471 </ignore>
4472 <description><![CDATA[
4473 Spinners change the direction of spell objects and other projectiles
4474 that fly past. Unlike directors, it does make a difference from what
4475 angle you shoot into the spinner. The direction of objects flying past
4476 is always changed by a certain degree. ]]>
4477 </description>
4478 <use><![CDATA[
4479 Spinners are very rarely used. I believe they are quite
4480 confusing and pointless. The only use I can think of is building
4481 some puzzle about where to shoot into spinners to shoot somewhere you
4482 otherwise couldn't.
4483
4484 When placing spinners on a map with magic walls, make sure the spell-
4485 projectiles from magic walls don't get to fly in loops. ]]>
4486 </use>
4487 <attribute arch="sp" editor="direction number" type="int">
4488 The spinner will change the direction of flying objects by
4489 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4490 positive values counter clockwise.
4491
4492 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4493 </attribute>
4494 &move_on;
4495 </type>
4496
4497 <!--####################################################################-->
4498 <type number="138" name="Swamp">
4499 <ignore>
4500 <ignore_list name="non_pickable" />
4501 </ignore>
4502 <description><![CDATA[
4503 Swamp areas show a special behaviour:
4504 When a player stands still on a swamp-square for too long,
4505 he will start to sink in and eventually drown and die.
4506 Items dropped on the swamp sink in and dissapear.
4507 Players with knowledge of the woodsman skill are a lot less likely
4508 to die in the swamp. ]]>
4509 </description>
4510 <attribute arch="is_floor" value="1" type="fixed" />
4511 <attribute arch="is_wooded" value="1" type="fixed" />
4512 <attribute arch="speed" editor="drowning speed" type="float">
4513 The higher the &lt;drowning speed&gt;, the faster will players and items
4514 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4515 and unexpected death-trap. Players should get a warning before such areas.
4516 </attribute>
4517 &move_on;
4518 &movement_types_terrain;
4519 <attribute arch="no_magic" editor="no spells" type="bool">
4520 If enabled, it is impossible for players to use (wizard-)
4521 spells on that spot.
4522 </attribute>
4523 <attribute arch="damned" editor="no prayers" type="bool">
4524 If enabled, it is impossible for players to use prayers
4525 on that spot. It also prevents players from saving.
4526 </attribute>
4527 </type>
4528
4529 <!--####################################################################-->
4530 <type number="41" name="Teleporter">
4531 <ignore>
4532 <ignore_list name="non_pickable" />
4533 </ignore>
4534 <description><![CDATA[
4535 When the player walks into a teleporter, he is transferred to a
4536 different location. The main difference to the object-type exit
4537 is the possibility to have teleporters connected to levers/buttons/etc.
4538 Sometimes teleporters are activated even against the players will.
4539 <br><br>
4540 Unlike exits, teleporters can also transfer items and
4541 monsters to different locations on the same map. ]]>
4542 </description>
4543 <use><![CDATA[
4544 When creating maps, I guess sooner or later you'll want to have
4545 an invisible teleporter. If using "invisible 1", the teleporter
4546 can still be discovered with the show_invisible spell. And in
4547 some cases you can't place it under the floor to prevent this.
4548 <br><br>
4549 Fortunately, there is a cool trick to make a perfectly invisible
4550 teleporter: You simply add teleporter functionality to the floor
4551 itself. That means: You take the floor arch (e.g. "flagstone"),
4552 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4553 </use>
4554 <attribute arch="slaying" editor="exit path" type="string">
4555 The exit path specifies the map that the player is transferred to.
4556 &lt;exit path&gt; can be an absolute path, beginning with '/'
4557 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4558 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4559 for example I could use the relative path "Fire1"). Use relative
4560 paths whenever possible! Note that upper/lower case must always be
4561 set correctly. However, please use lower case only.
4562
4563 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4564 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4565 monsters and items. In this case, the destined map is automatically
4566 the same map the teleporter is on.
4567 </attribute>
4568 <attribute arch="hp" editor="destination X" type="int">
4569 The exit destinations define the (x, y)-coordinates where the exit
4570 leads to.
4571
4572 If both are set to zero and &lt;exit path&gt; is empty, the player will
4573 get teleported to another, randomly chosen teleporter on the same
4574 map (Slightly confusing for the player though). Make sure there
4575 actually *is* a second one in that case.
4576
4577 If both are set to zero and &lt;exit path&gt; is set, the player will
4578 be transferred to the "default enter location" of the destined map.
4579 The latter can be set in the map-properties as "Enter X/Y". Though,
4580 please DO NOT use that. It turned out to be a source for numerous
4581 map-bugs.
4582 </attribute>
4583 <attribute arch="sp" editor="destination Y" type="int">
4584 The exit destinations define the (x, y)-coordinates where the exit
4585 leads to.
4586
4587 If both are set to zero and &lt;exit path&gt; is empty, the player will
4588 get teleported to another, randomly chosen teleporter on the same
4589 map (Slightly confusing for the player though). Make sure there
4590 actually *is* a second one in that case.
4591
4592 If both are set to zero and &lt;exit path&gt; is set, the player will
4593 be transferred to the "default enter location" of the destined map.
4594 The latter can be set in the map-properties as "Enter X/Y". Though,
4595 please DO NOT use that. It turned out to be a source for numerous
4596 map-bugs.
4597 </attribute>
4598 <attribute arch="connected" editor="connection" type="int">
4599 If a connection value is set, the teleporter will be activated
4600 whenever the connection is triggered. To use this properly,
4601 &lt;activation speed&gt; must be zero.
4602 </attribute>
4603 <attribute arch="speed" editor="activation speed" type="float">
4604 If the &lt;activation speed&gt; is nonzero, the teleporter will
4605 automatically be activated in regular time-intervals. Hence, the
4606 player can just step on it and gets teleported sooner or later.
4607 The duration between two activates depends on the given value.
4608 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4609
4610 VERY IMPORTANT: If you want to have your teleporter activated via
4611 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4612 </attribute>
4613 </type>
4614
4615 <!--####################################################################-->
4616 <type number="26" name="Timed Gate">
4617 <ignore>
4618 <ignore_list name="non_pickable" />
4619 </ignore>
4620 <description><![CDATA[
4621 Gates play an important role in Crossfire. Gates can be opened
4622 by activating a button/trigger, by speaking passwords (-> magic_ear)
4623 or carrying special key-objects (-> inventory checker).
4624 Unlike locked doors, gates can get shut again after a player has
4625 passed, which makes them more practical in many cases. Unlike normal
4626 gates, timed gates open when triggered but automatically close again
4627 after some time.]]>
4628 </description>
4629 <use><![CDATA[
4630 Use gates to divide your maps into separated areas. After solving
4631 area A, the player gains access to area B, and so on. Make your
4632 maps more complex than "one-way". ]]>
4633 </use>
4634 <attribute arch="no_pick" value="1" type="fixed" />
4635 <attribute arch="connected" editor="connection" type="int">
4636 Whenever the inventory checker is triggered, all objects with identical
4637 &lt;connection&gt; value get activated. This only makes sense together with
4638 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4639 after some time.
4640 </attribute>
4641 <attribute arch="wc" editor="position state" type="int">
4642 The &lt;position state&gt; defines the position of the gate:
4643 Zero means completely open/down, the "number of animation-steps" (usually
4644 about 6 or 7) means completely closed/up state. I suggest you don't
4645 mess with this value - Leave the default in place.
4646 </attribute>
4647 &movement_types_terrain;
4648 <attribute arch="no_magic" editor="restrict spells" type="bool">
4649 Restricting the use of spells to pass this gate. This has
4650 an effect only if &lt;block view&gt; is disabled.
4651 </attribute>
4652 <attribute arch="damned" editor="restrict prayers" type="bool">
4653 Restricting the use of prayers to pass this door. This has
4654 an effect only if &lt;block view&gt; is disabled.
4655 </attribute>
4656 <attribute arch="hp" editor="open duration" type="int">
4657 Defines the duration the gate remains closed. This only takes effect
4658 if the gate is not connected.
4659 </attribute>
4660 </type>
4661
4662 <!--####################################################################-->
4663 <type number="155" name="Trap">
4664 <ignore>
4665 <attribute arch="no_pick" />
4666 <attribute arch="title" />
4667 <attribute arch="name_pl" />
4668 <attribute arch="weight" />
4669 <attribute arch="value" />
4670 <attribute arch="material" />
4671 <attribute arch="unpaid" />
4672 </ignore>
4673 <description><![CDATA[
4674 A trap is a object that can either do damage or trigger another connected object
4675 when detonated. Traps are like runes except they are not magical in nature,
4676 and generally have either a physical attack or trigger a reaction.
4677 <br><br>
4678 Traps hit any monster or person who steps on them for 'dam' damage in
4679 'attacktype' attacktype and/or trigger a reaction.
4680 <br><br>
4681 Many traps are already defined in the archetypes. ]]>
4682 </description>
4683 <use><![CDATA[
4684 Avoid monsters stepping on your traps. For example, a party of orcs setting
4685 off your lightning wall and pit trap is usually a bad idea. ]]>
4686 </use>
4687 <attribute arch="no_pick" value="1" type="fixed" />
4688 &move_on;
4689 <attribute arch="level" editor="trap level" type="int">
4690 Level effects how easily a trap may be found and disarmed, and
4691 how much experience the player gets for doing so. Beware: High level
4692 traps can be quite a cheap source of experience! So either make them
4693 tough, or keep the level low.
4694 </attribute>
4695 <attribute arch="Cha" editor="visibility" type="int">
4696 This value determines what fraction of the time the trap is visible:
4697 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4698 how easily the trap may be found.
4699 </attribute>
4700 <attribute arch="hp" editor="number of charges" type="int">
4701 The trap will detonate &lt;number of charges&gt; times before disappearing.
4702 </attribute>
4703 <attribute arch="dam" editor="direct damage" type="int">
4704 &lt;direct damage&gt; specifies how much damage is done by the trap.
4705 This should be set in reasonable relation to the trap's level.
4706 </attribute>
4707 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4708 This attribute defines what attacktype to use for direct damage when
4709 the trap detonates.
4710 </attribute>
4711 <attribute arch="connected" editor="connection" type="int">
4712 When the trap is detonated, all objects with the same
4713 connection value get activated.
4714 </attribute>
4715 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4716 When the trap detonates, this text is displayed to the
4717 victim. For especially powerful or complex traps, create an appropriate
4718 and thrilling description. ;)
4719 </attribute>
4720 </type>
4721
4722 <!--####################################################################-->
4723 <type number="95" name="Trapdoor">
4724 <ignore>
4725 <ignore_list name="non_pickable" />
4726 </ignore>
4727 <description><![CDATA[
4728 Trapdoors are very similar to pits. The difference is that they
4729 can not be closed. Instead, the weight of the object on the
4730 trapdoor determines weither it slams the trapdoor open and falls through
4731 or not.<br>
4732 Once a trapdoor has been opened (by a creature or items of sufficient
4733 weight,) it remains open, acting like an opened pit. ]]>
4734 </description>
4735 <use><![CDATA[
4736 Trapdoors should be used in the same fashion as pits:
4737 They should always drop the victims to some kind of lower level. They
4738 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4739 </use>
4740 <attribute arch="no_pick" value="1" type="fixed" />
4741 &move_on;
4742 <attribute arch="weight" editor="hold weight" type="int">
4743 This value defines how much weight the trapdoor can hold.
4744 Once items or creatures are gathered on the trapdoor, with
4745 a total weight surpassing this value, then the trapdoor will
4746 open and things start falling through.
4747 </attribute>
4748 <attribute arch="hp" editor="destination X" type="int">
4749 The trapdoor will transport creatures (and items) randomly into
4750 a two-square radius of the destination coordinates.
4751 If the destination square becomes blocked, the trapdoor will act like
4752 being filled up and not work anymore!
4753 </attribute>
4754 <attribute arch="sp" editor="destination Y" type="int">
4755 The trapdoor will transport creatures (and items) randomly into
4756 a two-square radius of the destination coordinates.
4757 If the destination square becomes blocked, the trapdoor will act like
4758 being filled up and not work anymore!
4759 </attribute>
4760 </type>
4761
4762 <!--####################################################################-->
4763 <type number="4" name="Treasure">
4764 <ignore>
4765 <attribute arch="nrof" />
4766 <attribute arch="title" />
4767 <attribute arch="name_pl" />
4768 <attribute arch="weight" />
4769 <attribute arch="value" />
4770 <attribute arch="material" />
4771 </ignore>
4772 <description><![CDATA[
4773 A treasure-object turns into certain randomitems when the map is loaded
4774 into the game. ]]>
4775 </description>
4776 <use><![CDATA[
4777 About usage of the "random-artifact" treasurelist:
4778 This will generate powerful stuff like girdles, xray helmets, special
4779 swords etc. If you put this as reward to your quest, players might be
4780 motivated to do it more than once. BUT, by doing so they will get a huge
4781 number of different artifacts! Besides, players will always seek the place
4782 with the most easy-to-get random artifact and ignore all others.
4783 My advice: Don't use it! Attract players with good fighting experience
4784 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4785 </use>
4786 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4787 This entry determines what kind of treasure will appear. Look into
4788 /crossfire/share/crossfire/treasures for details about existing
4789 treasurelists.
4790 </attribute>
4791 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4792 "Auto-generate" must be set in order to have the treasure be created
4793 when the map is loaded.
4794 If you want to create a random treasure chest, you unset this flag.
4795 That way, the player has to apply the object (the chest), then the
4796 treasure is generated.
4797 </attribute>
4798 <attribute arch="hp" editor="create number" type="int">
4799 "Create number" specifies how many pieces of the given treasurelist
4800 will appear. Note that for every piece there is a chance that nothing is
4801 generated. Also, sometimes there can be stacks of items generated, like
4802 for gems/money.
4803 </attribute>
4804 <attribute arch="exp" editor="quality level" type="int">
4805 The &lt;quality level&gt; will be used for the quality of the generated
4806 treasure instead of the map difficulty (as was done with shops).
4807 If zero/unset, the map difficulty will instead be used.
4808 (Example for comparison: Shop floors generate treasure of
4809 &lt;quality level&gt; 5 per default).
4810 </attribute>
4811 </type>
4812
4813 <!--####################################################################-->
4814 <type number="52" name="Trigger Marker">
4815 <ignore>
4816 <ignore_list name="system_object" />
4817 </ignore>
4818 <description><![CDATA[
4819 A trigger marker is an object that inserts an invisible force (a mark) into a
4820 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4821 &lt;key string&gt; which can be discovered by detectors or inventory
4822 checkers. It is also possible to use markers for removing marks again.
4823 <br><br>
4824 Note that the player has no possibility to "see" his own marks,
4825 except by the effect that they cause on the maps. ]]>
4826 </description>
4827 <use><![CDATA[
4828 Markers hold real cool possibilities for map-making. I encourage
4829 you to use them frequently. However there is one negative point
4830 about markers: Players don't "see" what's going on with them. It is
4831 your task, as map-creator, to make sure the player is always well
4832 informed and never confused.
4833 <br><br>
4834 Please avoid infinite markers when they aren't needed. They're
4835 using a little space in the player file after all, so if there
4836 is no real purpose, set an expire time. ]]>
4837 </use>
4838 <attribute arch="no_pick" value="1" type="fixed" />
4839 <attribute arch="slaying" editor="key string" type="string">
4840 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4841 If the player already has a force with that &lt;key string&gt;,
4842 there won't be inserted a second one.
4843 </attribute>
4844 <attribute arch="connected" editor="connection" type="int">
4845 Unlike a regular marker this is the connection that triggers this marker to activate.
4846 </attribute>
4847 <attribute arch="food" editor="mark duration" type="int">
4848 This value defines the duration of the force it inserts.
4849 If nonzero, the duration of the player's mark is finite:
4850 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4851 means the mark will stay on the player forever.
4852 </attribute>
4853 <attribute arch="name" editor="delete mark" type="string">
4854 When the player steps onto the marker, all existing forces in
4855 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4856 will be removed. If you don't want to remove any marks, leave
4857 this textfield empty.
4858
4859 Note that the string &lt;delete mark&gt; is set as the name of
4860 this marker. So don't be confused, and remember changing the
4861 name will take effect on the marker's functionality.
4862 </attribute>
4863 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4864 In the moment when the player gets marked, this text is displayed
4865 to him. You should really set a message in any marker you create,
4866 because it's the only way for the player to notice what's going on.
4867 </attribute>
4868 </type>
4869
4870 <!--####################################################################-->
4871 <type number="0" name="Wall">
4872 <required>
4873 <attribute arch="is_floor" value="0" />
4874 <attribute arch="alive" value="0" />
4875 <attribute arch="move_block" value="255" />
4876 </required>
4877 <ignore>
4878 <attribute arch="nrof" />
4879 <attribute arch="title" />
4880 <attribute arch="name_pl" />
4881 <attribute arch="value" />
4882 <attribute arch="unpaid" />
4883 </ignore>
4884 <description><![CDATA[
4885 Walls usually block passage and sight. ]]>
4886 </description>
4887 &movement_types_terrain;
4888 <attribute arch="can_roll" editor="moveable" type="bool">
4889 If set, the object is able to "roll", so it can be pushed around.
4890 This setting is used for boulders and barrels.
4891 </attribute>
4892 <attribute arch="no_magic" editor="restrict spells" type="bool">
4893 This takes effect only with &lt;blocksview&gt; disabled.
4894 Restricting the use of spells to pass this wall.
4895 </attribute>
4896 <attribute arch="damned" editor="restrict prayers" type="bool">
4897 This takes effect only with &lt;blocksview&gt; disabled.
4898 Restricting the use of spells to pass this wall.
4899 </attribute>
4900 </type>
4901
4902 <!--####################################################################-->
4903 <type number="109" name="Wand &amp; Staff">
4904 <description><![CDATA[
4905 Wands contain a certain spell. The player can apply (ready) and
4906 fire the wand. After a defined number of casts, the wand is
4907 "used up". It is possible to recharge a wand with scrolls of
4908 charging, but usually that isn't worth the cost. ]]>
4909 </description>
4910 <use><![CDATA[
4911 Wands are quite seldomly used. The reason prolly is that they're
4912 generally not cost-efficient. Handing out high-level wands with
4913 powerful special spells isn't a good idea either, because of
4914 the recharge ability.
4915 <br><br>
4916 For low levels, staffs of healing/cure and word of recall are
4917 quite desirable though. Ideal rewards for low level quests. ]]>
4918 </use>
4919 <attribute arch="sp" editor="spell" type="spell">
4920 The &lt;spell&gt; specifies the contained spell.
4921 </attribute>
4922 <attribute arch="level" editor="casting level" type="int">
4923 The &lt;casting level&gt; of the wand determines it's power.
4924 An average level for wands in shops is about 10.
4925 </attribute>
4926 <attribute arch="food" editor="number of charges" type="int">
4927 The wand can be used &lt;number of charges&gt; times before it is
4928 used up. It can be recharged with scrolls of charging.
4929 </attribute>
4930 <attribute arch="startequip" editor="godgiven item" type="bool">
4931 A godgiven item vanishes as soon as the player
4932 drops it to the ground.
4933 </attribute>
4934 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4935 This text may contain a description of the wand.
4936 </attribute>
4937 </type>
4938
4939 <!--####################################################################-->
4940 <type number="0" name="Weak Wall">
4941 <required>
4942 <attribute arch="is_floor" value="0" />
4943 <attribute arch="alive" value="1" />
4944 <attribute arch="tear_down" value="1" />
4945 </required>
4946 <ignore>
4947 <ignore_list name="non_pickable" />
4948 </ignore>
4949 <description><![CDATA[
4950 A weak wall is a breakable spot amidsts a solid wall. Typically
4951 these weak walls look similar to their solid "relatives" except
4952 for a small crack or little chunks of wall on the ground. ]]>
4953 </description>
4954 <use><![CDATA[
4955 If you want to create hidden rooms, using weak walls is alot
4956 better than completely indiscernible passages in a wall.<br>
4957 Anyways, there can be a lot more to weak walls than just finding
4958 them: Rising their defensive stats, weak walls can become a
4959 serious obstacle. An ice wall might only be torn down by a fire
4960 attack for example. A granite wall for instance might be very
4961 hard to destroy. ]]>
4962 </use>
4963 <attribute arch="alive" value="1" type="fixed" />
4964 <attribute arch="no_pick" value="1" type="fixed" />
4965 <attribute arch="tear_down" value="1" type="fixed" />
4966 <attribute arch="race" editor="race" type="string">
4967 For weak walls, &lt;race&gt; should always be set to "wall",
4968 unless you create something fancy like a building which
4969 is in fact meant to be a huge animal.
4970 Note that shovels slay walls, so they do tripple damage
4971 against weak walls.
4972 </attribute>
4973 <attribute arch="level" editor="level" type="int">
4974 The &lt;level&gt; of a weak wall works similar to monster levels.
4975 Due to the fact that weak walls cannot attack, the level
4976 is much less important though.
4977 </attribute>
4978 <attribute arch="hp" editor="health points" type="int">
4979 The &lt;health points&gt; of a weak wall define how long it takes to
4980 tear it down. With every successful hit from an opponent,
4981 &lt;health points&gt; get drained.
4982 </attribute>
4983 <attribute arch="maxhp" editor="max health" type="int">
4984 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
4985 weak wall can have. Since walls generally don't heal, I doubt
4986 this has much real effect.
4987 </attribute>
4988 <attribute arch="ac" editor="armour class" type="int">
4989 Weak walls of high &lt;armour class&gt; are less likely to get hit.
4990 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
4991 </attribute>
4992 <section name="resistance">
4993 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
4994 </attribute>
4995 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
4996 </attribute>
4997 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
4998 </attribute>
4999 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5000 </attribute>
5001 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5002 </attribute>
5003 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5004 </attribute>
5005 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5006 </attribute>
5007 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5008 </attribute>
5009 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5010 </attribute>
5011 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5012 </attribute>
5013 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5014 </attribute>
5015 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5016 </attribute>
5017 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5018 </attribute>
5019 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5020 </attribute>
5021 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5022 </attribute>
5023 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5024 </attribute>
5025 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5026 </attribute>
5027 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5028 </attribute>
5029 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5030 </attribute>
5031 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5034 </attribute>
5035 </section>
5036 </type>
5037
5038 <!--####################################################################-->
5039 <type number="15" name="Weapon">
5040 <description><![CDATA[
5041 Wielding a weapon, the object's stats will directly be inherited to the
5042 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5043 be improved with scrolls. ]]>
5044 </description>
5045 <use><![CDATA[
5046 If you create artifacts (equipment) with stats- or resistance-bonus:
5047 Keep playbalance in mind! Such items mustn't be reachable without hard
5048 fighting AND questing. ]]>
5049 </use>
5050 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5051 This number is a bitmask, specifying the weapon's attacktypes.
5052 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5053 have no more than one or two attacktypes. Keep in mind that all weapons
5054 can be blessed by the player's diety, thus adding an additional attacktype.
5055
5056 When a player hits a monster with a weapon that has more than one attacktype,
5057 then he will do as much damage as the "best" of his attacktypes does. So,
5058 the more attacktypes you've got, the better your chance to take advantage
5059 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5060 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5061 </attribute>
5062 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5063 The &lt;weapontype&gt; characterizes the weapon's type of physical
5064 attack. It could best be considered a "subclassification"
5065 of the physical attacktype. For now, this is only used for
5066 attack messages!
5067
5068 You should always set this correctly when creating new
5069 weapons for your maps.
5070 </attribute>
5071 <attribute arch="skill" editor="skill name" type="string">
5072 Matching &lt;skill name&gt; of the skill that is required
5073 to use this weapon.
5074 </attribute>
5075 <attribute arch="dam" editor="damage" type="int">
5076 The damage value is used as base value for how much damage the weapon
5077 does per hit. The actual damage involves more dependencies,
5078 like wielder's level and defender's level. Look at existing weapons
5079 to get a feel for the range of weapon damage values.
5080 </attribute>
5081 <attribute arch="slaying" editor="slaying race" type="string">
5082 Slaying means the weapon does tripple (3x) damage to monsters of the
5083 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5084 only monsters of that archtype are hit with tripple damage.
5085
5086 No god blessings are possible for weapons with a race set in this entry
5087 (That's because god blessings add tripple damage against their own
5088 enemy races). Tripple damage is very effective.
5089 </attribute>
5090 <attribute arch="last_sp" editor="weapon speed" type="int">
5091 The weapon speed determines how often the wielder can swing the weapon
5092 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5093 is best (that is lightning- fast). A typical average value is 8.
5094 Speed and damage should be kept in reasonable relation.
5095 </attribute>
5096 <attribute arch="wc" editor="weapon class" type="int">
5097 The weapon class value adds to the overall weapon class of the wielder's
5098 melee attacks. Weapon class improves the chance of hitting the opponent.
5099 </attribute>
5100 <attribute arch="magic" editor="magic bonus" type="int">
5101 For a weapon, magic bonus works just like weapon class, except that
5102 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5103 less useful than direct weapon class value on a weapon.
5104 </attribute>
5105 <attribute arch="item_power" editor="item power" type="int">
5106 The &lt;item power&gt; value measures how "powerful" an artifact is.
5107 Players will only be able to wear equipment with a certain total
5108 amount of &lt;item power&gt;, depending on their own level. This is the
5109 only way to prevent low level players to wear "undeserved" equipment
5110 (like gifts from other players or cheated items).
5111
5112 It is very important to adjust the &lt;item power&gt; value carefully
5113 for every artifact you create! If zero/unset, the CF server will
5114 calculate a provisional value at runtime, but this is never
5115 going to be an accurate measurement of &lt;item power&gt;.
5116 </attribute>
5117 <attribute arch="damned" editor="damnation" type="bool">
5118 A damned weapon cannot be unwielded unless
5119 the curse is removed. Removing damnations is
5120 a tick harder than removing curses.
5121 </attribute>
5122 <attribute arch="cursed" editor="curse" type="bool">
5123 A cursed weapon cannot be unwielded unless
5124 the curse is removed.
5125 </attribute>
5126 <attribute arch="lifesave" editor="save life" type="bool">
5127 An item with this flag enabled will save the players life
5128 for one time: When the player is wearing this item and his
5129 health points reach zero, the item disappears, replenishing
5130 half of the player's health.
5131
5132 An item with &lt;save life&gt; should not have
5133 any decent additional bonuses!
5134 </attribute>
5135 <attribute arch="unique" editor="unique item" type="bool">
5136 Unique items exist only one time on a server. If the item
5137 is taken, lost or destroyed - it's gone for good.
5138 </attribute>
5139 <attribute arch="startequip" editor="godgiven item" type="bool">
5140 A godgiven item vanishes as soon as the player
5141 drops it to the ground.
5142 </attribute>
5143 <section name="resistance">
5144 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5145 This adds physical resistance to the weapon (= armour value). The number is
5146 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5147 and what they require to do for getting this-and-that artifact.
5148 </attribute>
5149 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5150 This adds magic resistance to the weapon. The number is a percent-value in
5151 the range 0-100. Treat this with CARE. Look at other maps and what they
5152 require to do for getting this-and-that artifact.
5153 </attribute>
5154 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5155 This adds fire resistance to the weapon. The number is a percent-value in
5156 the range 0-100. Treat this with CARE. Look at other maps and what they
5157 require to do for getting this-and-that artifact.
5158 </attribute>
5159 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5160 This adds electricity resistance to the weapon. The number is a percent-value in
5161 the range 0-100. Treat this with CARE. Look at other maps and what they
5162 require to do for getting this-and-that artifact.
5163 </attribute>
5164 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5165 This adds fire resistance to the weapon. The number is a percent-value in
5166 the range 0-100. Treat this with CARE. Look at other maps and what they
5167 require to do for getting this-and-that artifact.
5168 </attribute>
5169 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5170 This adds confusion resistance to the weapon. The number is a percent-value in
5171 the range 0-100. Confusion resistance is not very effective
5172 unless the value comes close to 100 (= perfect immunity).
5173 </attribute>
5174 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5175 This adds acid resistance to the weapon. The number is a percent-value in
5176 the range 0-100. Treat this with CARE. Look at other maps and what they
5177 require to do for getting this-and-that artifact.
5178 </attribute>
5179 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5180 This adds draining resistance to the weapon. The number is a percent-value
5181 in the range 0-100. Draining resistance is little effective
5182 unless the value is 100 (= perfect immunity).
5183 </attribute>
5184 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5185 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5186 the range 0-100. Weaponmagic resistance generally should not exist on
5187 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5188 are not meant to be easily resisted.
5189 </attribute>
5190 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5191 This adds ghosthit resistance to the weapon. The number is a percent-value
5192 in the range 0-100. Treat this with CARE. Look at other maps and what they
5193 require to do for getting this-and-that artifact.
5194 </attribute>
5195 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5196 This adds poison resistance to the weapon. The number is a percent-value in
5197 the range 0-100. Treat this with CARE. Look at other maps and what they
5198 require to do for getting this-and-that artifact.
5199 </attribute>
5200 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5201 This adds fear resistance to the weapon. The number is a percent-value in
5202 the range 0-100. Resistance to fear is pretty useless.
5203 </attribute>
5204 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5205 This adds paralyze resistance to the weapon. The number is a percent-value in
5206 the range 0-100. Paralyze resistance is little effective
5207 unless the value is 100 (= perfect immunity).
5208 </attribute>
5209 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5210 This adds fear resistance to the weapon. The number is a percent-value in
5211 the range 0-100. Resistance to fear is pretty useless.
5212 </attribute>
5213 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5214 This adds depletion resistance to the weapon. The number is a percent-value
5215 in the range 0-100. Depletion resistance is little effective
5216 unless the value is 100 (= perfect immunity).
5217 </attribute>
5218 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5219 This adds death-attack resistance to the weapon. The number is a
5220 percent-value in the range 0-100. Death-attack resistance is little
5221 effective unless the value is 100 (= perfect immunity).
5222 Generally, resistance to death-attack is not supposed to be
5223 available to players!
5224 </attribute>
5225 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5226 This adds chaos resistance to the weapon. The number is a percent-value in
5227 the range 0-100. Treat this with CARE. Look at other maps and what they
5228 require to do for getting this-and-that artifact.
5229 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5230 combination of other attacktypes.
5231 </attribute>
5232 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5233 This adds blinding resistance to the weapon. The number is a percent-value
5234 in the range 0-100. Treat this with CARE. Look at other maps and what they
5235 require to do for getting this-and-that artifact.
5236 </attribute>
5237 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5238 This adds holy power resistance to the weapon. The number is a percent-value
5239 in the range 0-100. Holy power is the attacktype that holyword-type spells
5240 use to hurt undead creatures. This kind of resistance is only reasonable
5241 for undead players (wraith or devourer cult).
5242 Generally, resistance to holy word should not be available for players.
5243 </attribute>
5244 </section>
5245 <section name="stats">
5246 <attribute arch="Str" editor="strength" type="int">
5247 The player's strentgh will rise/fall by the given value
5248 while wearing this weapon.
5249 </attribute>
5250 <attribute arch="Dex" editor="dexterity" type="int">
5251 The player's dexterity will rise/fall by the given value
5252 while wearing this weapon.
5253 </attribute>
5254 <attribute arch="Con" editor="constitution" type="int">
5255 The player's constitution will rise/fall by the given value
5256 while wearing this weapon.
5257 </attribute>
5258 <attribute arch="Int" editor="intelligence" type="int">
5259 The player's intelligence will rise/fall by the given value
5260 while wearing this weapon.
5261 </attribute>
5262 <attribute arch="Pow" editor="power" type="int">
5263 The player's power will rise/fall by the given value
5264 while wearing this weapon.
5265 </attribute>
5266 <attribute arch="Wis" editor="wisdom" type="int">
5267 The player's wisdom will rise/fall by the given value while
5268 wearing this weapon.
5269 </attribute>
5270 <attribute arch="Cha" editor="charisma" type="int">
5271 The player's charisma will rise/fall by the given value
5272 while wearing this weapon.
5273 </attribute>
5274 </section>
5275 <section name="misc">
5276 <attribute arch="luck" editor="luck bonus" type="int">
5277 With positive luck bonus, the player is more likely to
5278 succeed in all sorts of things (spellcasting, praying,...).
5279 Unless the &lt;luck bonus&gt; is very high, the effect will be
5280 barely visible in-game. Luck bonus on one piece of equipment
5281 should never exceed 3, and such bonus should not be too
5282 frequently available.
5283 </attribute>
5284 <attribute arch="hp" editor="health regen." type="int">
5285 Positive &lt;health regen.&gt; bonus speeds up the
5286 player's healing process. Negative values slow it down.
5287 </attribute>
5288 <attribute arch="sp" editor="mana regen." type="int">
5289 Positive &lt;mana regen.&gt; bonus speeds up the
5290 player's mana regeneration. Negative values slow it down.
5291 </attribute>
5292 <attribute arch="grace" editor="grace regen." type="int">
5293 Positive &lt;grace regen.&gt; bonus speeds up the
5294 player's grace regeneration. Negative values slow it down.
5295 Since grace can be regenerated rather easy with praying,
5296 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5297 </attribute>
5298 <attribute arch="food" editor="food bonus" type="int">
5299 Positive &lt;food bonus&gt; slows down the player's digestion,
5300 thus he consumes less food. Negative values speed it up.
5301
5302 Note that food is consumed not only for "being alive", but
5303 also for healing and mana-regeneration.
5304 &lt;food bonus&gt; only affects the amount of food consumed
5305 for "being alive". Hence, even with high &lt;food bonus&gt;,
5306 during a fight a player can run out of food quickly.
5307 </attribute>
5308 <attribute arch="xrays" editor="xray vision" type="bool">
5309 Xray vision allows the player to see through obstacles
5310 in a two-square-wide radius. This is extremely helpful and
5311 desirable, so don't give it away for cheap on equipment.
5312 </attribute>
5313 <attribute arch="stealth" editor="stealth" type="bool">
5314 Stealth allows the player to move silently.
5315 This comes to effect if a player turns himself
5316 invisible and tries to sneak around monsters.
5317 (At least that was the idea behind it)
5318 </attribute>
5319 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5320 If a player is wearing any piece of equipment with
5321 the ability to &lt;reflect spells&gt;, all kinds of
5322 spell-bullets and -beams will bounce off him.
5323 This works only about 90% of all times, to
5324 avoid players being completely immune to certain
5325 types of attacks.
5326
5327 This is a very powerful ability and it
5328 shouldn't be handed out cheap!
5329 </attribute>
5330 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5331 If a player is wearing any piece of equipment with
5332 the ability to &lt;reflect missiles&gt;, all kinds of
5333 projectiles (e.g. arrows, bolts, boulders) will
5334 bounce off him. This works only about 90% of all
5335 times, to avoid players being completely immune to
5336 certain types of attacks.
5337 </attribute>
5338 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5339 Click on the &lt;attuned paths&gt; button to select spellpaths.
5340 The player will get attuned to the specified spellpaths
5341 while wearing this weapon.
5342 </attribute>
5343 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5344 Click on the &lt;repelled paths&gt; button to select spellpaths.
5345 The player will get repelled to the specified spellpaths
5346 while wearing this weapon.
5347 </attribute>
5348 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5349 Click on the &lt;denied paths&gt; button to select spellpaths.
5350 The specified spellpaths will be denied to the player
5351 while wearing this weapon.
5352 </attribute>
5353 </section>
5354 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5355 This text describes the weapons's "story". Every decent artifact weapon
5356 should have such a description.
5357 </attribute>
5358 </type>
5359
5360 <type number="116" name="Event Connector">
5361 <description><![CDATA[
5362 Event connectors link specific events that happen to objects to
5363 a crossfire plug-in. ]]>
5364 </description>
5365 <attribute arch="subtype" editor="event type" type="list_event_type">
5366 The type of event that triggers a notify to the plug-in.
5367 </attribute>
5368 <attribute arch="title" editor="plug-in" type="string">
5369 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5370 for python and "perl" for the Crossfire-Perl plug-in.
5371 </attribute>
5372 <attribute arch="slaying" editor="extension" type="string">
5373 The name of the extension to invoke (for python, this is the path to a script,
5374 for perl this is the name of a extension package without the ".ext" extension.
5375 </attribute>
5376 <attribute arch="name" editor="options" type="string">
5377 A string that is passed unaltered to the extension above. Often used to pass
5378 options to the extension that alter its behaviour.
5379 </attribute>
5380 </type>
5381
5382 </types>