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Revision: 1.12
Committed: Sun Mar 26 07:20:24 2006 UTC (18 years, 2 months ago) by root
Content type: text/xml
Branch: MAIN
Changes since 1.11: +24 -3 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 <!ENTITY speed_left "
154 <attribute arch='speed_left' editor='speed left' type='float'>
155 The speed left to the object. On every tick, if this value is higher
156 than 0, the object acts/triggers/moves etc. and the value gets
157 decremented by 1. Otherwise, it is incremented by &lt;speed&gt; on
158 every tick.
159 </attribute>
160 ">
161 ]>
162
163 <types>
164
165 <!--###################### bitmask definitions ######################-->
166
167 <bitmask name="attacktype">
168 <entry bit="0" name="Physical" />
169 <entry bit="1" name="Magical" />
170 <entry bit="2" name="Fire" />
171 <entry bit="3" name="Electricity" />
172 <entry bit="4" name="Cold" />
173 <entry bit="5" name="Confusion" />
174 <entry bit="6" name="Acid" />
175 <entry bit="7" name="Drain" />
176 <entry bit="8" name="Weaponmagic" />
177 <entry bit="9" name="Ghosthit" />
178 <entry bit="10" name="Poison" />
179 <entry bit="11" name="Slow" />
180 <entry bit="12" name="Paralyze" />
181 <entry bit="13" name="Turn Undead" />
182 <entry bit="14" name="Fear" />
183 <entry bit="15" name="Cancellation" />
184 <entry bit="16" name="Depletion" />
185 <entry bit="17" name="Death" />
186 <entry bit="18" name="Chaos" />
187 <entry bit="19" name="Counterspell" />
188 <entry bit="20" name="God Power" />
189 <entry bit="21" name="Holy Power" />
190 <entry bit="22" name="Blinding" />
191 </bitmask>
192
193 <bitmask name="material">
194 <entry bit="0" name="Paper" />
195 <entry bit="1" name="Iron" />
196 <entry bit="2" name="Glass" />
197 <entry bit="3" name="Leather" />
198 <entry bit="4" name="Wood" />
199 <entry bit="5" name="Organics" />
200 <entry bit="6" name="Stone" />
201 <entry bit="7" name="Cloth" />
202 <entry bit="8" name="Adamantite" />
203 <entry bit="9" name="Liquid" />
204 <entry bit="10" name="Soft Metal" />
205 <entry bit="11" name="Bone" />
206 <entry bit="12" name="Ice" />
207 <entry bit="13" name="(supress name on display)" />
208
209 </bitmask>
210
211 <bitmask name="spellpath">
212 <entry bit="0" name="Protection" />
213 <entry bit="1" name="Fire" />
214 <entry bit="2" name="Frost" />
215 <entry bit="3" name="Electricity" />
216 <entry bit="4" name="Missiles" />
217 <entry bit="5" name="Self" />
218 <entry bit="6" name="Summoning" />
219 <entry bit="7" name="Abjuration" />
220 <entry bit="8" name="Restoration" />
221 <entry bit="9" name="Detonation" />
222 <entry bit="10" name="Mind" />
223 <entry bit="11" name="Creation" />
224 <entry bit="12" name="Teleportation" />
225 <entry bit="13" name="Information" />
226 <entry bit="14" name="Transmutation" />
227 <entry bit="15" name="Transferrence" />
228 <entry bit="16" name="Turning" />
229 <entry bit="17" name="Wounding" />
230 <entry bit="18" name="Death" />
231 <entry bit="19" name="Light" />
232 </bitmask>
233
234 <bitmask name="will_apply">
235 <entry bit="0" name="Apply Handles" />
236 <entry bit="1" name="Open Chests" />
237 <entry bit="2" name="Break Walls" />
238 <entry bit="3" name="Open Doors" />
239 </bitmask>
240
241 <bitmask name="pick_up">
242 <entry bit="0" name="Nothing" />
243 <entry bit="1" name="Wealth" />
244 <entry bit="2" name="Food" />
245 <entry bit="3" name="Weapons" />
246 <entry bit="4" name="Armour" />
247 <entry bit="5" name="Inverse" />
248 <entry bit="6" name="All" />
249 </bitmask>
250
251 <bitmask name="movement_type">
252 <entry bit="0" name="Walk" />
253 <entry bit="1" name="Fly Low" />
254 <entry bit="2" name="Fly High" />
255 <entry bit="3" name="Swim" />
256 <entry bit="4" name="Boat" />
257 <entry bit="16" name="Other" />
258 </bitmask>
259
260 <!--###################### list definitions ######################-->
261
262 <list name="direction">
263 <entry value="0" name="&lt;none&gt;" />
264 <entry value="1" name="north" />
265 <entry value="2" name="northeast" />
266 <entry value="3" name="east" />
267 <entry value="4" name="southeast" />
268 <entry value="5" name="south" />
269 <entry value="6" name="southwest" />
270 <entry value="7" name="west" />
271 <entry value="8" name="northwest" />
272 </list>
273
274 <list name="mood">
275 <entry value="0" name="furious" />
276 <entry value="1" name="angry" />
277 <entry value="2" name="calm" />
278 <entry value="3" name="sleep" />
279 <entry value="4" name="charm" />
280 </list>
281
282 <list name="potion_effect">
283 <entry value="0" name="&lt;none&gt;" />
284 <entry value="65536" name="life restoration" />
285 <entry value="1048576" name="improvement" />
286 </list>
287
288 <list name="weapon_type">
289 <entry value="0" name="&lt;unknown&gt;" />
290 <entry value="1" name="sword" />
291 <entry value="2" name="arrows" />
292 <entry value="3" name="axe" />
293 <entry value="4" name="katana" />
294 <entry value="5" name="knife, dagger" />
295 <entry value="6" name="whip, chain" />
296 <entry value="7" name="hammer, flail" />
297 <entry value="8" name="club, stick" />
298 </list>
299
300 <list name="skill_type">
301 <entry value="1" name="lockpicking" />
302 <entry value="2" name="hiding" />
303 <entry value="3" name="smithery" />
304 <entry value="4" name="bowyer" />
305 <entry value="5" name="jeweler" />
306 <entry value="6" name="alchemy" />
307 <entry value="7" name="stealing" />
308 <entry value="8" name="literacy" />
309 <entry value="9" name="bargaining" />
310 <entry value="10" name="jumping" />
311 <entry value="11" name="detect magic" />
312 <entry value="12" name="oratory" />
313 <entry value="13" name="singing" />
314 <entry value="14" name="detect curse" />
315 <entry value="15" name="find traps" />
316 <entry value="16" name="mediatation" />
317 <entry value="17" name="punching" />
318 <entry value="18" name="flame touch" />
319 <entry value="19" name="karate" />
320 <entry value="20" name="climbing" />
321 <entry value="21" name="woodsman" />
322 <entry value="22" name="inscription" />
323 <entry value="23" name="one handed weapons" />
324 <entry value="24" name="missile weapons" />
325 <entry value="25" name="throwing" />
326 <entry value="26" name="use magic item" />
327 <entry value="27" name="disarm traps" />
328 <entry value="28" name="set traps" />
329 <entry value="29" name="thaumaturgy" />
330 <entry value="30" name="praying" />
331 <entry value="31" name="clawing" />
332 <entry value="32" name="levitation" />
333 <entry value="33" name="summoning" />
334 <entry value="34" name="pyromancy" />
335 <entry value="35" name="evocation" />
336 <entry value="36" name="sorcery" />
337 <entry value="37" name="two handed weapons" />
338 </list>
339
340 <list name="spell_type">
341 <entry value="1" name="raise dead" />
342 <entry value="2" name="rune" />
343 <entry value="3" name="make mark" />
344 <entry value="4" name="bolt" />
345 <entry value="5" name="bullet" />
346 <entry value="6" name="explosion" />
347 <entry value="7" name="cone" />
348 <entry value="8" name="bomb" />
349 <entry value="9" name="wonder" />
350 <entry value="10" name="smite" />
351 <entry value="11" name="magic missile" />
352 <entry value="12" name="summon golem" />
353 <entry value="13" name="dimension door" />
354 <entry value="14" name="magic mapping" />
355 <entry value="15" name="magic wall" />
356 <entry value="16" name="destruction" />
357 <entry value="17" name="perceive self" />
358 <entry value="18" name="word of recall" />
359 <entry value="19" name="invisible" />
360 <entry value="20" name="probe" />
361 <entry value="21" name="healing" />
362 <entry value="22" name="create food" />
363 <entry value="23" name="earth to dust" />
364 <entry value="24" name="change ability" />
365 <entry value="25" name="bless" />
366 <entry value="26" name="curse" />
367 <entry value="27" name="summon monster" />
368 <entry value="28" name="recharge" />
369 <entry value="29" name="polymorph" />
370 <entry value="30" name="alchemy" />
371 <entry value="31" name="remove curse" />
372 <entry value="32" name="identify" />
373 <entry value="33" name="detection" />
374 <entry value="34" name="mood change" />
375 <entry value="35" name="moving ball" />
376 <entry value="36" name="swarm" />
377 <entry value="37" name="charge mana" />
378 <entry value="38" name="dispel rune" />
379 <entry value="39" name="create missile" />
380 <entry value="40" name="consecrate" />
381 <entry value="41" name="animate weapon" />
382 <entry value="42" name="light" />
383 <entry value="43" name="change map light" />
384 <entry value="44" name="faery fire" />
385 <entry value="45" name="disease" />
386 <entry value="46" name="aura" />
387 <entry value="47" name="town portal" />
388 </list>
389
390 <list name="event_type">
391 <entry value="0" name="none" />
392 <entry value="1" name="apply" />
393 <entry value="2" name="attack" />
394 <entry value="3" name="death" />
395 <entry value="4" name="drop" />
396 <entry value="5" name="pickup" />
397 <entry value="6" name="say" />
398 <entry value="7" name="stop" />
399 <entry value="8" name="time" />
400 <entry value="9" name="throw" />
401 <entry value="10" name="trigger" />
402 <entry value="11" name="close" />
403 <entry value="12" name="timer" />
404 <entry value="28" name="move" />
405 </list>
406
407 <list name="attack_movement_bits_0_3">
408 <entry value="0" name="default" />
409 <entry value="1" name="attack from distance" />
410 <entry value="2" name="run away" />
411 <entry value="3" name="hit and run" />
412 <entry value="4" name="wait, then hit, then move" />
413 <entry value="5" name="rush blindly" />
414 <entry value="6" name="always run" />
415 <entry value="7" name="attack from distance if hit" />
416 <entry value="8" name="do not approach" />
417 </list>
418
419 <list name="attack_movement_bits_4_7">
420 <entry value="0" name="none" />
421 <entry value="16" name="pet" />
422 <entry value="32" name="small circle" />
423 <entry value="48" name="large circle" />
424 <entry value="64" name="small horizontal" />
425 <entry value="80" name="large horizontal" />
426 <entry value="96" name="random direction" />
427 <entry value="112" name="random movement" />
428 <entry value="128" name="small vertical" />
429 <entry value="144" name="large vertical" />
430 </list>
431
432 <!--###################### default attributes ######################-->
433
434 <!--
435 The attributes of the default_type get added to all other types by default.
436 Every type can have an 'ignore' element however, which is used to specify
437 default attributes *not* to inherit.
438 -->
439 <default_type>
440 <attribute arch="name" editor="name" type="string">
441 This is the name of the object, displayed to the player.
442 </attribute>
443 <attribute arch="name_pl" editor="plural name" type="string">
444 This is the plural name of the object. A plural name must be set for
445 all items that can be picked up and collected by the player.
446 </attribute>
447 <attribute arch="title" editor="title" type="string">
448 This is the object's title. Once an object is identified the title is
449 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
450 </attribute>
451 <attribute arch="face" editor="image" type="string">
452 The image-name defines what image is displayed for this object in-game.
453 </attribute>
454 <attribute arch="nrof" editor="number" type="int">
455 This value determines the number of objects in one stack (for example:
456 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
457 any pickable object - otherwise it won't be mergeable into a stack.
458 </attribute>
459 <attribute arch="weight" editor="weight" type="int">
460 This value defines the object's weight in grams (1000g is 1kg). Objects with
461 zero weight are not pickable for players. Still, set the "non-pickable"-flag
462 for explicitly non-pickable objects (hey, this is opensource.. you
463 never know ;) ).
464 </attribute>
465 <attribute arch="value" editor="value" type="int">
466 Adds a certain value to the object: It will be worth that many times the
467 default value from it's archetype (E.g. "value = 3" means three times
468 worth the default value). Value for buying/selling will be
469 further modified by various factors. Hence, testing values in-game is
470 usually inevitable.
471 </attribute>
472 <attribute arch="glow_radius" editor="glow radius" type="int">
473 If &lt;glow radius&gt; is set to a value greater zero, the object
474 appears lit up on dark maps. &lt;glow radius&gt; can be a value
475 between 0 and 4, the higher, the more light does the object emit.
476 </attribute>
477 <attribute arch="material" editor="material" type="bitmask_material">
478 This bitmask-value informs the player of which material(s) the
479 object consists. Material does also affect how likely the object
480 can be destroyed by hazardous spell-effects.
481 </attribute>
482 <attribute arch="no_pick" editor="non-pickable" type="bool">
483 If set, the object cannot be picked up (Neither by players nor monsters).
484 </attribute>
485 <attribute arch="invisible" editor="invisible" type="bool">
486 Generally makes the object invisible. Depending on the object-type,
487 some can be made visible by the show_invisible spell. If in doubt, test it.
488 Putting an invisible object under the floor always prevents it from being
489 shown.
490 </attribute>
491 <attribute arch="blocksview" editor="block view" type="bool">
492 If an item is set to block view, players (and monsters) cannot
493 see byond it unless they cross it or manage to stand ontop.
494 </attribute>
495 <attribute arch="identified" editor="identified" type="bool">
496 If an item is identified, the player has full knowledge about it.
497 </attribute>
498 <attribute arch="unpaid" editor="unpaid" type="bool">
499 An &lt;unpaid&gt; item cannot be used unless a player carried it over
500 a shop mat, paying the demanded price. Setting this flag makes sense
501 only for pickable items inside shops.
502 </attribute>
503 </default_type>
504
505 <!-- This ignorelist is for all system objects which are non pickable
506 and invisible. They don't interact with players at all. -->
507 <ignore_list name="system_object">
508 <attribute arch="value" />
509 <attribute arch="nrof" />
510 <attribute arch="weight" />
511 <attribute arch="name_pl" />
512 <attribute arch="material" />
513 <attribute arch="no_pick" />
514 <attribute arch="unpaid" />
515 <attribute arch="title" />
516 <attribute arch="glow_radius" />
517 <attribute arch="identified" />
518 <attribute arch="blocksview" />
519 <attribute arch="invisible" />
520 </ignore_list>
521
522 <!-- This ignorelist is for non-pickable objects. They can be seen by
523 the player, but don't have values like material or weight. -->
524 <ignore_list name="non_pickable">
525 <attribute arch="value" />
526 <attribute arch="nrof" />
527 <attribute arch="weight" />
528 <attribute arch="name_pl" />
529 <attribute arch="material" />
530 <attribute arch="no_pick" />
531 <attribute arch="unpaid" />
532 <attribute arch="title" />
533 <attribute arch="identified" />
534 </ignore_list>
535
536 <!--####################################################################-->
537 <type number="0" name="Misc">
538 <required>
539 <!-- this is a special case: The "misc" type with type number 0 is
540 the fallback for all types which don't match any other defined types.
541 The required attribute "misc x" prevents that it gets confused with
542 other types like "monster & npc" which also have type number 0. -->
543 <attribute arch="misc" value="x" />
544 </required>
545 &movement_types_terrain;
546 <attribute arch="cursed" editor="cursed" type="bool">
547 Curses can have various effects: On equipment and food,
548 they generally harm the player in some way.
549 </attribute>
550 <attribute arch="damned" editor="damned" type="bool">
551 A damned item/floor on the ground makes it impossible for players
552 to use prayers on that spot. It also prevents players from saving.
553 Damnation on equipment works similar to a curse.
554 </attribute>
555 <attribute arch="unique" editor="unique item" type="bool">
556 Unique items exist only one time on a server. If the item
557 is taken, lost or destroyed - it's gone for good.
558 </attribute>
559 <attribute arch="startequip" editor="godgiven item" type="bool">
560 A godgiven item vanishes as soon as the player
561 drops it to the ground.
562 </attribute>
563 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
564 This text may describe the object.
565 </attribute>
566 </type>
567
568 <!--####################################################################-->
569 <type number="110" name="Ability">
570 <ignore>
571 <ignore_list name="system_object" />
572 </ignore>
573 <description><![CDATA[
574 Abilities are to be put in a monster's inventory. They grant monsters the
575 knowledge to cast spells. Spells from abilities are usually magical in
576 nature, thus adding magic attacktype to the spell-damage they produce.
577 <br><br>
578 A particularly nice feature of abilities is that they can hold two
579 spells: One for short range- and one for long range use.
580 \n\n
581 You should know that spellcasting monsters receive abilities via
582 &lt;treasurelist&gt;. ]]>
583 </description>
584 <use><![CDATA[
585 If you want to create "customized" spellcasting monsters, you
586 should use abilities (rather than spellbooks/wands or something).
587 The long/short-range spell feature can make boss-monsters more
588 interesting and challenging.
589 <br><br>
590 You should keep in mind that magic abilities allow players
591 to get better resistance. You can turn off the magic part to
592 make the spells more dangerous. However, this really shouldn't
593 be neccessary unless you work on very high level maps.
594 And what fun is a magic resistance cloak when it has no effect? ]]>
595 </use>
596 <attribute arch="invisible" value="1" type="fixed" />
597 <attribute arch="no_drop" value="1" type="fixed" />
598 <attribute arch="sp" editor="short range spell" type="spell">
599 The monster will use the specified &lt;short range spell&gt;
600 when the player is within 6-square radius (of the
601 monster's head).
602 </attribute>
603 <attribute arch="hp" editor="long range spell" type="nz_spell">
604 The monster will use the specified &lt;long range spell&gt;
605 when the player is at least 6 squares away (from the
606 monster's head).
607
608 Setting a &lt;long range spell&gt; is optional. If unset, the
609 &lt;short range spell&gt; gets used all the time.
610 </attribute>
611 <attribute arch="maxsp" editor="importance" type="int">
612 Sometimes you'll want a monster to use one ability more than others.
613 To achieve this, set the &lt;importance&gt; to a value greater than
614 one. Abilities with this value zero/unset are counted to be of
615 &lt;importance&gt; one.
616
617 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
618 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
619 times the "small fireball".
620 </attribute>
621 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
622 This flag specifies whether the ability &lt;is magical&gt; in nature.
623 If enabled, all spells produced by this ability will have magic
624 attacktype added to the usual attacktypes.
625
626 This should always be set for spell-like abilities. "Natural"
627 abilities like a dragon's firebreath are an exception.
628 Note that non-magical abilities are more dangerous because
629 magic resistance does not protect from those.</attribute>
630 </type>
631
632 <!--####################################################################-->
633 <type number="18" name="Altar">
634 <ignore>
635 <ignore_list name="non_pickable" />
636 </ignore>
637 <description><![CDATA[
638 When a player puts a defined number of certain items on the altar,
639 then either a spell is casted (on the player) or a connector is
640 triggered. If the latter is the case, the altar works only once.
641 Either way, the sacrificed item disappears. ]]>
642 </description>
643 <attribute arch="no_pick" value="1" type="fixed" />
644 &move_on;
645 <attribute arch="slaying" editor="match item name" type="string">
646 This string specifies the item that must be put on the altar to
647 activate it. It can either be the name of an archetype, or directly
648 the name of an object. Yet, titles are not recognized by altars.
649 Remember to put a note somewhere, telling the player what he is
650 expected to drop on the altar. (Often this is put in the altar's
651 name: E.g. "drop 100 platinums")
652 </attribute>
653 <attribute arch="food" editor="drop amount" type="int">
654 The drop amount specifies the amount of items (specified
655 in &lt;match item name&gt;) that must be dropped to activate the altar.
656
657 If &lt;match item name&gt; is set to "money", then the value of the
658 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
659 200 silver, 20 gold, or 4 platinum will all work.)
660
661 Note that the maximum possible for &lt;drop amount&gt; is 32767.
662 </attribute>
663 <attribute arch="connected" editor="connection" type="int">
664 If a connection value is set, the altar will trigger all objects
665 with the same value, when activated. This will only work once.
666 </attribute>
667 <attribute arch="sp" editor="spell" type="spell">
668 When activated, the selected &lt;spell&gt; will be casted (once, on the
669 player). This should work for any given spell. The altar will work
670 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
671 one altar.
672 </attribute>
673 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
674 This text will be displayed to the player
675 in the exact moment when the altar is activated.
676 </attribute>
677 </type>
678
679 <!--####################################################################-->
680 <type number="31" name="Altar Trigger">
681 <ignore>
682 <ignore_list name="non_pickable" />
683 </ignore>
684 <description><![CDATA[
685 Altar_triggers work pretty much like normal altars
686 (drop sacrifice -> connection activated), except for the fact that
687 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
688 </description>
689 <use><![CDATA[
690 Altar_triggers are very useful if you want to charge a price for...
691 <UL>
692 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
693 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
694 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
695 </UL>
696 The big advantage over normal altars is the infinite usability
697 of altar_triggers! If there are ten players on one server, they're
698 quite grateful if things work more than once. =) ]]>
699 </use>
700 <attribute arch="no_pick" value="1" type="fixed" />
701 <attribute arch="slaying" editor="match item name" type="string">
702 This string specifies the item that must be put on the altar to
703 activate it. It can either be the name of an archetype, or directly
704 the name of an object. Yet, titles are not recognized by altars.
705 Remember to put a note somewhere, telling the player what he is
706 expected to drop on the altar. (Often this is put in the altar's
707 name: E.g. "drop 100 platinums")
708 </attribute>
709 <attribute arch="food" editor="drop amount" type="int">
710 The drop amount specifies the amount of items (specified
711 in &lt;match item name&gt;) that must be dropped to activate the altar.
712
713 If &lt;match item name&gt; is set to "money", then the value of the
714 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
715 200 silver, 20 gold, or 4 platinum will all work.)
716
717 Note that the maximum possible for &lt;drop amount&gt; is 32767.
718 </attribute>
719 <attribute arch="connected" editor="connection" type="int">
720 If a connection value is set, the altar will trigger all objects
721 with the same value, when activated. This will only work once.
722 </attribute>
723 <attribute arch="sp" editor="spell" type="spell">
724 When activated, this &lt;spell&gt; will be casted (once, on the player).
725 This should work for any given spell. The altar will work infinitely
726 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
727 </attribute>
728 <attribute arch="exp" editor="reset time" type="int">
729 Being activated, the altar will reset after &lt;reset time&gt; ticks.
730 After reset, the altar is ready to be activated once again.
731 The default &lt;reset time&gt; is 30.
732 </attribute>
733 <attribute arch="last_sp" editor="ignore reset" type="bool">
734 If this attribute is enabled, the altar_trigger won't push the
735 connected value by altar reset. Only ONCE by dropping the sacrifice.
736 This is typically used when the altar is connected to a creator,
737 e.g. for selling tickets.
738
739 If this attribute is disabled (default), the altar_trigger
740 will push the connected value TWICE per sacrifice: First by
741 dropping sacrifice, second by reset. This mode is typically
742 used for altars being connected to gates, resulting in the
743 gate being opened and closed again.
744 </attribute>
745 &move_on;
746 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
747 This text will be displayed to the player
748 in the exact moment when the altar is activated.
749 </attribute>
750 </type>
751
752 <!--####################################################################-->
753 <type number="39" name="Amulet">
754 <description><![CDATA[
755 Wearing an amulet, the object's stats will directly be inherited to
756 the player. Amulets are usually meant for protection and defense. ]]>
757 </description>
758 <use><![CDATA[
759 Feel free to create your own special artifacts. However, it is very
760 important that you keep your artifact in balance with existing maps. ]]>
761 </use>
762 <attribute arch="ac" editor="armour class" type="int">
763 This value defines the amount of armour-class bonus for wearing
764 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
765 values are better. It should usually be set only for armour-like equipment.
766 </attribute>
767 <attribute arch="wc" editor="weapon class" type="int">
768 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
769 melee attacks. Weapon class improves the chance of hitting the opponent.
770 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
771 be set only for weapon-like items. Lower values are better.
772 </attribute>
773 <attribute arch="item_power" editor="item power" type="int">
774 The &lt;item power&gt; value measures how "powerful" an artifact is.
775 Players will only be able to wear equipment with a certain total
776 amount of &lt;item power&gt;, depending on their own level. This is the
777 only way to prevent low level players to wear "undeserved" equipment
778 (like gifts from other players or cheated items).
779
780 It is very important to adjust the &lt;item power&gt; value carefully
781 for every artifact you create! If zero/unset, the CF server will
782 calculate a provisional value at runtime, but this is never
783 going to be an accurate measurement of &lt;item power&gt;.
784 </attribute>
785 <attribute arch="damned" editor="damnation" type="bool">
786 A damned piece of equipment cannot be unwielded unless the curse
787 is removed. Removing damnations is a tick harder than removing curses.
788 </attribute>
789 <attribute arch="cursed" editor="curse" type="bool">
790 A cursed piece of equipment cannot be unwielded
791 unless the curse is removed.
792 </attribute>
793 <attribute arch="lifesave" editor="save life" type="bool">
794 An item with this flag enabled will save the players life
795 for one time: When the player is wearing this item and his
796 health points reach zero, the item disappears, replenishing
797 half of the player's health.
798
799 An item with &lt;save life&gt; should not have
800 any decent additional bonuses!
801 </attribute>
802 <attribute arch="unique" editor="unique item" type="bool">
803 Unique items exist only one time on a server. If the item
804 is taken, lost or destroyed - it's gone for good.
805 </attribute>
806 <attribute arch="startequip" editor="godgiven item" type="bool">
807 A godgiven item vanishes as soon as the player
808 drops it to the ground.
809 </attribute>
810 <attribute arch="applied" editor="is applied" type="bool">
811 If you put this item into the inventory of a monster, and
812 you want the monster to use/wear the item - you must set
813 &lt;is applied&gt;.
814 Enabling this flag doesn't make any sense if the item
815 is NOT in a monster's inventory.
816 </attribute>
817 <section name="resistance">
818 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
819 This adds physical resistance to the item (= armour value). The number is
820 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
821 and what they require to do for getting this-and-that artifact.
822 </attribute>
823 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
824 This adds magic resistance to the item. The number is a percent-value in
825 the range 0-100. Treat this with CARE. Look at other maps and what they
826 require to do for getting this-and-that artifact.
827 </attribute>
828 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
829 This adds fire resistance to the item. The number is a percent-value in
830 the range 0-100. Treat this with CARE. Look at other maps and what they
831 require to do for getting this-and-that artifact.
832 </attribute>
833 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
834 This adds electricity resistance to the item. The number is a percent-value in
835 the range 0-100. Treat this with CARE. Look at other maps and what they
836 require to do for getting this-and-that artifact.
837 </attribute>
838 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
839 This adds fire resistance to the item. The number is a percent-value in
840 the range 0-100. Treat this with CARE. Look at other maps and what they
841 require to do for getting this-and-that artifact.
842 </attribute>
843 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
844 This adds confusion resistance to the item. The number is a percent-value in
845 the range 0-100. Confusion resistance is not very effective
846 unless the value comes close to 100 (= perfect immunity).
847 </attribute>
848 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
849 This adds acid resistance to the item. The number is a percent-value in
850 the range 0-100. Treat this with CARE. Look at other maps and what they
851 require to do for getting this-and-that artifact.
852 </attribute>
853 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
854 This adds draining resistance to the item. The number is a percent-value
855 in the range 0-100. Draining resistance is little effective
856 unless the value is 100 (= perfect immunity).
857 </attribute>
858 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
859 This adds weaponmagic resistance to the item. The number is a percent-value in
860 the range 0-100. Weaponmagic resistance generally should not exist on
861 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
862 are not meant to be easily resisted.
863 </attribute>
864 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
865 This adds ghosthit resistance to the item. The number is a percent-value
866 in the range 0-100. Treat this with CARE. Look at other maps and what they
867 require to do for getting this-and-that artifact.
868 </attribute>
869 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
870 This adds poison resistance to the item. The number is a percent-value in
871 the range 0-100. Treat this with CARE. Look at other maps and what they
872 require to do for getting this-and-that artifact.
873 </attribute>
874 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
875 This adds fear resistance to the item. The number is a percent-value in
876 the range 0-100. Resistance to fear is pretty useless.
877 </attribute>
878 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
879 This adds paralyze resistance to the item. The number is a percent-value in
880 the range 0-100. Paralyze resistance is little effective
881 unless the value is 100 (= perfect immunity).
882 </attribute>
883 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
884 This adds fear resistance to the item. The number is a percent-value in
885 the range 0-100. Resistance to fear is pretty useless.
886 </attribute>
887 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
888 This adds depletion resistance to the item. The number is a percent-value
889 in the range 0-100. Depletion resistance is little effective
890 unless the value is 100 (= perfect immunity).
891 </attribute>
892 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
893 This adds death-attack resistance to the item. The number is a
894 percent-value in the range 0-100. Death-attack resistance is little
895 effective unless the value is 100 (= perfect immunity).
896 Generally, resistance to death-attack is not supposed to be
897 available to players!
898 </attribute>
899 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
900 This adds chaos resistance to the item. The number is a percent-value in
901 the range 0-100. Treat this with CARE. Look at other maps and what they
902 require to do for getting this-and-that artifact.
903 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
904 combination of other attacktypes.
905 </attribute>
906 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
907 This adds blinding resistance to the item. The number is a percent-value
908 in the range 0-100. Treat this with CARE. Look at other maps and what they
909 require to do for getting this-and-that artifact.
910 </attribute>
911 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
912 This adds holy power resistance to the item. The number is a percent-value
913 in the range 0-100. Holy power is the attacktype that holyword-type spells
914 use to hurt undead creatures. This kind of resistance is only reasonable
915 for undead players (wraith or devourer cult).
916 Generally, resistance to holy word should not be available for players.
917 </attribute>
918 </section>
919 <section name="stats">
920 <attribute arch="Str" editor="strength" type="int">
921 The player's strentgh will rise/fall by the given value
922 while wearing this piece of equipment.
923 </attribute>
924 <attribute arch="Dex" editor="dexterity" type="int">
925 The player's dexterity will rise/fall by the given value
926 while wearing this piece of equipment.
927 </attribute>
928 <attribute arch="Con" editor="constitution" type="int">
929 The player's constitution will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Int" editor="intelligence" type="int">
933 The player's intelligence will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Pow" editor="power" type="int">
937 The player's power will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Wis" editor="wisdom" type="int">
941 The player's wisdom will rise/fall by the given value while
942 wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Cha" editor="charisma" type="int">
945 The player's charisma will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 </section>
949 <section name="misc">
950 <attribute arch="luck" editor="luck bonus" type="int">
951 With positive luck bonus, the player is more likely to
952 succeed in all sorts of things (spellcasting, praying,...).
953 Unless the &lt;luck bonus&gt; is very high, the effect will be
954 barely visible in-game. Luck bonus on one piece of equipment
955 should never exceed 3, and such bonus should not be too
956 frequently available.
957 </attribute>
958 <attribute arch="hp" editor="health regen." type="int">
959 Positive &lt;health regen.&gt; bonus speeds up the
960 player's healing process. Negative values slow it down.
961 </attribute>
962 <attribute arch="sp" editor="mana regen." type="int">
963 Positive &lt;mana regen.&gt; bonus speeds up the
964 player's mana regeneration. Negative values slow it down.
965 </attribute>
966 <attribute arch="grace" editor="grace regen." type="int">
967 Positive &lt;grace regen.&gt; bonus speeds up the
968 player's grace regeneration. Negative values slow it down.
969 Since grace can be regenerated rather easy with praying,
970 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
971 </attribute>
972 <attribute arch="food" editor="food bonus" type="int">
973 Positive &lt;food bonus&gt; slows down the player's digestion,
974 thus he consumes less food. Negative values speed it up.
975
976 Note that food is consumed not only for "being alive", but
977 also for healing and mana-regeneration.
978 &lt;food bonus&gt; only affects the amount of food consumed
979 for "being alive". Hence, even with high &lt;food bonus&gt;,
980 during a fight a player can run out of food quickly.
981 </attribute>
982 <attribute arch="xrays" editor="xray vision" type="bool">
983 Xray vision allows the player to see through obstacles
984 in a two-square-wide radius. This is extremely helpful and
985 desirable, so don't give it away for cheap on equipment.
986 </attribute>
987 <attribute arch="stealth" editor="stealth" type="bool">
988 Stealth allows the player to move silently.
989 This comes to effect if a player turns himself
990 invisible and tries to sneak around monsters.
991 (At least that was the idea behind it)
992 </attribute>
993 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
994 If a player is wearing any piece of equipment with
995 the ability to &lt;reflect spells&gt;, all kinds of
996 spell-bullets and -beams will bounce off him.
997 This works only about 90% of all times, to
998 avoid players being completely immune to certain
999 types of attacks.
1000
1001 This is a very powerful ability and it
1002 shouldn't be handed out cheap!
1003 </attribute>
1004 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1005 If a player is wearing any piece of equipment with
1006 the ability to &lt;reflect missiles&gt;, all kinds of
1007 projectiles (e.g. arrows, bolts, boulders) will
1008 bounce off him. This works only about 90% of all
1009 times, to avoid players being completely immune to
1010 certain types of attacks.
1011 </attribute>
1012 &move_type;
1013 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1014 Click on the &lt;attuned paths&gt; button to select spellpaths.
1015 The player will get attuned to the specified spellpaths
1016 while wearing this item.
1017 </attribute>
1018 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1019 Click on the &lt;repelled paths&gt; button to select spellpaths.
1020 The player will get repelled to the specified spellpaths
1021 while wearing this item.
1022 </attribute>
1023 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1024 Click on the &lt;denied paths&gt; button to select spellpaths.
1025 The specified spellpaths will be denied to the player
1026 while wearing this item.
1027 </attribute>
1028 </section>
1029 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1030 This text describes the item's "story". Every decent artifact
1031 should have such a description.
1032 </attribute>
1033 </type>
1034
1035 <!--####################################################################-->
1036 <type number="58" name="Battleground">
1037 <ignore>
1038 <ignore_list name="non_pickable" />
1039 </ignore>
1040 <description><![CDATA[
1041 Battleground is very special: In short, players can die on battleground
1042 without any death penalties. They don't loose or gain experience
1043 while on battleground. Acid, draining and depletion effects don't
1044 work either.
1045 When a player dies on battleground, he gets teleported to an exit
1046 location which is defined in the battleground object. ]]>
1047 </description>
1048 <use><![CDATA[
1049 Battleground is only meant for player vs. player duels. You can
1050 design combat arenas similiar to the one in scorn.<br>
1051 What should NEVER be done is placing battleground tiles in
1052 open dungeons or other free kinds of land.
1053 It must not be possible to gain significant treasure for fighting
1054 on battleground, because it bears no risk.<br><br>
1055 (Battleground will cease to work when the image or name is changed,
1056 or when it is placed beneath another floor tile.
1057 This is not a bug, it is there to prevent any attempts of placing
1058 "hidden" battleground tiles anywhere.) ]]>
1059 </use>
1060 <attribute arch="no_pick" value="1" type="fixed" />
1061 <attribute arch="is_floor" value="1" type="fixed" />
1062 <attribute arch="hp" editor="destination X" type="int">
1063 The exit destinations define the (x, y)-coordinates where players
1064 get teleported after they died on this battleground.
1065 </attribute>
1066 <attribute arch="sp" editor="destination Y" type="int">
1067 The exit destinations define the (x, y)-coordinates where players
1068 get teleported after they died on this battleground.
1069 </attribute>
1070 </type>
1071
1072 <!--####################################################################-->
1073 <type number="8" name="Book">
1074 <description><![CDATA[
1075 Applying a book, the containing message is displayed to the player. ]]>
1076 </description>
1077 <attribute arch="level" editor="literacy level" type="int">
1078 If this value is set to be greater than zero, the player needs a
1079 certain literacy level to succeed reading the book. The book can be
1080 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1081 book can be a nice idea, personally I like it when a player needs
1082 more than his fighting skills to solve a quest. However, keep the
1083 booklevel at least below 15 because it is quite hard to gain high
1084 mental levels.
1085 </attribute>
1086 <attribute arch="startequip" editor="godgiven item" type="bool">
1087 A godgiven item vanishes as soon as the player
1088 drops it to the ground.
1089 </attribute>
1090 <attribute arch="unique" editor="unique item" type="bool">
1091 Unique items exist only one time on a server. If the item
1092 is taken, lost or destroyed - it's gone for good.
1093 </attribute>
1094 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1095 This is the text that appears "written" in the book.
1096 </attribute>
1097 <attribute arch="slaying" editor="key string" type="string">
1098 This is the key string of the book. The key string is checked by an inventory checker.
1099 (This is used eg. for the gate/port passes in scorn)
1100 </attribute>
1101 </type>
1102
1103 <!--####################################################################-->
1104 <type number="99" name="Boots">
1105 <import_type name="Amulet" />
1106 <description><![CDATA[
1107 Wearing boots, the object's stats will directly be inherited to
1108 the player. Usually enhancing his speed, or granting some minor
1109 protection bonus. ]]>
1110 </description>
1111 <use><![CDATA[
1112 Feel free to create your own special artifacts. However, it is very
1113 important that you keep your artifact in balance with existing maps. ]]>
1114 </use>
1115 <attribute arch="exp" editor="speed bonus" type="int">
1116 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1117 while worn. This kind of bonus is quite desirable for players of low-
1118 and medium level. High level players usually have fastest possible
1119 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1120 Still, this bonus is good for nice artifacts - not everything has
1121 to be for highest level.
1122 </attribute>
1123 <attribute arch="magic" editor="magic bonus" type="int">
1124 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1125 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1126 than direct armour-class bonus on the boots.
1127
1128 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1129 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1130 </attribute>
1131 </type>
1132
1133 <!--####################################################################-->
1134 <type number="104" name="Bracers">
1135 <import_type name="Amulet" />
1136 <description><![CDATA[
1137 Bracers are armour-plates worn around the wrists.
1138 Wearing bracer, the object's stats will directly be inherited to
1139 the player. Usually enhancing his defense. ]]>
1140 </description>
1141 <use><![CDATA[
1142 Feel free to create your own special artifacts. However, it is very
1143 important that you keep your artifact in balance with existing maps. ]]>
1144 </use>
1145 <attribute arch="magic" editor="magic bonus" type="int">
1146 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1147 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1148 than direct armour-class bonus on the bracers.
1149 </attribute>
1150 </type>
1151
1152 <!--####################################################################-->
1153 <type number="16" name="Brestplate Armour">
1154 <import_type name="Amulet" />
1155 <description><![CDATA[
1156 Wearing an armour, the object's stats will directly be inherited to
1157 the player. Usually enhancing his defense. ]]>
1158 </description>
1159 <use><![CDATA[
1160 Feel free to create your own special artifacts. However, it is very
1161 important that you keep your artifact in balance with existing maps. ]]>
1162 </use>
1163 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1164 This poses a penalty to spell regeneration speed, for wearing the armour.
1165 The bigger the spellpoint penalty, the worse.
1166 </attribute>
1167 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1168 Slowdown penalty reduces the player's walking speed when wearing the
1169 armour. Bigger values are worse - zero is best.
1170 </attribute>
1171 <attribute arch="magic" editor="magic bonus" type="int">
1172 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1173 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1174 than direct armour-class bonus on the armour.
1175 </attribute>
1176 </type>
1177
1178 <!--####################################################################-->
1179 <type number="92" name="Button">
1180 <ignore>
1181 <ignore_list name="non_pickable" />
1182 </ignore>
1183 <description><![CDATA[
1184 When a predefined amount of weigh is placed on a button, the
1185 &lt;connection&gt; value is triggered. In most cases this happens when a
1186 player or monster steps on it. When the button is "released", the
1187 &lt;connection&gt; value get's triggered a second time. ]]>
1188 </description>
1189 &move_on;
1190 &move_off;
1191 <attribute arch="no_pick" value="1" type="fixed" />
1192 <attribute arch="weight" editor="press weight" type="int">
1193 The button is pressed (triggered), as soon as
1194 &lt;press weigh&gt; gram are placed ontop of it.
1195 </attribute>
1196 <attribute arch="connected" editor="connection" type="int">
1197 Every time the button is pressed or released, all objects
1198 with the same &lt;connection&gt; value are activated.
1199 </attribute>
1200 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1201 This text may describe the item. You can use this
1202 message to explain the button's purpose to the player.
1203 </attribute>
1204 </type>
1205
1206 <!--####################################################################-->
1207 <type number="30" name="Button Trigger">
1208 <import_type name="Button" />
1209 <ignore>
1210 <ignore_list name="non_pickable" />
1211 </ignore>
1212 <description><![CDATA[
1213 Handle buttons are buttons which reset after a short period
1214 of time. Every time it is either applied or reset, the
1215 &lt;connection&gt; value is triggered. ]]>
1216 </description>
1217 </type>
1218
1219 <!--####################################################################-->
1220 <type number="37" name="Class Changer">
1221 <ignore>
1222 <ignore_list name="non_pickable" />
1223 </ignore>
1224 <description><![CDATA[
1225 Class changer are used while creating a character. ]]>
1226 </description>
1227 <attribute arch="randomitems" editor="class items" type="treasurelist">
1228 This entry determines which initial items the character receives.
1229 </attribute>
1230 <section name="stats">
1231 <attribute arch="Str" editor="strength" type="int">
1232 The player's strength will rise by the given value if he chooses this
1233 class. (Negative values make strength fall)
1234 </attribute>
1235 <attribute arch="Dex" editor="dexterity" type="int">
1236 The player's dexterity will rise by the given value if he chooses this
1237 class. (Negative values make dexterity fall)
1238 </attribute>
1239 <attribute arch="Con" editor="constitution" type="int">
1240 The player's constitution will rise by the given value if he chooses this
1241 class. (Negative values make constitution fall)
1242 </attribute>
1243 <attribute arch="Int" editor="intelligence" type="int">
1244 The player's intelligence will rise by the given value if he chooses this
1245 class. (Negative values make intelligence fall)
1246 </attribute>
1247 <attribute arch="Pow" editor="power" type="int">
1248 The player's power will rise by the given value if he chooses this
1249 class. (Negative values make power fall)
1250 </attribute>
1251 <attribute arch="Wis" editor="wisdom" type="int">
1252 The player's wisdom will rise by the given value if he chooses this
1253 class. (Negative values make wisdom fall)
1254 </attribute>
1255 <attribute arch="Cha" editor="charisma" type="int">
1256 The player's charisma will rise by the given value if he chooses this
1257 class. (Negative values make charisma fall)
1258 </attribute>
1259 </section>
1260 </type>
1261
1262 <!--####################################################################-->
1263 <type number="87" name="Cloak">
1264 <import_type name="Amulet" />
1265 <description><![CDATA[
1266 Wearing a cloak, the object's stats will directly be inherited to
1267 the player. Cloaks usually add minor &lt;armour class&gt; and
1268 sometimes a bit of resistance. ]]>
1269 </description>
1270 <use><![CDATA[
1271 Feel free to create your own special artifacts. However, it is very
1272 important that you keep your artifact in balance with existing maps. ]]>
1273 </use>
1274 <attribute arch="magic" editor="magic bonus" type="int">
1275 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1276 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1277 than direct armour-class bonus on the cloak.
1278
1279 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1280 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1281 </attribute>
1282 </type>
1283
1284 <!--####################################################################-->
1285 <type number="9" name="Clock">
1286 <description><![CDATA[
1287 Applying a clock, the time is displayed to the player. ]]>
1288 </description>
1289 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1290 This text may describe the item
1291 </attribute>
1292 </type>
1293
1294 <!--####################################################################-->
1295 <type number="122" name="Container">
1296 <description><![CDATA[
1297 A player can put (certain kinds of) items in the container.
1298 The overall weight of items is reduced when put inside a
1299 container, depending on the settings.
1300 <br><br>
1301 A special feature of containers is the "cauldron",
1302 capable of mixing alchemical receipes. ]]>
1303 </description>
1304 <use><![CDATA[
1305 Note on chests - There are two types of chests:
1306 <UL>
1307 <LI> First the random treasure chests - Those are NOT containers
1308 (but object type Treasure), they create random treasures when
1309 applied. Archetype name is "chest".
1310 <LI> Second there are the permanent chests - Those are containers,
1311 they can be opened and closed again. Archetype name is "chest_2".
1312 </UL> ]]>
1313 </use>
1314 <attribute arch="race" editor="container class" type="string">
1315 If set, the container will hold only certain types of objects.
1316 Possible choices for &lt;container class&gt; are: "gold and jewels",
1317 "arrows" and "keys".
1318
1319 Unfortunately it is not easy to create new container
1320 classes, because items need a matching counterpiece-attribute
1321 to the &lt;container class&gt; before they can be put inside a
1322 container. This attribute ("race") is set only for the existing
1323 container classes.
1324 </attribute>
1325 <attribute arch="slaying" editor="key string" type="string">
1326 If &lt;key string&gt; is set, only players with a special key
1327 of matching &lt;key string&gt; are able to open the container.
1328 </attribute>
1329 <attribute arch="container" editor="maximum weight" type="int">
1330 The container can hold a maximum total weight of the given value
1331 in gram. Note that this weight limit is calculated *after* the
1332 weight reduction (&lt;reduce weight&gt;) has been applied.
1333 </attribute>
1334 <attribute arch="Str" editor="reduce weight %" type="int">
1335 This value determines how much the weight of items is reduced in
1336 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1337 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1338 Most default values are in the range of ten.
1339 </attribute>
1340 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1341 If set, the container can be used as alchemy-cauldron.
1342 The player can put ingredients inside, close it, cast alchemy
1343 and if his formulae is true, he'll get what he longed for.
1344 </attribute>
1345 <attribute arch="unique" editor="unique item" type="bool">
1346 Unique items exist only one time on a server. If the item
1347 is taken, lost or destroyed - it's gone for good.
1348 All contents of a unique container are unique as well.
1349 </attribute>
1350 <attribute arch="startequip" editor="godgiven item" type="bool">
1351 A godgiven item vanishes as soon as the player
1352 drops it to the ground.
1353 </attribute>
1354 <attribute arch="other_arch" editor="animation arch" type="string">
1355 This is used for a certain kind of... "animation" when
1356 opening the container. Stick to the default arches here
1357 and you won't get into trouble.
1358 </attribute>
1359 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1360 This text may contain a description of the container.
1361 </attribute>
1362 </type>
1363
1364 <!--####################################################################-->
1365 <type number="103" name="Converter">
1366 <ignore>
1367 <attribute arch="value" />
1368 <attribute arch="nrof" />
1369 <attribute arch="name_pl" />
1370 <attribute arch="no_pick" />
1371 <attribute arch="unpaid" />
1372 <attribute arch="title" />
1373 </ignore>
1374 <description><![CDATA[
1375 Converters are like "exchange tables". When the player drops a
1376 specific type of items, they get converted into other items, at a
1377 predefined exchange-ratio. ]]>
1378 </description>
1379 <use><![CDATA[
1380 Converters are better than shopping with doormats, because the
1381 converters never get sold out. For some items like food or jewels
1382 those "exchange tables" are really nice, while for the more important
1383 stuff like potions converters should not exist.
1384 <br><br>
1385 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1386 items on a converter, the stuff you get must be of equal or lesser
1387 value than before! (Except if you are using "rare" items like
1388 dragonscales for payment). The code will not check if your ratio is
1389 sane, so the player could gain infinite wealth by using your converter. ]]>
1390 </use>
1391 <attribute arch="no_pick" value="1" type="fixed" />
1392 <attribute arch="slaying" editor="cost arch" type="string">
1393 &lt;cost arch&gt; is the name of the archetype the player has to
1394 put on the converter, as payment.
1395 </attribute>
1396 <attribute arch="food" editor="cost number" type="int">
1397 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1398 on the converter, in order to get &lt;receive number&gt; items
1399 of &lt;receive arch&gt;.
1400 </attribute>
1401 <attribute arch="other_arch" editor="receive arch" type="string">
1402 &lt;receive arch&gt; is the name of the archetype to convert into.
1403 This field is ignored if the converter has items in inventory. In this
1404 case one of the inventory items is duplicated. The duplicated item is
1405 randomly chosen from all items present.
1406 </attribute>
1407 <attribute arch="sp" editor="receive number" type="int">
1408 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1409 on the converter, in order to get &lt;receive number&gt; items
1410 of &lt;receive arch&gt;.
1411 </attribute>
1412 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1413 This text may contain a description of the converter.
1414 </attribute>
1415 </type>
1416
1417 <!--####################################################################-->
1418 <type number="42" name="Creator">
1419 <ignore>
1420 <ignore_list name="system_object" />
1421 </ignore>
1422 <description><![CDATA[
1423 A creator is an object which creates another object when it
1424 is triggered. The child object can be anything. Creators are
1425 VERY useful for all kinds of map-mechanisms. ]]>
1426 </description>
1427 <use><![CDATA[
1428 Don't hesitate to hide your creators under the floor.
1429 The created items will still always appear ontop of the floor. ]]>
1430 </use>
1431 <attribute arch="no_pick" value="1" type="fixed" />
1432 <attribute arch="other_arch" editor="create arch" type="string">
1433 This string defines the object that will be created.
1434 You can choose any of the existing arches.
1435 This field is ignored if the creator has items in inventory. In this case
1436 one of the inventory items is duplicated. The duplicated item is randomly
1437 chosen from all items present.
1438 </attribute>
1439 <attribute arch="connected" editor="connection" type="int">
1440 Whenever the connection value is activated,
1441 the creator gets triggered.
1442 </attribute>
1443 <attribute arch="lifesave" editor="infinit uses" type="bool">
1444 If &lt;infinit uses&gt; is set, the creator will work
1445 infinitely, regardless of the value in &lt;number of uses&gt;.
1446 </attribute>
1447 <attribute arch="hp" editor="number of uses" type="int">
1448 The creator can be triggered &lt;number of uses&gt; times, thus
1449 creating that many objects, before it dissappears.
1450 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1451 </attribute>
1452 <attribute arch="slaying" editor="name of creation" type="string">
1453 The created object will bear the name and title specified in &lt;name of
1454 creation&gt;. If nothing is set, the standard name and title of the
1455 archetype is used.
1456 </attribute>
1457 <attribute arch="level" editor="level of creation" type="int">
1458 The created object will be of that level. If zero/unset,
1459 the standard level of the archetype is used.
1460 </attribute>
1461 </type>
1462
1463 <!--####################################################################-->
1464 <type number="51" name="Detector">
1465 <ignore>
1466 <ignore_list name="system_object" />
1467 </ignore>
1468 <description><![CDATA[
1469 Detectors work quite much like inv. checkers/pedestals: If the detector
1470 finds a specific object, it toggles its connected value.
1471 <br><br>
1472 What is "unique" about them, compared to inv. checkers/ pedestals?
1473 - First, detectors check their square for a match periodically, not
1474 instantly. Second, detectors check directly for object names. Third,
1475 detectors do not check the inventory of players/monsters. ]]>
1476 </description>
1477 <use><![CDATA[
1478 There is one major speciality about detectors: You can detect spells
1479 blown over a detector! To detect a lighting bolt for example, set
1480 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1481 walls, this can be very useful for map-mechanisms. ]]>
1482 </use>
1483 <attribute arch="no_pick" value="1" type="fixed" />
1484 <attribute arch="slaying" editor="match name" type="string">
1485 &lt;match name&gt; specifies the name of the object we are looking for.
1486 Actually it does also check for the &lt;key string&gt; in key-objects,
1487 but for this case inventory checkers are often more powerful to use.
1488 </attribute>
1489 <attribute arch="connected" editor="connection" type="int">
1490 When the detector is triggered, all objects with the same
1491 connection value get activated.
1492 </attribute>
1493 <attribute arch="speed" editor="detection speed" type="float">
1494 This value defines the time between two detector-checks.
1495 If you want the detector to behave almost like pedestals/buttons,
1496 set speed rather high, like &lt;detection speed&gt; 1.0.
1497 </attribute>
1498 &speed_left;
1499 <attribute arch="speed_left" editor="speed left" type="float">
1500 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1501 If it is larger than 0, the detector checks, and the speed is decremented
1502 by 1.
1503 </attribute>
1504 </type>
1505
1506 <!--####################################################################-->
1507 <type number="112" name="Director">
1508 <ignore>
1509 <ignore_list name="non_pickable" />
1510 </ignore>
1511 <description><![CDATA[
1512 Directors change the direction of spell objects and other projectiles
1513 that fly past. Unlike spinners, directors always move objects in the
1514 same direction. It does not make a difference from what angle you
1515 shoot into it.<br>
1516 Directors are visible per default. ]]>
1517 </description>
1518 <use><![CDATA[
1519 Directors are rarely used in maps. Sometimes they are placed to
1520 change the direction of spells coming out of magic walls,
1521 "channeling" spell-projectiles in some direction. When doing this,
1522 <B>never place directors facing each other with magic walls fireing
1523 into them!</B> The spell-projectiles bouncing between the directors
1524 would accumulate to huge numbers and at some point slow down the
1525 server by eating memory- and CPU-time.
1526 <br><br>
1527 You'd better not place directors in monster vs. player combat
1528 areas too much, because that freaks out wizard-type players. ]]>
1529 </use>
1530 <attribute arch="sp" editor="direction" type="list_direction">
1531 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1532 A director with direction &lt;none&gt; simply stops projectiles.
1533 (The latter works out a bit strange for some spells).
1534 </attribute>
1535 &move_on;
1536 </type>
1537
1538 <!--####################################################################-->
1539 <type number="158" name="Disease">
1540 <ignore>
1541 <ignore_list name="system_object" />
1542 </ignore>
1543 <description><![CDATA[
1544 Diseases are an intersting form of spellcraft in Crossfire.
1545 Once casted, they can spread out and infect creatures in a large
1546 area. Being infected can have various effects, from amusing farts
1547 to horrible damage - almost everything is possible. ]]>
1548 </description>
1549 <use><![CDATA[
1550 Diseases are extremely flexible and usable in a many ways.
1551 So far they are mostly used for causing bad, unwanted effects.
1552 You could just as well create a disease which helps the player
1553 (recharging mana for example).
1554 Infection with a "positive disease" could even be a quest reward. ]]>
1555 </use>
1556 <attribute arch="invisible" value="1" type="fixed" />
1557 <attribute arch="level" editor="plaque level" type="int">
1558 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1559 This mainly reflects in the &lt;damage&gt;. It has no effect on
1560 most other symptoms. Neverthless, it is a very important value for
1561 all damage-inflicting diseases.
1562 </attribute>
1563 <attribute arch="race" editor="infect race" type="string">
1564 The disease will only infect creatures of the specified &lt;race&gt;.
1565 "&lt;race&gt; *" means every creature can be infected.
1566 </attribute>
1567 <attribute arch="ac" editor="progressiveness" type="int">
1568 Every time the disease "moves" the severity of the symptoms are increased
1569 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1570 </attribute>
1571 <section name="spreading">
1572 <attribute arch="wc" editor="infectiosness" type="int">
1573 The &lt;infectiosness&gt; defines the chance of new creatures getting
1574 infected. If you set this too high, the disease is very likely to
1575 be too effective.
1576
1577 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1578 </attribute>
1579 <attribute arch="last_grace" editor="attenuation" type="int">
1580 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1581 everytime it infects someone new. This limits how many generations
1582 a disease can propagate.
1583 </attribute>
1584 <attribute arch="magic" editor="infection range" type="int">
1585 &lt;infection range&gt; sets the range at which infection may occur.
1586 If positive, the &lt;infection range&gt; is level dependant - If negative,
1587 it is not:
1588 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1589 six square range, and &lt;plaque level&gt; doesn't modify that.
1590 </attribute>
1591 <attribute arch="maxhp" editor="persistence" type="int">
1592 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1593 The disease can "move" &lt;persistence&gt; times outside a host before it
1594 vanishes. A negative value means the disease lasts for permanent
1595 (which is only recommended to use in maps without monsters).
1596 </attribute>
1597 <attribute arch="maxgrace" editor="curing duration" type="int">
1598 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1599 (Assuming the host survives and doesn't use a curing spell).
1600 After this period the disease is naturally cured, which provides the
1601 host with immunity from this particular disease of lower or equal level.
1602
1603 A negative value means the disease can never be cured naturally.
1604
1605 Note that this value can be further modulated by spell-parameters,
1606 if the disease is registered as spell in the code. Due to that,
1607 most default diseases take a lot longer to cure than it seems.
1608 </attribute>
1609 <attribute arch="speed" editor="moving speed" type="float">
1610 The &lt;speed&gt; of the disease determines how fast the disease will
1611 "move", thus how fast the symptoms strike the host.
1612 </attribute>
1613 &speed_left;
1614 </section>
1615 <section name="symptoms">
1616 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1617 The disease will attack the host with the given &lt;attacktype&gt;.
1618 Godpower attacktype is commonly used for "unresistable" diseases.
1619 </attribute>
1620 <attribute arch="dam" editor="damage" type="int">
1621 A disease with a positive &lt;damage&gt; value will strike the player for that
1622 amount of damage every time the symptoms occur.
1623 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1624 the player's health is reduced by 10% every time the symptoms strike.
1625
1626 Diseases with %-based damage can be dangerous - but not deadly -
1627 for players of all levels.
1628 </attribute>
1629 <attribute arch="other_arch" editor="create arch" type="string">
1630 If set, the specified arch is created and dropped every time the
1631 symptoms strike.
1632
1633 This can be various things: farts, body pieces, eggs ...
1634 Even monsters can be created that way. You could also make a
1635 disease where some exotic stuff like money/gems is created.
1636 </attribute>
1637 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1638 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1639 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1640 </attribute>
1641 <attribute arch="exp" editor="exp. for curing" type="int">
1642 When the player manages to cure this disease (with a curing spell),
1643 he is awarded with &lt;exp. for curing&gt; experience.
1644 </attribute>
1645 <attribute arch="maxsp" editor="mana depletion" type="int">
1646 Every time the disease "moves", the player's mana is
1647 reduced by the value of &lt;mana depletion&gt;.
1648 For negative values, a %-based amount is taken.
1649 </attribute>
1650 <attribute arch="last_eat" editor="food depletion" type="int">
1651 Every time the disease "moves", the player's food is
1652 reduced by the value of &lt;food depletion&gt;.
1653 For negative values, a %-based amount is taken.
1654 </attribute>
1655 <attribute arch="hp" editor="health regen." type="int">
1656 This value increases the player's healing rate.
1657 Negative values decrease it.
1658 </attribute>
1659 <attribute arch="sp" editor="mana regen." type="int">
1660 This value increases the player's rate of mana regeneration.
1661 Negative values decrease it.
1662 </attribute>
1663 </section>
1664 <section name="disability">
1665 <attribute arch="Str" editor="strength" type="int">
1666 The player's strength will rise by the given value
1667 while being infected. (Negative values make strength fall)
1668 </attribute>
1669 <attribute arch="Dex" editor="dexterity" type="int">
1670 The player's dexterity will rise by the given value
1671 while being infected. (Negative values make dexterity fall)
1672 </attribute>
1673 <attribute arch="Con" editor="constitution" type="int">
1674 The player's constitution will rise by the given value
1675 while being infected. (Negative values make constitution fall)
1676 </attribute>
1677 <attribute arch="Int" editor="intelligence" type="int">
1678 The player's intelligence will rise by the given value
1679 while being infected. (Negative values make intelligence fall)
1680 </attribute>
1681 <attribute arch="Pow" editor="power" type="int">
1682 The player's power will rise by the given value
1683 while being infected. (Negative values make power fall)
1684 </attribute>
1685 <attribute arch="Wis" editor="wisdom" type="int">
1686 The player's wisdom will rise by the given value
1687 while being infected. (Negative values make wisdom fall)
1688 </attribute>
1689 <attribute arch="Cha" editor="charisma" type="int">
1690 The player's charisma will rise by the given value
1691 while being infected. (Negative values make charisma fall)
1692 </attribute>
1693 </section>
1694 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1695 This text is displayed to the player every time the
1696 symptoms strike.
1697 </attribute>
1698 </type>
1699
1700 <!--####################################################################-->
1701 <type number="23" name="Door">
1702 <ignore>
1703 <ignore_list name="non_pickable" />
1704 </ignore>
1705 <description><![CDATA[
1706 A door can be opened with a normal key. It also can be broken by attacking
1707 it, and it can be defeated with the lockpicking skill. If a door is
1708 defeated, horizontally and vertically adjacent doors are automatically
1709 removed. ]]>
1710 </description>
1711 <attribute arch="no_pick" value="1" type="fixed" />
1712 <attribute arch="alive" value="1" type="fixed" />
1713 &movement_types_terrain;
1714 <attribute arch="hp" editor="hitpoints" type="int">
1715 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1716 </attribute>
1717 <attribute arch="ac" editor="armour class" type="int">
1718 Doors of high &lt;armour class&gt; are less likely to get hit.
1719 &lt;armour class&gt; can be considered the "counterpiece" to
1720 &lt;weapon class&gt;.
1721 </attribute>
1722 <attribute arch="other_arch" editor="drop arch" type="string">
1723 This string defines the object that will be created when the door was
1724 defeated.
1725 </attribute>
1726 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1727 This entry determines what kind of traps will appear in the door.
1728 </attribute>
1729 </type>
1730
1731 <!--####################################################################-->
1732 <type number="83" name="Duplicator">
1733 <ignore>
1734 <ignore_list name="system_object" />
1735 </ignore>
1736 <description><![CDATA[
1737 When activated, a duplicator can duplicate, multiply or destroy a pile of
1738 objects which lies somewhere on top of the duplicator.
1739 The duplicator has one arch name specified as &lt;target arch&gt;,
1740 and only objects of this archetype can be affected.<br>
1741 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1742 If the latter is set to zero, it will destroy objects. ]]>
1743 </description>
1744 <use><![CDATA[
1745 I hope it is clear that one must be very cautious when inserting a duplicator
1746 anywhere with &lt;multiply factor&gt; greater than one.
1747 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1748 It is <b>not acceptable</b> to allow duplication of anything other than
1749 coins, gold and jewels. Besides, it is very important that the chance to
1750 loose the input matches the chance to earn winnings.<br>
1751 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1752 loosing rate of 2/3 = 67%. ]]>
1753 </use>
1754 <attribute arch="other_arch" editor="target arch" type="string">
1755 Only objects of matching archtype, lying ontop of the dublicator will be
1756 dublicated, multiplied or removed. All other objects will be ignored.
1757 </attribute>
1758 <attribute arch="level" editor="multiply factor" type="int">
1759 The number of items in the target pile will be multiplied by the
1760 &lt;multiply factor&gt;. If it is set to zero, all target objects
1761 will be destroyed.
1762 </attribute>
1763 <attribute arch="connected" editor="connection" type="int">
1764 An activator (lever, altar, button, etc) with matching connection value
1765 is able to trigger this duplicator. Be very careful that players cannot
1766 abuse it to create endless amounts of money or other valuable stuff!
1767 </attribute>
1768 </type>
1769
1770 <!--####################################################################-->
1771 <type number="66" name="Exit">
1772 <ignore>
1773 <ignore_list name="non_pickable" />
1774 </ignore>
1775 <description><![CDATA[
1776 When the player applies an exit, he is transferred to a different location.
1777 (Monsters cannot use exits.) Depending on how it is set, the player applies
1778 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1779 the exit. ]]>
1780 </description>
1781 <use><![CDATA[
1782 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1783 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1784 detected with the show_invisible spell.
1785 <br><br>
1786 You can be quite creative with the outlook of secret exits (their "face").
1787 Don't forget to give the player relyable hints about them though. ]]>
1788 </use>
1789 <attribute arch="slaying" editor="exit path" type="string">
1790 The exit path defines the map that the player is transferred to.
1791 You can enter an absolute path, beginning with '/' (for example
1792 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1793 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1794 relative path "Fire1"). Use relative paths whenever possible! Note that
1795 upper/lower case must always be set correctly. However, please use lower
1796 case only.
1797 It is well possible to have an exit pointing to the same map that the exit
1798 is on. If slaying is not set in an exit, the player will see a message like
1799 "the exit is closed".
1800 </attribute>
1801 <attribute arch="hp" editor="destination X" type="int">
1802 The exit destinations define the (x, y)-coordinates where the exit
1803 leads to.
1804 If both are set to zero, the player will be transferred to the "default
1805 enter location" of the destined map. The latter can be set in the map-
1806 properties as "Enter X/Y". Though, please DO NOT use that.
1807 It turned out to be a source for numerous map-bugs.
1808 </attribute>
1809 <attribute arch="sp" editor="destination Y" type="int">
1810 The exit destinations define the (x, y)-coordinates where the exit
1811 leads to.
1812 If both are set to zero, the player will be transferred to the "default
1813 enter location" of the destined map. The latter can be set in the map-
1814 properties as "Enter X/Y". Though, please DO NOT use that.
1815 It turned out to be a source for numerous map-bugs.
1816 </attribute>
1817 &move_on;
1818 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1819 If set, this message will be displayed to the player when he applies the exit.
1820 This is quite useful to throw in some "role-play feeling": "As you enter the
1821 dark cave you hear the sound of rustling dragonscales...". Well, my english
1822 is poor, but you get the point. =)
1823 </attribute>
1824 <attribute arch="unique" editor="unique destination" type="bool">
1825 This flag defines the destined map as "personal unique map". If set,
1826 there will be a seperate version of that map for every player out there.
1827 This feature is used for the permanent apartments
1828 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1829 than apartments, since Crossfire is a *multi*player game. In such a permanent
1830 apartment don't forget to set the unique-flag for all floor tiles too
1831 (see floors).
1832 An exit pointing outside of a personal unique map must have the
1833 "unique destination"-flag unset.
1834 </attribute>
1835 </type>
1836
1837 <!--####################################################################-->
1838 <type number="72" name="Flesh">
1839 <description><![CDATA[
1840 Just like with food, the player can fill his stomache and gain a
1841 little health by eating flesh-objects. <br>
1842 For dragon players, flesh plays a very special role though: If the
1843 flesh has resistances set, a dragon player has a chance to gain resistance in
1844 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1845 Don't forget that flesh items with resistances have to be balanced
1846 according to map/monster difficulty. ]]>
1847 </description>
1848 <use><![CDATA[
1849 For dragon players, flesh items can be highly valuable. Note that many
1850 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1851 These flesh items "inherit" resistances and level from the monster they belong to.
1852 When you add special flesh items to the inventory of a monster, this is
1853 not the case - so you have to set it manually.
1854 <br><br>
1855 Generally adding special flesh-treaties for dragon players is a great thing
1856 to do. Always consider that dragon players might really not be interested
1857 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1858 out on the reward completely. ]]>
1859 </use>
1860 <attribute arch="food" editor="foodpoints" type="int">
1861 The player's stomache will get filled with this amount of foodpoints.
1862 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1863 </attribute>
1864 <attribute arch="level" editor="flesh level" type="int">
1865 The &lt;flesh level&gt; is not visible to the players and it affects only
1866 dragon players. Normally this value reflects the level of the monster
1867 from which the flesh item originates.
1868 Dragon players always search for flesh of highest level possible,
1869 because it bears the best chance to gain high resistances.
1870 </attribute>
1871 <attribute arch="startequip" editor="godgiven item" type="bool">
1872 A godgiven item vanishes as soon as the player
1873 drops it to the ground.
1874 </attribute>
1875 <section name="resistance">
1876 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1877 Resistances on flesh items make them more durable against spellcraft
1878 of the appropriate kind. It also allows dragon players to eventually gain
1879 resistance by eating it. Usually resistance should only be set for flesh
1880 items in a monster's inventory.
1881 </attribute>
1882 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1883 Resistances on flesh items make them more durable against spellcraft
1884 of the appropriate kind. It also allows dragon players to eventually gain
1885 resistance by eating it. Usually resistance should only be set for flesh
1886 items in a monster's inventory.
1887 </attribute>
1888 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1889 Resistances on flesh items make them more durable against spellcraft
1890 of the appropriate kind. It also allows dragon players to eventually gain
1891 resistance by eating it. Usually resistance should only be set for flesh
1892 items in a monster's inventory.
1893 </attribute>
1894 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1895 Resistances on flesh items make them more durable against spellcraft
1896 of the appropriate kind. It also allows dragon players to eventually gain
1897 resistance by eating it. Usually resistance should only be set for flesh
1898 items in a monster's inventory.
1899 </attribute>
1900 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1901 Resistances on flesh items make them more durable against spellcraft
1902 of the appropriate kind. It also allows dragon players to eventually gain
1903 resistance by eating it. Usually resistance should only be set for flesh
1904 items in a monster's inventory.
1905 </attribute>
1906 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1907 Resistances on flesh items make them more durable against spellcraft
1908 of the appropriate kind. It also allows dragon players to eventually gain
1909 resistance by eating it. Usually resistance should only be set for flesh
1910 items in a monster's inventory.
1911 </attribute>
1912 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1913 Resistances on flesh items make them more durable against spellcraft
1914 of the appropriate kind. It also allows dragon players to eventually gain
1915 resistance by eating it. Usually resistance should only be set for flesh
1916 items in a monster's inventory.
1917 </attribute>
1918 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1919 Resistances on flesh items make them more durable against spellcraft
1920 of the appropriate kind. It also allows dragon players to eventually gain
1921 resistance by eating it. Usually resistance should only be set for flesh
1922 items in a monster's inventory.
1923 </attribute>
1924 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1925 Resistances on flesh items make them more durable against spellcraft
1926 of the appropriate kind. It also allows dragon players to eventually gain
1927 resistance by eating it. Usually resistance should only be set for flesh
1928 items in a monster's inventory.
1929 </attribute>
1930 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1931 Resistances on flesh items make them more durable against spellcraft
1932 of the appropriate kind. It also allows dragon players to eventually gain
1933 resistance by eating it. Usually resistance should only be set for flesh
1934 items in a monster's inventory.
1935 </attribute>
1936 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1937 Resistances on flesh items make them more durable against spellcraft
1938 of the appropriate kind. It also allows dragon players to eventually gain
1939 resistance by eating it. Usually resistance should only be set for flesh
1940 items in a monster's inventory.
1941 </attribute>
1942 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1943 Resistances on flesh items make them more durable against spellcraft
1944 of the appropriate kind. It also allows dragon players to eventually gain
1945 resistance by eating it. Usually resistance should only be set for flesh
1946 items in a monster's inventory.
1947 </attribute>
1948 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1949 Resistances on flesh items make them more durable against spellcraft
1950 of the appropriate kind. It also allows dragon players to eventually gain
1951 resistance by eating it. Usually resistance should only be set for flesh
1952 items in a monster's inventory.
1953 </attribute>
1954 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1955 Resistances on flesh items make them more durable against spellcraft
1956 of the appropriate kind. It also allows dragon players to eventually gain
1957 resistance by eating it. Usually resistance should only be set for flesh
1958 items in a monster's inventory.
1959 </attribute>
1960 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1961 Resistances on flesh items make them more durable against spellcraft
1962 of the appropriate kind. It also allows dragon players to eventually gain
1963 resistance by eating it. Usually resistance should only be set for flesh
1964 items in a monster's inventory.
1965 </attribute>
1966 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1967 RResistances on flesh items make them more durable against spellcraft
1968 of the appropriate kind. It also allows dragon players to eventually gain
1969 resistance by eating it. Usually resistance should only be set for flesh
1970 items in a monster's inventory.
1971 </attribute>
1972 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1973 Resistances on flesh items make them more durable against spellcraft
1974 of the appropriate kind. It also allows dragon players to eventually gain
1975 resistance by eating it. Usually resistance should only be set for flesh
1976 items in a monster's inventory.
1977 </attribute>
1978 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1979 Resistances on flesh items make them more durable against spellcraft
1980 of the appropriate kind. It also allows dragon players to eventually gain
1981 resistance by eating it. Usually resistance should only be set for flesh
1982 items in a monster's inventory.
1983 </attribute>
1984 </section>
1985 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1986 This text may describe the item.
1987 </attribute>
1988 </type>
1989
1990 <!--####################################################################-->
1991 <type number="0" name="Floor">
1992 <required>
1993 <attribute arch="is_floor" value="1" />
1994 <attribute arch="alive" value="0" />
1995 </required>
1996 <ignore>
1997 <ignore_list name="non_pickable" />
1998 </ignore>
1999 <description><![CDATA[
2000 Floor is a very basic thing whithout too much
2001 functionality. It's a floor - you stand on it. ]]>
2002 </description>
2003 <attribute arch="is_floor" value="1" type="fixed" />
2004 <attribute arch="no_pick" value="1" type="fixed" />
2005 <section name="terrain">
2006 &movement_types_terrain;
2007 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2008 This flag indicates this spot contains wood or high grass.
2009 Players with activated woodsman skill can move faster here.
2010 </attribute>
2011 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2012 This flag indicates this spot contains hills or large rocks.
2013 Players with activated mountaineer skill can move faster here.
2014 </attribute>
2015 </section>
2016 <attribute arch="no_magic" editor="no spells" type="bool">
2017 If enabled, it is impossible for players to use (wizard-)
2018 spells on that spot.
2019 </attribute>
2020 <attribute arch="damned" editor="no prayers" type="bool">
2021 If enabled, it is impossible for players to use prayers
2022 on that spot. It also prevents players from saving.
2023 </attribute>
2024 <attribute arch="unique" editor="unique map" type="bool">
2025 Unique floor means that any items dropped on that spot
2026 will be saved byond map reset. For permanent apartments,
2027 all floor tiles must be set &lt;unique map&gt;.
2028 </attribute>
2029 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2030 This text may describe the object.
2031 </attribute>
2032 </type>
2033
2034 <!--####################################################################-->
2035 <type number="67" name="Floor (Encounter)">
2036 <ignore>
2037 <ignore_list name="non_pickable" />
2038 </ignore>
2039 <description><![CDATA[
2040 Encounter-Floor is pretty much the same as normal floor.
2041 Most outdoor floor/ground-arches are set to be "encounters".
2042 That is kind of a relict from former code: When walking over
2043 encounter-floor, players sometimes got beamed to little maps
2044 with monsters on them. Nowadays this feature is disabled -
2045 Hence encounter floor is not different from normal floor. ]]>
2046 </description>
2047 <attribute arch="is_floor" value="1" type="fixed" />
2048 <attribute arch="no_pick" value="1" type="fixed" />
2049 <section name="terrain">
2050 &movement_types_terrain;
2051 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2052 This flag indicates this spot contains wood or high grass.
2053 Players with activated woodsman skill can move faster here.
2054 </attribute>
2055 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2056 This flag indicates this spot contains hills or large rocks.
2057 Players with activated mountaineer skill can move faster here.
2058 </attribute>
2059 </section>
2060 <attribute arch="no_magic" editor="no spells" type="bool">
2061 If enabled, it is impossible for players to use (wizard-)
2062 spells on that spot.
2063 </attribute>
2064 <attribute arch="damned" editor="no prayers" type="bool">
2065 If enabled, it is impossible for players to use prayers
2066 on that spot. It also prevents players from saving.
2067 </attribute>
2068 <attribute arch="unique" editor="unique map" type="bool">
2069 Unique floor means that any items dropped on that spot
2070 will be saved byond map reset. For permanent apartments,
2071 all floor tiles must be set &lt;unique map&gt;.
2072 </attribute>
2073 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2074 This text may describe the object.
2075 </attribute>
2076 </type>
2077
2078 <!--####################################################################-->
2079 <type number="6" name="Food">
2080 <description><![CDATA[
2081 By eating/drinking food-objects, the player can fill his
2082 stomache and gain a little health. ]]>
2083 </description>
2084 <attribute arch="food" editor="foodpoints" type="int">
2085 The player's stomache will get filled with this amount of foodpoints.
2086 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2087 </attribute>
2088 <attribute arch="startequip" editor="godgiven item" type="bool">
2089 A godgiven item vanishes as soon as the player
2090 drops it to the ground.
2091 </attribute>
2092 </type>
2093
2094 <!--####################################################################-->
2095 <type number="91" name="Gate">
2096 <ignore>
2097 <ignore_list name="non_pickable" />
2098 </ignore>
2099 <description><![CDATA[
2100 Gates play an important role in Crossfire. Gates can be opened
2101 by activating a button/trigger, by speaking passwords (-> magic_ear)
2102 or carrying special key-objects (-> inventory checker).
2103 Unlike locked doors, gates can get shut again after a player has
2104 passed, which makes them more practical in many cases. ]]>
2105 </description>
2106 <use><![CDATA[
2107 Use gates to divide your maps into seperated areas. After solving
2108 area A, the player gains access to area B, and so on. Make your
2109 maps more complex than "one-way". ]]>
2110 </use>
2111 <attribute arch="no_pick" value="1" type="fixed" />
2112 <attribute arch="connected" editor="connection" type="int">
2113 Whenever the inventory checker is triggered, all objects with identical
2114 &lt;connection&gt; value get activated. This only makes sense together with
2115 &lt;blocking passage&gt; disabled.
2116 </attribute>
2117 <attribute arch="wc" editor="position state" type="int">
2118 The &lt;position state&gt; defines the position of the gate:
2119 Zero means completely open/down, the "number of animation-steps" (usually
2120 about 6 or 7) means completely closed/up state. I suggest you don't
2121 mess with this value - Leave the default in place.
2122 </attribute>
2123 &movement_types_terrain;
2124 <attribute arch="no_magic" editor="restrict spells" type="bool">
2125 Restricting the use of spells to pass this gate. This has
2126 an effect only if &lt;block view&gt; is disabled.
2127 </attribute>
2128 <attribute arch="damned" editor="restrict prayers" type="bool">
2129 Restricting the use of prayers to pass this door. This has
2130 an effect only if &lt;block view&gt; is disabled.
2131 </attribute>
2132 </type>
2133
2134 <!--####################################################################-->
2135 <type number="113" name="Girdle">
2136 <import_type name="Amulet" />
2137 <description><![CDATA[
2138 Wearing a girdle, the object's stats will directly be inherited to
2139 the player. Girdles usually provide stats- or damage bonuses and no
2140 defense. ]]>
2141 </description>
2142 <use><![CDATA[
2143 Feel free to create your own special artifacts. However, it is very
2144 important that you keep your artifact in balance with existing maps. ]]>
2145 </use>
2146 <attribute arch="magic" editor="magic bonus" type="int">
2147 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2148 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2149 than direct armour-class bonus on the helmet.
2150
2151 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2152 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2153 &lt;magic bonus&gt; is pointless here.
2154 </attribute>
2155 </type>
2156
2157 <!--####################################################################-->
2158 <type number="100" name="Gloves">
2159 <import_type name="Amulet" />
2160 <description><![CDATA[
2161 Wearing gloves, the object's stats will directly be inherited to
2162 the player. Gloves can add defense or damage bonuses. ]]>
2163 </description>
2164 <use><![CDATA[
2165 Feel free to create your own special artifacts. However, it is very
2166 important that you keep your artifact in balance with existing maps. ]]>
2167 </use>
2168 <attribute arch="magic" editor="magic bonus" type="int">
2169 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2170 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2171 will increase that.
2172 </attribute>
2173 </type>
2174
2175 <!--####################################################################-->
2176 <type number="93" name="Handle">
2177 <ignore>
2178 <ignore_list name="non_pickable" />
2179 </ignore>
2180 <description><![CDATA[
2181 A handle can be applied by players and (certain) monsters.
2182 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2183 </description>
2184 <use><![CDATA[
2185 Handles are commonly used to move gates. When placing your lever,
2186 don't forget that some monsters are able to apply it.
2187 The ability to apply levers is rare among monsters -
2188 but vampires can do it for example. ]]>
2189 </use>
2190 <attribute arch="no_pick" value="1" type="fixed" />
2191 <attribute arch="connected" editor="connection" type="int">
2192 Every time the handle is applied, all objects
2193 with the same &lt;connection&gt; value are activated.
2194 </attribute>
2195 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2196 This text may describe the item. You can use this
2197 message to explain the handle's purpose to the player.
2198 </attribute>
2199 </type>
2200
2201 <!--####################################################################-->
2202 <type number="27" name="Handle Trigger">
2203 <import_type name="Handle" />
2204 <ignore>
2205 <ignore_list name="non_pickable" />
2206 </ignore>
2207 <description><![CDATA[
2208 Handle triggers are handles which reset after a short period
2209 of time. Every time it is either applied or reset, the
2210 &lt;connection&gt; value is triggered. ]]>
2211 </description>
2212 <use><![CDATA[
2213 When you connect an ordinary handle to a gate, the gate normally remains
2214 opened after the first player passed. If you want to keep the gate shut,
2215 connecting it to a handle trigger is an easy solution. ]]>
2216 </use>
2217 </type>
2218
2219 <!--####################################################################-->
2220 <type number="88" name="Hazard Floor">
2221 <required>
2222 <attribute arch="is_floor" value="1" />
2223 </required>
2224 <ignore>
2225 <ignore_list name="non_pickable" />
2226 </ignore>
2227 <description><![CDATA[
2228 The best example for Hazard Floor is lava. It works like standard
2229 floor, but damages all creatures standing on it.
2230 Damage is taken in regular time intervals. ]]>
2231 </description>
2232 <use><![CDATA[
2233 The default lava for example does minor damage. But you can turn
2234 it up so that your hazard floor poses a real threat.<br>
2235 Like magic walls, such floors add a permanent thrill to your map.
2236 You can use that to safely chase off too-weak players, or just
2237 to have something different. ]]>
2238 </use>
2239 <attribute arch="is_floor" value="1" type="fixed" />
2240 <attribute arch="lifesave" value="1" type="fixed" />
2241 &move_on;
2242 <attribute arch="no_pick" value="1" type="fixed" />
2243 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2244 This attribute specifys the attacktypes that this floor uses to
2245 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2246 If you want a real tough hazard floor, add more than just one attacktype.
2247 </attribute>
2248 <attribute arch="dam" editor="base damage" type="int">
2249 The &lt;base damage&gt; defines how much damage is inflicted to the
2250 victim per hit. The final damage is influenced by several other
2251 factors like the victim's resistance and level.
2252 </attribute>
2253 <attribute arch="wc" editor="weaponclass" type="int">
2254 &lt;weapon class&gt; improves the chance of hitting the victim.
2255 Lower values are better.
2256 Usually, hazard floors like lava are supposed to hit the
2257 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2258 to something like -30.
2259 </attribute>
2260 <attribute arch="level" editor="attack level" type="int">
2261 I guess this value is supposed to work similar to monster levels.
2262 But in fact, it does not seem to have an effect. Set any non-zero
2263 value to be on the safe side.
2264 </attribute>
2265 <section name="terrain">
2266 &movement_types_terrain;
2267 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2268 This flag indicates this spot contains wood or high grass.
2269 Players with activated woodsman skill can move faster here.
2270 </attribute>
2271 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2272 This flag indicates this spot contains hills or large rocks.
2273 Players with activated mountaineer skill can move faster here.
2274 </attribute>
2275 </section>
2276 <attribute arch="no_magic" editor="no spells" type="bool">
2277 If enabled, it is impossible for players to use (wizard-)
2278 spells on that spot.
2279 </attribute>
2280 <attribute arch="damned" editor="no prayers" type="bool">
2281 If enabled, it is impossible for players to use prayers
2282 on that spot. It also prevents players from saving.
2283 </attribute>
2284 <attribute arch="unique" editor="unique map" type="bool">
2285 Unique floor means that any items dropped on that spot
2286 will be saved byond map reset. For permanent apartments,
2287 all floor tiles must be set &lt;unique map&gt;.
2288 </attribute>
2289 </type>
2290
2291 <!--####################################################################-->
2292 <type number="34" name="Helmet">
2293 <import_type name="Amulet" />
2294 <description><![CDATA[
2295 Wearing a helmet, the object's stats will directly be inherited to
2296 the player. Normal helmets usually increase defense, while crowns
2297 add more special bonuses like stats/resistances paired with
2298 low defense. ]]>
2299 </description>
2300 <use><![CDATA[
2301 Feel free to create your own special artifacts. However, it is very
2302 important that you keep your artifact in balance with existing maps. ]]>
2303 </use>
2304 <attribute arch="magic" editor="magic bonus" type="int">
2305 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2306 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2307 than direct armour-class bonus on the helmet.
2308
2309 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2310 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2311 Crowns for instance typically provide no &lt;amour class&gt;.
2312 </attribute>
2313 </type>
2314
2315 <!--####################################################################-->
2316 <type number="56" name="Holy Altar">
2317 <ignore>
2318 <ignore_list name="non_pickable" />
2319 </ignore>
2320 <description><![CDATA[
2321 Holy_altars are altars for the various religions. Praying
2322 at a Holy_altar will make you a follower of that god, and
2323 if you already follow that god, you may get some extra bonus. ]]>
2324 </description>
2325 <attribute arch="no_pick" value="1" type="fixed" />
2326 <attribute arch="other_arch" editor="god name" type="string">
2327 The altar belongs to the god of the given name. Possible options for
2328 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2329 Gorokh, Valriel and Sorig.
2330
2331 If you want to have an unconsecrated altar, set
2332 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2333 </attribute>
2334 <attribute arch="level" editor="reconsecrate level" type="int">
2335 To re-consecrate an altar, the player's wisdom level must be as
2336 high or higher than this value. In that way, some altars can not
2337 be re-consecrated, while other altars, like those in dungeons, could be.
2338
2339 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2340 Some characters might need those altars, they would be very unhappy to
2341 see them re-consecrated to another cult.
2342 </attribute>
2343 </type>
2344
2345 <!--####################################################################-->
2346 <type number="35" name="Horn">
2347 <ignore>
2348 <attribute arch="title" />
2349 </ignore>
2350 <description><![CDATA[
2351 Horns are very similar to rods. The difference is that horns regenerate
2352 spellpoints faster and thus are more valuable than rods.
2353 <br><br>
2354 A horn contains a spell. The player can use this spell by applying and
2355 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2356 used endlessly. ]]>
2357 </description>
2358 <use><![CDATA[
2359 Horns are powerful due to their fast recharge rate. They should
2360 never contain high level attacking spells. Even curing/healing spells
2361 are almost too good on a horn. ]]>
2362 </use>
2363 <attribute arch="sp" editor="spell" type="spell">
2364 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2365 horns to players, since they can be used endlessly without any mana cost!
2366 Horns with heal/ restoration/ protection spells, IF available, MUST be
2367 very very VERY hard to get!
2368 </attribute>
2369 <attribute arch="level" editor="casting level" type="int">
2370 The casting level of the &lt;spell&gt; determines it's power.
2371 For attack spells, level should not be set too high.
2372 </attribute>
2373 <attribute arch="hp" editor="initial spellpoints" type="int">
2374 This value represents the initial amount of spellpoints in the horn.
2375 Naturally, this is quite unimportant.
2376 </attribute>
2377 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2378 When the horn is fully charged up, it will hold this maximum amount of
2379 spellpoints. Make sure it is enough to cast the contained spell at least
2380 once. But don't set the value too high, as that might make the horn way
2381 too effective.
2382 </attribute>
2383 <attribute arch="startequip" editor="godgiven item" type="bool">
2384 A godgiven item vanishes as soon as the player
2385 drops it to the ground.
2386 </attribute>
2387 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2388 This text may contain a description of the horn.
2389 </attribute>
2390 </type>
2391
2392 <!--####################################################################-->
2393 <type number="73" name="Inorganic">
2394 <description><![CDATA[
2395 Inorganic materials are generally used as ingredients for
2396 alchemical receipes. By themselves, they have no special
2397 functionalities. ]]>
2398 </description>
2399 <attribute arch="is_dust" editor="is dust" type="bool">
2400 </attribute>
2401 <section name="resistance">
2402 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2403 </attribute>
2404 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2405 </attribute>
2406 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2407 </attribute>
2408 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2409 </attribute>
2410 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2411 </attribute>
2412 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2413 </attribute>
2414 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2425 </attribute>
2426 </section>
2427 </type>
2428
2429 <!--####################################################################-->
2430 <type number="64" name="Inventory Checker">
2431 <ignore>
2432 <ignore_list name="system_object" />
2433 </ignore>
2434 <description><![CDATA[
2435 Inventory checkers passively check the players inventory for a
2436 specific object. You can set a connected value that is triggered
2437 either if that object is present or missing (-&gt; "last_sp") when a
2438 player walks over the inv. checker. A valid option is to remove the
2439 matching object (usually not recommended, see "last_heal").
2440 <br><br>
2441 Alternatively, you can set your inv. checker to block all players
2442 that do/don't carry the matching object.
2443 <br><br>
2444 As you can see, inv. checkers are quite powerful, holding a
2445 great variety of possibilities. ]]>
2446 </description>
2447 <use><![CDATA[
2448 Putting a check_inventory space in front of a gate (one below) and
2449 one on the opposite side works reasonably well as a control mechanism.
2450 Unlike the key/door-combo, this one works infinite since it is
2451 independant from map reset. Use it to put a "structure" into your
2452 maps: Player must solve area A to gain access to area B. This concept
2453 can be found in nearly every RPG - simple but effective. ]]>
2454 </use>
2455 <attribute arch="no_pick" value="1" type="fixed" />
2456 <attribute arch="slaying" editor="match key string" type="string">
2457 This string specifies the object we are looking for: We have a match
2458 if the player does/don't carry a key object or a mark with identical
2459 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2460 this context. A typical example is the city gate mechanism of scorn.
2461 </attribute>
2462 <attribute arch="race" editor="match arch name" type="string">
2463 This string specifies the object we are looking for: We have a match
2464 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2465 </attribute>
2466 <attribute arch="hp" editor="match type" type="int">
2467 This value specifies the object we are looking for: We have a match
2468 if the player does/don't carry an object that is of type &lt;match type&gt;.
2469
2470 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2471 enabled. Now you have an inv. checker blocking all players that carry any
2472 kind of melee weapon. To pass, a player is forced to leave behind all
2473 his weaponry... bad news for a warrior. ;)
2474 </attribute>
2475 <attribute arch="last_sp" editor="match = having" type="bool">
2476 Enabled means having that object is a match.
2477 Disabled means not having that object is a match.
2478 </attribute>
2479 <attribute arch="connected" editor="connection" type="int">
2480 Whenever the inventory checker is triggered, all objects with identical
2481 &lt;connection&gt; value get activated. This only makes sense together with
2482 &lt;blocking passage&gt; disabled.
2483 </attribute>
2484 &movement_types_terrain;
2485 <attribute arch="last_heal" editor="remove match" type="bool">
2486 &lt;remove match&gt; means remove object if found. Setting this is usually not
2487 recommended because inv. checkers are in general invisible. So, unlike
2488 for altars/ locked doors, the player won't expect to lose an object when
2489 walking over that square. And he doesn't even get a message either.
2490
2491 So, *if* you enable &lt;remove match&gt;, make sure
2492 to inform the player what's going on!
2493 </attribute>
2494 </type>
2495
2496 <!--####################################################################-->
2497 <type number="163" name="Item Transformer">
2498 <description><![CDATA[
2499 An item transformer is simply applied, after having marked a 'victim'
2500 item. If the victim is suitable, it will be transformed into something
2501 else.]]>
2502 </description>
2503 <use><![CDATA[
2504 To make an item transformable, you just have to fill the 'slaying' field.
2505 The syntax is:
2506 <br>
2507 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2508 <br>
2509 with [] denoting optional part, and * any number of preceding [].
2510 'new_item' must be the name of an existing archetype.
2511 <br><br>
2512 Example, for object apple: slaying knife:2 half_apple
2513 <br><br>
2514 This means that, when applying a knife (should be an Item Transformer),
2515 one 'apple' will be transformed into 2 'half_apple'.]]>
2516 </use>
2517 <attribute arch="food" editor="number of uses" type="int">
2518 &lt;number of uses&gt; controls how many times the item transformer can
2519 be used. The value 0 means "unlimited"
2520 </attribute>
2521 <attribute arch="slaying" editor="verb" type="string">
2522 Contains the verb that is used to construct a message to the player
2523 applying the item transformer.
2524 </attribute>
2525 <attribute arch="startequip" editor="godgiven item" type="bool">
2526 A godgiven item vanishes as soon as the player
2527 drops it to the ground.
2528 </attribute>
2529 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2530 This text may contain a description of the item transformer.
2531 </attribute>
2532 </type>
2533
2534 <!--####################################################################-->
2535 <type number="60" name="Jewel">
2536 <description><![CDATA[
2537 Items of the type Gold &amp; Jewels are handled like a currency.
2538 Unlike for any other type of item, in shops, the buy- and selling
2539 prices differ only marginally. ]]>
2540 </description>
2541 <attribute arch="race" value="gold and jewels" type="fixed" />
2542 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2543 This text may describe the object.
2544 </attribute>
2545 </type>
2546
2547 <!--####################################################################-->
2548 <type number="24" name="Key">
2549 <description><![CDATA[
2550 When carrying a key, a normal door can be opened. The key will
2551 disappear. ]]>
2552 </description>
2553 <attribute arch="startequip" editor="godgiven item" type="bool">
2554 A godgiven item vanishes as soon as the player
2555 drops it to the ground.
2556 </attribute>
2557 </type>
2558
2559 <!--####################################################################-->
2560 <type number="20" name="Locked Door">
2561 <ignore>
2562 <ignore_list name="non_pickable" />
2563 </ignore>
2564 <description><![CDATA[
2565 A locked door can be opened only when carrying
2566 the appropriate special key. ]]>
2567 </description>
2568 <use><![CDATA[
2569 If you want to create a locked door that cannot be opened (no key),
2570 set a &lt;key string&gt; like "no_key_available". This will clearify things
2571 and only a fool would create a key matching that string.
2572
2573 Door-objects can not only be used for "doors". In many maps these
2574 are used with all kinds of faces/names, especially often as
2575 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2576 There you have magic forces (door objects) put under certain artifact
2577 items. To get your hands on the artifacts, you need to bring up the
2578 appropriate quest items (key objects). ]]>
2579 </use>
2580 <attribute arch="move_type" value="0" type="fixed" />
2581 <attribute arch="no_pick" value="1" type="fixed" />
2582 <attribute arch="slaying" editor="key string" type="string">
2583 The &lt;key string&gt; in the door must be identical with the
2584 &lt;key string&gt; in the special key, then the door is unlocked.
2585 It is VERY important to set the &lt;key string&gt; to something that
2586 is unique among the CF mapset.
2587
2588 DONT EVER USE the default string "set_individual_value".
2589 </attribute>
2590 <attribute arch="no_magic" editor="restrict spells" type="bool">
2591 Restricting the use of spells to pass this door.
2592 This should be set in most cases.
2593 (Don't forget that the spell "dimension door" is easily
2594 available at about wisdom level 10).
2595 </attribute>
2596 <attribute arch="damned" editor="restrict prayers" type="bool">
2597 Restricting the use of prayers to pass this door.
2598 This should be set in most cases.
2599 </attribute>
2600 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2601 When a player is trying to open the door without carrying the
2602 appropriate key, this text is displayed to the player. This is
2603 a good opportunity to place hints about the special key needed
2604 to unlock the door.
2605 </attribute>
2606 </type>
2607
2608 <!--####################################################################-->
2609 <type number="29" name="Magic Ear">
2610 <ignore>
2611 <ignore_list name="system_object" />
2612 </ignore>
2613 <description><![CDATA[
2614 Magic_ears trigger a connected value
2615 when the player speaks a specific keyword. ]]>
2616 </description>
2617 <use><![CDATA[
2618 Whenever you put magic_ears on your maps, make sure there are
2619 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2620 something like a gate that is opened by speaking "open" or
2621 "sesame", expecting the player to figure this out all by himself.
2622 <br><br>
2623 Magic_ears are typically used for interaction with NPCs. You
2624 can create the impression that the NPC actually *does* something
2625 according to his conversation with a player. Mostly this means
2626 opening a gate or handing out some item, but you could be quite
2627 creative here. ]]>
2628 </use>
2629 <attribute arch="no_pick" value="1" type="fixed" />
2630 <attribute arch="connected" editor="connection" type="int">
2631 The Magic_ear will trigger all objects with the
2632 same connection value, every time it is activated.
2633 </attribute>
2634 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2635 This textfield contains the keyword-matching-syntax. The text should
2636 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2637 Any number of keywords from one to infinite is allowed. Make sure
2638 they are seperated by a '|'.
2639
2640 Examples: "@match yes", "@match gold|treasure". The connected
2641 value will be triggerd when the player speaks any of the given
2642 keywords within a two-square radius. IMPORTANT: Upper/lower case
2643 does not make a difference!
2644 </attribute>
2645 </type>
2646
2647 <!--####################################################################-->
2648 <type number="62" name="Magic Wall">
2649 <ignore>
2650 <ignore_list name="non_pickable" />
2651 </ignore>
2652 <description><![CDATA[
2653 Magic walls fire spells in a given direction, in regular intervals.
2654 Magic walls can contain any spell. However, some spells do not
2655 operate very successfully in them. The only way to know is to test
2656 the spell you want to use with a wall.
2657 <br><br>
2658 Several types of magical walls are predefined for you in the
2659 archetypes, and can be found on the "connected" Pickmap. ]]>
2660 </description>
2661 <use><![CDATA[
2662 Spellcasting walls pose an interesting alternative to monsters.
2663 Usually they are set to be undestroyable. Thus, while monsters
2664 in a map can be cleared out, the magic walls remain. Low level
2665 characters for example will not be able to pass through their
2666 spell-area, hence they cannot loot a map that a high level character
2667 might have cleared out.
2668 <br><br>
2669 Another point of magic walls is that if the player dies, he has to face
2670 them all again. Magic walls can add a kind of "permanent thrill" to
2671 your maps.
2672 <br><br>
2673 Be careful that your magic walls don't kill the monsters on a map. If
2674 placing monsters, eventually take ones that are immune to the
2675 walls' spell(s).
2676 <br><br>
2677 It is possible to make walls rotate when triggered. But that is so
2678 confusing (and useless IMHO) that I did not mention it above. You
2679 can find a working example on the map
2680 "/pup_land/castle_eureca/castle_eureca8". ]]>
2681 </use>
2682 <attribute arch="dam" editor="spell" type="spell">
2683 The magic wall will cast this &lt;spell&gt;.
2684 </attribute>
2685 <attribute arch="level" editor="spell level" type="int">
2686 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2687 walls cast spells at minimal strength. "level 100" walls cast deadly
2688 spells. Arch default is level 1 - you should always set this value
2689 to meet the overall difficulty of your map.
2690 </attribute>
2691 <attribute arch="connected" editor="connection" type="int">
2692 Every time the &lt;connection&gt; value is triggered, the wall will cast
2693 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2694 have much visible effect.
2695 </attribute>
2696 <attribute arch="speed" editor="casting speed" type="float">
2697 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2698 You can fine-tune how long the duration between two casts shall
2699 be. If you want to create a wall that can be activated (cast per
2700 trigger) via connected lever/button/etc, you must set "speed 0".
2701 </attribute>
2702 &speed_left;
2703 <attribute arch="sp" editor="direction" type="list_direction">
2704 The magic wall will cast it's spells always in the specified
2705 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2706 always fire in a random direction.
2707 </attribute>
2708 &movement_types_terrain;
2709 <section name="destroyable">
2710 <attribute arch="alive" editor="is destroyable" type="bool">
2711 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2712 destroyed by the player. If disabled, all other attributes on
2713 this tab, as well as resistances, are meaningless.
2714 </attribute>
2715 <attribute arch="hp" editor="hitpoints" type="int">
2716 The more &lt;hitpoints&gt; the wall has, the longer
2717 it takes to be destroyed.
2718 </attribute>
2719 <attribute arch="maxhp" editor="max hitpoints" type="int">
2720 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2721 can have. This only makes sense if the wall can regain health.
2722 </attribute>
2723 <attribute arch="ac" editor="armour class" type="int">
2724 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2725 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2726 to &lt;weapon class&gt;.
2727 </attribute>
2728 </section>
2729 <section name="resistance">
2730 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2731 </attribute>
2732 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2771 </attribute>
2772 </section>
2773 </type>
2774
2775 <!--####################################################################-->
2776 <type number="55" name="Marker">
2777 <ignore>
2778 <ignore_list name="system_object" />
2779 </ignore>
2780 <description><![CDATA[
2781 A marker is an object that inserts an invisible force (a mark) into a
2782 player stepping on it. This force does nothing except containing a
2783 &lt;key string&gt; which can be discovered by detectors or inventory
2784 checkers. It is also possible to use markers for removing marks again.
2785 <br><br>
2786 Note that the player has no possibility to "see" his own marks,
2787 except by the effect that they cause on the maps. ]]>
2788 </description>
2789 <use><![CDATA[
2790 Markers hold real cool possibilities for map-making. I encourage
2791 you to use them frequently. However there is one negative point
2792 about markers: Players don't "see" what's going on with them. It is
2793 your task, as map-creator, to make sure the player is always well
2794 informed and never confused.
2795 <br><br>
2796 Please avoid infinite markers when they aren't needed. They're
2797 using a little space in the player file after all, so if there
2798 is no real purpose, set an expire time. ]]>
2799 </use>
2800 <attribute arch="no_pick" value="1" type="fixed" />
2801 <attribute arch="slaying" editor="key string" type="string">
2802 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2803 If the player already has a force with that &lt;key string&gt;,
2804 there won't be inserted a second one.
2805 </attribute>
2806 <attribute arch="connected" editor="connection" type="int">
2807 When the detector is triggered, all objects with the same
2808 connection value get activated.
2809 </attribute>
2810 <attribute arch="speed" editor="marking speed" type="float">
2811 The &lt;marking speed&gt; defines how quickly it will mark something
2812 standing on the marker. Set this value rather high to make
2813 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2814 should do fine.
2815 </attribute>
2816 &speed_left;
2817 <attribute arch="food" editor="mark duration" type="int">
2818 This value defines the duration of the force it inserts.
2819 If nonzero, the duration of the player's mark is finite:
2820 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2821 means the mark will stay on the player forever.
2822 </attribute>
2823 <attribute arch="name" editor="delete mark" type="string">
2824 When the player steps onto the marker, all existing forces in
2825 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2826 will be removed. If you don't want to remove any marks, leave
2827 this textfield empty.
2828
2829 Note that the string &lt;delete mark&gt; is set as the name of
2830 this marker. So don't be confused, and remember changing the
2831 name will take effect on the marker's functionality.
2832 </attribute>
2833 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2834 In the moment when the player gets marked, this text is displayed
2835 to him. You should really set a message in any marker you create,
2836 because it's the only way for the player to notice what's going on.
2837 </attribute>
2838 </type>
2839
2840 <!--####################################################################-->
2841 <type number="36" name="Money">
2842 <ignore>
2843 <attribute arch="unpaid" />
2844 </ignore>
2845 <description><![CDATA[
2846 Items of the type Money are handled as currency.
2847 Money cannot be sold/bought in shops. When money is dropped
2848 in a shop, it stays the same.<br>
2849 When a player picks an item from a shop and attempts to
2850 walk over the shop mat, the item's selling-price is automatically
2851 subtracted from the player's money.
2852 <br><br>
2853 For money, always use the default arches.
2854 Don't modify them. ]]>
2855 </description>
2856 <attribute arch="race" value="gold and jewels" type="fixed" />
2857 </type>
2858
2859 <!--####################################################################-->
2860 <type number="0" name="Monster &amp; NPC">
2861 <required>
2862 <attribute arch="is_floor" value="0" />
2863 <attribute arch="alive" value="1" />
2864 <attribute arch="tear_down" value="0" />
2865 </required>
2866 <ignore>
2867 <attribute arch="material" />
2868 <attribute arch="name_pl" />
2869 <attribute arch="nrof" />
2870 <attribute arch="value" />
2871 <attribute arch="unpaid" />
2872 </ignore>
2873 <description><![CDATA[
2874 Monsters can behave in various kinds of ways.
2875 They can be aggressive, attacking the player. Or peaceful,
2876 helping the player - maybe joining him as pet.
2877 The unagressive creatures who communicate with players are
2878 usually called "NPCs" (Non Player Character), a well-known
2879 term in role-play environments. ]]>
2880 </description>
2881 <use><![CDATA[
2882 Monsters play a central role in most maps. Choosing the right
2883 combination of monsters for your map is vital:
2884 <UL>
2885 <LI> Place only monsters of slightly varying (increasing) strength.
2886 It's no fun to play for two hours just to find out the last
2887 monster is unbeatable. Similar, it's not exciting to fight orcs
2888 after passing a room of dragons.<br>
2889 This rule applies only for linear maps (one room after the other),
2890 with treasure at the end. You can sprinkle the treasure around,
2891 or make non-linear maps - That is often more entertaining.
2892 <LI> Places with high level monsters must not be easy to reach.
2893 Balrogs, Dragonmen and the likes should be at the end of a quest,
2894 not at the beginning.
2895 <LI> Don't stick monsters together that tend to kill each other.
2896 Fire- and cold dragons in one room for example is a bad idea.
2897 By weakening and killing each other they are easy prey for players,
2898 not worth the experience they hold.
2899 <LI> Create your own monsters, especially for "boss"-type monsters.
2900 Having stage-bosses guarding treasure is a lot of fun when done right.
2901 Avoid to create monsters with completely non-intuitive abilities:
2902 Don't give ice-spells to firedragons or vice versa. Don't add
2903 draining attack to trolls, etc. Additionally, you should inform the
2904 player before he bumps right into some very special/unusual monster.
2905 <LI> Last but not least: Always keep an eye on the experience your monsters
2906 hold. Design your maps in a way that high experience
2907 is always well-defended. Don't make large rooms full with only one kind
2908 of monster. Keep in mind the different abilities/techniques players
2909 can use.
2910 </UL>
2911 I know it's impossible to make the perfectly balanced map. There's always
2912 some part which is found too easy or too hard for a certain kind of player.
2913 Just give it your best shot. And listen to feedback from players if you
2914 receive some. :-) ]]>
2915 </use>
2916 <attribute arch="alive" value="1" type="fixed" />
2917 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2918 When the monster is killed, items from the treasurelist will
2919 drop to the ground. This is a common way to reward players
2920 for killing (masses of) monsters.
2921
2922 Note that you can always put items into the monster's
2923 inventory. Those will drop-at-kill just like the stuff
2924 from the &lt;treasurelist&gt;.
2925 </attribute>
2926 <attribute arch="level" editor="level" type="int">
2927 A monster's &lt;level&gt; is the most important attribute.
2928 &lt;level&gt; affects the power of a monster in various ways.
2929 </attribute>
2930 <attribute arch="race" editor="race" type="string">
2931 Every monster should have a race set to categorize it.
2932 The monster's &lt;race&gt; can have different effects:
2933 Slaying weapons inflict tripple damage against enemy races
2934 and holy word kills only enemy races of the god.
2935 </attribute>
2936 <attribute arch="exp" editor="experience" type="int">
2937 When a player kills this monster, he will get exactly this
2938 amount of &lt;experience&gt;. The experience will flow into
2939 the skill-category the player used for the kill.
2940
2941 If you create special monsters of tweaked strenght/abilities,
2942 always make sure that the &lt;experience&gt; is set to a
2943 reasonable value. Compare with existing arches to get a feeling
2944 what reasonable means. Keep in mind that spellcasting monsters
2945 are a lot harder to kill than non-spellcasters!
2946 </attribute>
2947 <attribute arch="speed" editor="speed" type="float">
2948 The &lt;speed&gt; determines how fast a monster will both move
2949 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2950 </attribute>
2951 &speed_left;
2952 <attribute arch="other_arch" editor="breed monster" type="string">
2953 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2954 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2955 can be set to any valid arch-name of a monster. Multipart monster
2956 should not be used.
2957 </attribute>
2958 <attribute arch="generator" editor="multiply" type="bool">
2959 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2960 every once in a while. Mice are a good example for this effect.
2961 If enabled, you must also set &lt;breed monster&gt; or check
2962 &lt;template generation&gt; and put other monsters in the inventory.
2963 </attribute>
2964 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2965 This only takes effect if &lt;multiply&gt; is enabled. The monster
2966 will create a new monster every once in a while by duplicating it's inventory.
2967 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2968 Each time the monster need to generate an object, it will be
2969 a randomly chosen item from the inventory. When generator is destroyed,
2970 inventory is destroyed.
2971 </attribute>
2972 &move_type;
2973 <attribute arch="undead" editor="undead" type="bool">
2974 Several spells only affect undead monsters:
2975 turn undead, banish undead, holy word, etc.
2976 </attribute>
2977 <attribute arch="carrying" editor="carries weight" type="int">
2978 If a monster has something in the inventory, this
2979 value can be set to reflect the slowdown due to
2980 the carried weight.
2981 </attribute>
2982
2983 <section name="melee">
2984 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2985 This number is a bitmask, specifying the monster's attacktypes
2986 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2987 Strong monsters often have more than just physical attacktype.
2988
2989 When a monster with multiple attacktypes hits aan oponent, it will do
2990 as much damage as the "best" of it's attacktypes does. So, the more
2991 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2992 somehow exceptions.
2993 </attribute>
2994 <attribute arch="dam" editor="damage" type="int">
2995 Among other parameters, &lt;damage&gt; affects how much melee damage
2996 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2997 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
2998 take effect on the melee damage of a monster.
2999 </attribute>
3000 <attribute arch="wc" editor="weapon class" type="int">
3001 Monsters of high &lt;weapon class&gt; are more likely to really hit
3002 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3003 to &lt;armour class&gt;.
3004 </attribute>
3005 <attribute arch="hp" editor="health points" type="int">
3006 The &lt;health points&gt; of a monster define how long it takes to
3007 kill it. With every successful hit from an opponent, &lt;health points&gt;
3008 get drained - The monster dies by zero &lt;health points&gt;.
3009 </attribute>
3010 <attribute arch="maxhp" editor="max health" type="int">
3011 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3012 monster can have.
3013 </attribute>
3014 <attribute arch="ac" editor="armour class" type="int">
3015 Monsters of low &lt;armour class&gt; are less likely to get hit from
3016 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3017 to &lt;weapon class&gt;.
3018 Values typically range between +20 (very bad) to -20 (quite good).
3019 </attribute>
3020 <attribute arch="Con" editor="healing rate" type="int">
3021 Monsters regenerate this many health points each 4 ticks. Hence, the
3022 healing rate is independent of &lt;speed&gt;.
3023 </attribute>
3024 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3025 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3026 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3027 bounce off.
3028 </attribute>
3029 <attribute arch="hitback" editor="hitback" type="bool">
3030 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3031 to the amount of damage the *attacker* inflicted. This damage
3032 is additional to the regular melee damage of the monster.
3033 As far as I know, hitback uses acid attacktype, and it only takes
3034 effect if the monster actually has acid attacktype at it's disposal.
3035 Acid spheres for example use this feature.
3036 </attribute>
3037 <attribute arch="one_hit" editor="one hit only" type="bool">
3038 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3039 to a player.
3040 </attribute>
3041 </section>
3042
3043 <section name="spellcraft">
3044 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3045 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3046 Only wands/rods/etc can be used, given the appropriate abilities.
3047 </attribute>
3048 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3049 A monster with this flag has the ability to &lt;reflect spells&gt;,
3050 all kinds of spell-bullets and -beams will bounce off.
3051
3052 Generally this flag should not be set because it puts
3053 wizard-type players at an unfair disadvantage.
3054 </attribute>
3055 <attribute arch="sp" editor="spellpoints" type="int">
3056 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3057 them for both wizard- and prayer-spells. However, this value defines
3058 only the amount of *initial* spellpoints the monster starts with.
3059 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3060 and &lt;spellpoint regen.&gt; are more important than just initial
3061 &lt;spellpoints&gt;.
3062 </attribute>
3063 <attribute arch="maxsp" editor="max spellpoints" type="int">
3064 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3065 can hold. Setting this to high values has little effect unless
3066 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3067 "regenerate mana" at it's disposal.
3068 </attribute>
3069 <attribute arch="Pow" editor="spellpoint regen." type="int">
3070 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3071 spellpoint regeneration rate is independent of &lt;speed&gt;.
3072
3073 To make a real tough spellcasting monster, the rate of spellpoint
3074 regeneration is most important. If your monster is still not casting
3075 fast enough, give it the spell-ability of "regenerate mana".
3076 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3077 </attribute>
3078 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3079 Click on the &lt;attuned paths&gt; button to select spellpaths.
3080 The creature will get attuned to the specified spellpaths.
3081 </attribute>
3082 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3083 Click on the &lt;repelled paths&gt; button to select spellpaths.
3084 The creature will get repelled to the specified spellpaths.
3085 </attribute>
3086 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3087 Click on the &lt;denied paths&gt; button to select spellpaths.
3088 The creature won't be able to cast spells of the specified paths.
3089 </attribute>
3090 </section>
3091
3092 <section name="ability">
3093 <attribute arch="Int" editor="detect hidden" type="int">
3094 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3095 hidden/invisible creatures. Higher values make for better
3096 detection-skills. Enabling &lt;see invisible&gt; makes this value
3097 obsolete.
3098 </attribute>
3099 <attribute arch="see_invisible" editor="see invisible" type="bool">
3100 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3101 with by invisible or hiding players. This flag is a must-have
3102 for high-level monsters. When a monster is unable to detect
3103 invisible players, it can be killed without fighting back.
3104 </attribute>
3105 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3106 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3107 by spells of darkness or dark maps. This flag is a "should-have"
3108 for high-level monsters. When a monster is unable to see in
3109 darkness, players can cast darkness and sneak around it safely.
3110 </attribute>
3111 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3112 Monster is able to wield weapon type objects.
3113 </attribute>
3114 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3115 Monster is able to use missile-weapon type objects.
3116 </attribute>
3117 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3118 Monster is able to wear protective equipment like brestplate
3119 armour, shields, helmets etc.
3120 </attribute>
3121 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3122 Monster is able to wear rings.
3123 </attribute>
3124 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3125 Monster is able to use wands and staves.
3126 </attribute>
3127 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3128 Monster is able to use rods.
3129 </attribute>
3130 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3131 Monster is able to read scrolls.
3132 </attribute>
3133 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3134 Monster is able to use skills from it's inventory.
3135 For example, you can put a throwing skill object and some
3136 boulders into the monster's object and set &lt;can use skills&gt;.
3137 </attribute>
3138 </section>
3139
3140 <section name="behave">
3141 <attribute arch="monster" editor="monster behaviour" type="bool">
3142 When &lt;monster behaviour&gt; is enabled, this object will behave
3143 like a monster: It can move and attack enemies (which are
3144 typically players).
3145 This flag should be set for all monsters as-such.
3146 Monsters which don't move, like guards, should also have
3147 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3148 It should *not* be set for things like immobile generators.
3149 </attribute>
3150 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3151 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3152 </attribute>
3153 <attribute arch="friendly" editor="friendly" type="bool">
3154 &lt;friendly&gt; monsters help the player, attacking any
3155 non-friendly monsters in range.
3156 </attribute>
3157 <attribute arch="stand_still" editor="stand still" type="bool">
3158 Monsters which &lt;stand still&gt; won't move to leave their position.
3159 When agressive, they will attack all enemies who get close to
3160 them. This behaviour is commonly known from castle guards.
3161
3162 In older versions of Crossfire it was possible to eventually
3163 push a &lt;stand still&gt;-monster out of position by force.
3164 I believe this is no longer possible. Neverthless, you should
3165 still be cautious when lining up &lt;stand still&gt;-monster in order
3166 to "defend" something: Such monsters are rather easy to kill.
3167 It's good for low level maps, but not much more.
3168 </attribute>
3169 <attribute arch="sleep" editor="asleep" type="bool">
3170 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3171 &lt;sensing range&gt; of the monster. Usually the sensing range is
3172 larger than the players line of sight. Due to that, in most cases
3173 the player won't ever notice weither a monster was asleep or not.
3174 </attribute>
3175 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3176 This entry defines which kinds of environment actions the
3177 creature is able to perform.
3178 </attribute>
3179 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3180 Click on the &lt;pick up&gt; button and select which types of objects
3181 the creature should try to pick up.
3182
3183 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3184 etc are set, then the creature will pick up the matching items even
3185 if this is not set here.
3186 </attribute>
3187 <attribute arch="Wis" editor="sensing range" type="int">
3188 &lt;sensing range&gt; determines how close a player needs to be before
3189 the creature wakes up. This is done as a square, for reasons of speed.
3190 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3191 11x11 square of the monster will wake the monster up. If the player
3192 has stealth, the size of this square is reduced in half plus 1.
3193 </attribute>
3194 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3195 If this is set to default, the standard mode of movement will be used.
3196 </attribute>
3197 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3198 This movement is not in effect when the monster has an enemy and should
3199 only be used for non agressive monsters.
3200 </attribute>
3201 <attribute arch="run_away" editor="run at % health" type="int">
3202 This is a percentage value in the range 0-100.
3203 When the monster's health points drop below this percentage
3204 (relative to max health), it attempts to run away from the
3205 attacker.
3206 </attribute>
3207 </section>
3208
3209 <section name="resistance">
3210 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3211 </attribute>
3212 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3251 </attribute>
3252 </section>
3253 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3254 </attribute>
3255 </type>
3256
3257 <!--####################################################################-->
3258 <type number="28" name="Monster (Grimreaper)">
3259 <import_type name="Monster &amp; NPC" />
3260 <ignore>
3261 <attribute arch="material" />
3262 <attribute arch="name_pl" />
3263 <attribute arch="nrof" />
3264 <attribute arch="value" />
3265 <attribute arch="unpaid" />
3266 </ignore>
3267 <description><![CDATA[
3268 A grimreaper is a monster that vanishes after it did some number of
3269 draining attacks. ]]> <!-- XXX: is this ok? -->
3270 </description>
3271 <section name="grimreaper">
3272 <attribute arch="value" editor="attacks" type="int">
3273 The object vanishes after this number of draining attacks.
3274 </attribute>
3275 </section>
3276 </type>
3277
3278 <!--####################################################################-->
3279 <type number="65" name="Mood Floor">
3280 <ignore>
3281 <ignore_list name="system_object" />
3282 </ignore>
3283 <description><![CDATA[
3284 As the name implies, mood floors can change the "mood" of
3285 a monsters/NPC. For example, an unagressive monster could be
3286 turned mad to start attacking. Similar, an agressive monster
3287 could be calmed. ]]>
3288 </description>
3289 <use><![CDATA[
3290 Mood floors are absolutely cool for NPC interaction. To make an
3291 unaggressive monster/NPC attack, put a creator with "other_arch
3292 furious_floor" under it. Connect the creator to a magic_ear, so the
3293 player speaks a keyword like "stupid sucker" - and the monster attacks.
3294 <br><br>
3295 To turn an NPC into a pet, put a charm_floor under it and connect
3296 it directly to a magic_ear. Then the player speaks a keyword like
3297 "help me" - and the NPC joins him as pet.
3298 <br><br>
3299 (Of course you must always give clear hints about keywords!
3300 And there is no reason why you couldn't use a button/lever/pedestal
3301 etc. instead of a magic_ear.) ]]>
3302 </use>
3303 <attribute arch="no_pick" value="1" type="fixed" />
3304 <attribute arch="last_sp" editor="mood" type="list_mood">
3305 &lt;mood&gt; is used to determine what will happen to the
3306 monster when affected by the mood floor:
3307
3308 &lt;mood&gt; 'furious': Makes all monsters aggressive
3309
3310 &lt;mood&gt; 'angry': As above but pets are unaffected
3311
3312 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3313
3314 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3315
3316 &lt;mood&gt; 'charm': Turns monster into a pet of person
3317 who triggers the square. This setting is not
3318 enabled for continous operation, you need to
3319 insert a &lt;connection&gt; value!
3320 </attribute>
3321 <attribute arch="connected" editor="connection" type="int">
3322 This should only be set in combination with &lt;mood number&gt; 4.
3323 Normally, monsters are affected by the mood floor as soon as they
3324 step on it. But charming (monster -&gt; pet) is too powerful,
3325 so it needs to be activated.
3326
3327 Typically it is connected to an altar, for buying a "hireling".
3328 But a powerful pet could as well be the reward for solving a
3329 quest. Or even better: It could be *part* of a quest!
3330 </attribute>
3331 <attribute arch="no_magic" editor="no spells" type="bool">
3332 If enabled, it is impossible for players to use (wizard-)
3333 spells on that spot.
3334 </attribute>
3335 <attribute arch="damned" editor="no prayers" type="bool">
3336 If enabled, it is impossible for players to use prayers
3337 on that spot. It also prevents players from saving.
3338 </attribute>
3339 </type>
3340
3341 <!--####################################################################-->
3342 <type number="40" name="Mover">
3343 <ignore>
3344 <ignore_list name="non_pickable" />
3345 </ignore>
3346 <description><![CDATA[
3347 Movers move the objects above them. However, only living objects
3348 are affected (monsters/NPCs always, players optional). Movers have
3349 a direction, so players can be made to move in a pattern, and so
3350 can monsters. Motion is involuntary. Additionally, players or
3351 monsters can be "frozen" while ontop of movers so that they MUST
3352 move along a chain of them.
3353 <br><br>
3354 Multisquare monsters can be moved as well, given
3355 enough space. Movers are usually invisible. ]]>
3356 </description>
3357 <use><![CDATA[
3358 NEVER EVER consider a mover being unpassable in the backwards
3359 direction. Setting "forced movement" makes it seemingly impossible
3360 but there is still a trick: One player can push a second player
3361 past the mover, in opposite to the mover's direction! The more
3362 movers, the more players needed. Hence, don't make a treasure
3363 room that is surrounded by movers instead of solid walls/gates.
3364 <br><br>
3365 Btw, it does not make a difference putting movers above or
3366 below the floor. Moreover, movers that are set to be invisible
3367 cannot be discovered with the show_invisible spell.
3368 <br><br>
3369 Note that Movers and Directors are seperate objects, even though
3370 they look and act similar. Directors only do spells/missiles,
3371 while movers only do living creatures (depending on how it
3372 is set: monsters and players). ]]>
3373 </use>
3374 <attribute arch="attacktype" editor="forced movement" type="bool">
3375 If forced movement is enabled, the mover "freezes" anyone it
3376 moves (so they are forced to move along a chain).
3377 For players there is no way to escape this forced movement,
3378 except being pushed by a second player.
3379 </attribute>
3380 <attribute arch="maxsp" editor="freeze duration" type="int">
3381 The player will be "frozen" for that many moves.
3382 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3383 enabled, then &lt;freeze duration&gt; gets assigned the
3384 "default value" 2 automatically.
3385 </attribute>
3386 <attribute arch="speed" editor="movement speed" type="float">
3387 The movement speed value determines how fast a chain of
3388 these movers will push a player along (default is -0.2).
3389 </attribute>
3390 &speed_left;
3391 <attribute arch="sp" editor="direction" type="list_direction">
3392 The mover will push creatures in the specified &lt;direction&gt;.
3393 A mover with direction set to &lt;none&gt; will spin clockwise,
3394 thus pushing creatures in unpredictable directions.
3395 </attribute>
3396 <attribute arch="lifesave" editor="gets used up" type="bool">
3397 If enabled, the mover gets "used up" after a certain number of moves
3398 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3399 </attribute>
3400 <attribute arch="hp" editor="number of uses" type="int">
3401 This value has only a meaning if &lt;gets used up&gt; is set:
3402 &lt;number of uses&gt; is the number of times minus one, that it
3403 will move a creature before disappearing. (It will move
3404 someone &lt;number of uses&gt;+1 times, then vanish).
3405 </attribute>
3406 <section name="targets">
3407 <attribute arch="level" editor="move players" type="bool">
3408 If &lt;move players&gt; is enabled, both players and monsters will be
3409 moved. In the arches' default it is disabled - thus ONLY monsters
3410 get moved. Remember that "monsters" includes NPCs!
3411
3412 This feature provides you with the possibility to make NPCs
3413 literally "come to life". Example: The player is talking with an
3414 NPC, speaking a certain keyword. This triggers a magic_ear and
3415 activates creators, creating (per default: monster-only) movers
3416 under the NPC's feet. The NPC starts "walking" on a predefined
3417 route! Note that it's useful to set this NPC immune to everything,
3418 preventing the player to push the NPC off his trace.
3419 </attribute>
3420 <attribute arch="move_on" editor="movement type" type="movement_type">
3421 Which movement types activate the mover.
3422 </attribute>
3423 </section>
3424 </type>
3425
3426 <!--####################################################################-->
3427 <type number="17" name="Pedestal">
3428 <ignore>
3429 <ignore_list name="non_pickable" />
3430 </ignore>
3431 <description><![CDATA[
3432 Pedestals are designed to detect certain types of living objects.
3433 When a predefined type of living creature steps on the pedestal, the
3434 connected value is triggered. ]]>
3435 </description>
3436 <use><![CDATA[
3437 If you want to create a place where only players of a certain race
3438 can enter, put a teleporter over your pedestal. So the teleporter is
3439 only activated for players of the matching race. Do not use gates,
3440 because many other players could sneak in. If you put powerful
3441 artifacts into such places, generally set "startequip 1", so that
3442 they are preserved for that one race and can't be traded to others. ]]>
3443 </use>
3444 <attribute arch="no_pick" value="1" type="fixed" />
3445 <attribute arch="slaying" editor="match race" type="string">
3446 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3447 matches the monster's or the player's race, we have a match.
3448 Yes, pedestals can detect a player's race! E.g. you could create a
3449 place where only fireborns can enter, by setting "slaying unnatural".
3450
3451 If it is set to "player", any player stepping on the pedestal
3452 is a match. Very useful if you want to open a gate for players
3453 but not for monsters.
3454 </attribute>
3455 <attribute arch="connected" editor="connection" type="int">
3456 When the pedestal is triggered, all objects with the same
3457 connection value get activated.
3458 </attribute>
3459 &move_on;
3460 </type>
3461
3462 <!--####################################################################-->
3463 <type number="94" name="Pit">
3464 <ignore>
3465 <ignore_list name="non_pickable" />
3466 </ignore>
3467 <description><![CDATA[
3468 Pits are holes, transporting the player when he walks (and falls) into them.
3469 A speciality about pits is that they don't transport the player to
3470 the exact destination, but within a two-square radius of the destination
3471 (never on blocked squares).<br>
3472 Optionally, pits can get closed and opened, similar to gates.<br><br>
3473 Monsters and items are affected by pits just as well as players.
3474 Even multipart monsters can fall through them, given enough space. ]]>
3475 </description>
3476 <use><![CDATA[
3477 Pits can add interesting effects to your map. When using them, make
3478 sure to use them in a "logical way": Pits should always drop the
3479 player to some kind of lower level. They should not be used to
3480 randomly interconnect maps like teleporters do. ]]>
3481 </use>
3482 <attribute arch="no_pick" value="1" type="fixed" />
3483 <attribute arch="connected" editor="connection" type="int">
3484 When a &lt;connection&gt; value is set, the pit can be opened/closed
3485 by activating the connection.
3486 </attribute>
3487 <attribute arch="hp" editor="destination X" type="int">
3488 The pit will transport creatures (and items) randomly into a two-square
3489 radius of the destination coordinates.
3490 If the destination square becomes blocked, the pit will act like
3491 being filled up and not work anymore!
3492 </attribute>
3493 <attribute arch="sp" editor="destination Y" type="int">
3494 The pit will transport creatures (and items) randomly into a two-square
3495 radius of the destination coordinates.
3496 If the destination square becomes blocked, the pit will act like
3497 being filled up and not work anymore!
3498 </attribute>
3499 <attribute arch="wc" editor="position state" type="int">
3500 The &lt;position state&gt; defines the position of the gate:
3501 Zero means completely open/down, the "number of animation-steps" (usually
3502 about 6 or 7) means completely closed/up state. I suggest you don't
3503 mess with this value - Leave the default in place.
3504 </attribute>
3505 &move_on;
3506 </type>
3507
3508 <!--####################################################################-->
3509 <type number="7" name="Poison Food">
3510 <description><![CDATA[
3511 When eating, the player's stomache is drained by 1/4 of food.
3512 If his food drops to zero, the player might even die. ]]>
3513 </description>
3514 </type>
3515
3516 <!--####################################################################-->
3517 <type number="5" name="Potion">
3518 <description><![CDATA[
3519 The player can drink these and gain various kinds of benefits
3520 (/penalties) by doing so. ]]>
3521 </description>
3522 <use><![CDATA[
3523 One potion should never give multiple benefits at once. ]]>
3524 </use>
3525 <attribute arch="level" editor="potion level" type="int">
3526 If the potion contains a spell, the spell is cast at this level.
3527 For other potions it should be set at least to 1.
3528 </attribute>
3529 <attribute arch="sp" editor="spell" type="spell">
3530 When a player drinks this potion, the selected spell
3531 will be casted (once). This should work for any given spell.
3532 E.g. heal is "sp 35", magic power is "sp 67".
3533 </attribute>
3534 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3535 There are two types of special effects for potions:
3536 'life restoration' - restore the player's stats lost by death or draining
3537 (this has nothing in common with the restoration spell!)
3538 'improvement' - increase the player's maximum health/mana/grace
3539 by a very small amount.
3540 </attribute>
3541 <attribute arch="cursed" editor="cursed" type="bool">
3542 If a potion is cursed, benefits generally turn into penalties.
3543 Note that potions can be "uncursed" by praying over an altar,
3544 with relative ease. *But* the potion must be identified to notice
3545 that it is cursed &gt;:)
3546 </attribute>
3547 <attribute arch="startequip" editor="godgiven item" type="bool">
3548 A godgiven item vanishes as soon as the player
3549 drops it to the ground.
3550 </attribute>
3551 <section name="stats">
3552 <attribute arch="Str" editor="strength" type="int">
3553 The player's strentgh will rise/fall by the given value for permanent
3554 (of course there is an upper limit). Generally there shouldn't be stat
3555 potions granting more than one stat. Cursed potions will subtract the
3556 stats if positive.
3557 </attribute>
3558 <attribute arch="Dex" editor="dexterity" type="int">
3559 The player's dexterity will rise/fall by the given value for permanent
3560 (of course there is an upper limit). Generally there shouldn't be stat
3561 potions granting more than one stat. Cursed potions will subtract the
3562 stats if positive.
3563 </attribute>
3564 <attribute arch="Con" editor="constitution" type="int">
3565 The player's constitution will rise/fall by the given value for permanent
3566 (of course there is an upper limit). Generally there shouldn't be stat
3567 potions granting more than one stat. Cursed potions will subtract the
3568 stats if positive.
3569 </attribute>
3570 <attribute arch="Int" editor="intelligence" type="int">
3571 The player's intelligence will rise/fall by the given value for permanent
3572 (of course there is an upper limit). Generally there shouldn't be stat
3573 potions granting more than one stat. Cursed potions will subtract the
3574 stats if positive.
3575 </attribute>
3576 <attribute arch="Pow" editor="power" type="int">
3577 The player's power will rise/fall by the given value for permanent
3578 (of course there is an upper limit). Generally there shouldn't be stat
3579 potions granting more than one stat. Cursed potions will subtract the
3580 stats if positive.
3581 </attribute>
3582 <attribute arch="Wis" editor="wisdom" type="int">
3583 The player's wisdom will rise/fall by the given value for permanent
3584 (of course there is an upper limit). Generally there shouldn't be stat
3585 potions granting more than one stat. Cursed potions will subtract the
3586 stats if positive.
3587 </attribute>
3588 <attribute arch="Cha" editor="charisma" type="int">
3589 The player's charisma will rise/fall by the given value for permanent
3590 (of course there is an upper limit). Generally there shouldn't be stat
3591 potions granting more than one stat. Cursed potions will subtract the
3592 stats if positive.
3593 </attribute>
3594 </section>
3595 <section name="resistance">
3596 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3597 The player's resistance to physical will rise by this value in percent
3598 (range -100 till +100). The effect is only temporare, and it does NOT
3599 add on the values from the player's equipment.
3600 Cursed potions will make negative resistance.. very nasty in combat!
3601 </attribute>
3602 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3603 The player's resistance to magic will rise by this value in percent
3604 (range -100 till +100). The effect is only temporare, and it does NOT
3605 add on the values from the player's equipment.
3606 Cursed potions will make negative resistance.. very nasty in combat!
3607 </attribute>
3608 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3609 The player's resistance to fire will rise by this value in percent
3610 (range -100 till +100). The effect is only temporare, and it does NOT
3611 add on the values from the player's equipment.
3612 Cursed potions will make negative resistance.. very nasty in combat!
3613 </attribute>
3614 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3615 The player's resistance to electricity will rise by this value in percent
3616 (range -100 till +100). The effect is only temporare, and it does NOT
3617 add on the values from the player's equipment.
3618 Cursed potions will make negative resistance.. very nasty in combat!
3619 </attribute>
3620 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3621 The player's resistance to cold will rise by this value in percent
3622 (range -100 till +100). The effect is only temporare, and it does NOT
3623 add on the values from the player's equipment.
3624 Cursed potions will make negative resistance.. very nasty in combat!
3625 </attribute>
3626 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3627 The player's resistance to acid will rise by this value in percent
3628 (range -100 till +100). The effect is only temporare, and it does NOT
3629 add on the values from the player's equipment.
3630 Cursed potions will make negative resistance.. very nasty in combat!
3631 </attribute>
3632 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3633 The player's resistance to confusion will rise by this value in percent
3634 (range -100 till +100). The effect is only temporare, and it does NOT
3635 add on the values from the player's equipment.
3636 Cursed potions will make negative resistance.. very nasty in combat!
3637 </attribute>
3638 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3639 The player's resistance to weaponmagic will rise by this value in percent
3640 (range -100 till +100). The effect is only temporare, and it does NOT
3641 add on the values from the player's equipment.
3642 Cursed potions will make negative resistance.. very nasty in combat!
3643 </attribute>
3644 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3645 The player's resistance to paralyze will rise by this value in percent
3646 (range -100 till +100). The effect is only temporare, and it does NOT
3647 add on the values from the player's equipment.
3648 Cursed potions will make negative resistance.. very nasty in combat!
3649 </attribute>
3650 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3651 The player's resistance to draining will rise by this value in percent
3652 (range -100 till +100). The effect is only temporare, and it does NOT
3653 add on the values from the player's equipment.
3654 Cursed potions will make negative resistance.. very nasty in combat!
3655 </attribute>
3656 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3657 The player's resistance to depletion will rise by this value in percent
3658 (range -100 till +100). The effect is only temporare, and it does NOT
3659 add on the values from the player's equipment.
3660 Cursed potions will make negative resistance.. very nasty in combat!
3661 </attribute>
3662 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3663 The player's resistance to poison will rise by this value in percent
3664 (range -100 till +100). The effect is only temporare, and it does NOT
3665 add on the values from the player's equipment.
3666 Cursed potions will make negative resistance.. very nasty in combat!
3667 </attribute>
3668 </section>
3669 </type>
3670
3671 <!--####################################################################-->
3672 <type number="156" name="Power Crystal">
3673 <description><![CDATA[
3674 Power crystals can store a player's mana:
3675 When the player applies the crystal with full mana, half of
3676 it flows into the crystal. When the player applies it with
3677 lacking mana, the crystal replenishes the player's mana. ]]>
3678 </description>
3679 <attribute arch="sp" editor="initial mana" type="int">
3680 &lt;initial mana&gt; is the amount of spellpoints that the
3681 crystal holds when the map is loaded.
3682 </attribute>
3683 <attribute arch="maxsp" editor="mana capacity" type="int">
3684 The &lt;mana capacity&gt; defines how much mana can be stored
3685 in the crystal. This is what makes the crystal interesting.
3686 Wizard-players will always seek for crystals with large
3687 capacities.
3688 </attribute>
3689 </type>
3690
3691 <!--####################################################################-->
3692 <type number="13" name="Projectile">
3693 <description><![CDATA[
3694 Projectiles like arrows/crossbow bolts are used as ammunition
3695 for shooting weapons.
3696 <br><br>
3697 It's very easy to add new pairs of weapons &amp; projectiles.
3698 Just set matching &lt;ammunition class&gt; both for shooting
3699 weapon and projectile. ]]>
3700 </description>
3701 <use><![CDATA[
3702 If you want to create new kinds of projectiles, you could
3703 add an alchemical receipe to create these.
3704
3705 Don't create new pairs of weapons &amp; projectiles unless
3706 they really fullfill a useful purpose. In fact, even bows
3707 and crossbows are rarely ever used. ]]>
3708 </use>
3709 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3710 This number is a bitmask, specifying the projectile's attacktypes.
3711 Attacktypes are: physical, magical, fire, cold.. etc.
3712 This works identical to melee weapons. Note that shooting
3713 weapons cannot have attacktypes.
3714 </attribute>
3715 <attribute arch="race" editor="ammunition class" type="string">
3716 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3717 these projectiles. For arrows set "arrows", for crossbow bolts
3718 set "crossbow bolts" (big surprise).
3719
3720 In certain cases, the ammunition class is displayed in the game.
3721 Hence, when you create a new ammunition class, choose an
3722 intuitive name like "missiles", "spirit bolts" - whatever.
3723
3724 You can also make special containers holding these projectiles
3725 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3726 </attribute>
3727 <attribute arch="slaying" editor="slaying race" type="string">
3728 Slaying means the weapon does tripple (3x) damage to monsters
3729 of the specified race. If &lt;slaying race&gt; matches an arch name,
3730 only monsters of that archtype receive tripple damage.
3731 Tripple damage is very effective.
3732 </attribute>
3733 <attribute arch="dam" editor="damage" type="int">
3734 The projectile &lt;damage&gt; significantly affects the damage
3735 done. Damage can be further increased by the shooting
3736 weapon's attributes.
3737 </attribute>
3738 <attribute arch="wc" editor="weaponclass" type="int">
3739 This value is supposed to be the base &lt;weaponclass&gt;,
3740 but it seems to have rather little effect.
3741 High values are good here, low values bad.
3742 </attribute>
3743 <attribute arch="food" editor="chance to break" type="int">
3744 The &lt;chance to break&gt; defines the breaking probability when this
3745 projectile hits an obstacle, e.g. wall or monster.
3746 The value is the %-chance to break, ranging from 0 (never breaking)
3747 to 100 (breaking at first shot).
3748 </attribute>
3749 <attribute arch="magic" editor="magic bonus" type="int">
3750 Magic bonus increases chance to hit and damage a little bit.
3751 </attribute>
3752 <attribute arch="unique" editor="unique item" type="bool">
3753 Unique items exist only one time on a server. If the item
3754 is taken, lost or destroyed - it's gone for good.
3755 </attribute>
3756 <attribute arch="startequip" editor="godgiven item" type="bool">
3757 A godgiven item vanishes as soon as the player
3758 drops it to the ground.
3759 </attribute>
3760 <attribute arch="no_drop" editor="don't drop" type="bool">
3761 When a monster carries a projectile with &lt;don't drop&gt;,
3762 this item will never drop to the ground but
3763 vanish instead. If this object is shot, it can still drop
3764 after hitting an obstacle. You can prevent this by
3765 setting &lt;chance to break&gt; 100.
3766 </attribute>
3767 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3768 This text may describe the projectile. This
3769 could be nice for very special ones.
3770 </attribute>
3771 </type>
3772
3773 <!--####################################################################-->
3774 <type number="70" name="Ring">
3775 <import_type name="Amulet" />
3776 <description><![CDATA[
3777 Rings are worn on the hands - one ring each.
3778 Wearing rings, the object's stats will directly be inherited to
3779 the player. Usually enhancing his spellcasting potential. ]]>
3780 </description>
3781 <use><![CDATA[
3782 When you create an artifact ring, never forget that players can
3783 wear <B>two</B> rings! Due to that it is extremely important to
3784 keep rings in balance with the game.
3785 <br><br>
3786 Also keep in mind that rings are generally the wizard's tools.
3787 They should primarily grant bonuses to spellcasting abilities
3788 and non-physical resistances. ]]>
3789 </use>
3790 </type>
3791
3792 <!--####################################################################-->
3793 <type number="3" name="Rod">
3794 <ignore>
3795 <attribute arch="title" />
3796 </ignore>
3797 <description><![CDATA[
3798 A rod contains a spell. The player can use this spell by applying and
3799 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3800 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3801 used endlessly. ]]>
3802 </description>
3803 <use><![CDATA[
3804 Rods with healing/curing spells are extremely powerful. Usually, potions have
3805 to be used for that purpose. Though, potions are expensive and only good for
3806 one-time-use.<br> ]]>
3807 </use>
3808 <attribute arch="sp" editor="spell" type="spell">
3809 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3810 rods to players, since they can be used endlessly without any mana cost!
3811 Rods with heal/ restoration/ protection spells, IF available, MUST be
3812 very very VERY hard to get!
3813 </attribute>
3814 <attribute arch="level" editor="casting level" type="int">
3815 The casting level of the &lt;spell&gt; determines it's power.
3816 For attack spells, level should be set to something reasonable.
3817 </attribute>
3818 <attribute arch="hp" editor="initial spellpoints" type="int">
3819 This value represents the initial amount of spellpoints in the rod.
3820 Naturally, this is quite unimportant.
3821 </attribute>
3822 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3823 When the rod is fully charged up, it will hold this maximum amount of
3824 spellpoints. Make sure it is enough to cast the contained spell at least
3825 once. But don't set the value too high, as that might make the rod
3826 too effective.
3827 </attribute>
3828 <attribute arch="startequip" editor="godgiven item" type="bool">
3829 A godgiven item vanishes as soon as the player
3830 drops it to the ground.
3831 </attribute>
3832 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3833 This text may contain a description of the rod.
3834 </attribute>
3835 </type>
3836
3837 <!--####################################################################-->
3838 <type number="154" name="Rune">
3839 <ignore>
3840 <attribute arch="no_pick" />
3841 <attribute arch="title" />
3842 <attribute arch="name_pl" />
3843 <attribute arch="weight" />
3844 <attribute arch="value" />
3845 <attribute arch="material" />
3846 <attribute arch="unpaid" />
3847 </ignore>
3848 <description><![CDATA[
3849 A rune is a magical enscription on the dungeon floor.
3850 <br><br>
3851 Runes hit any monster or person who steps on them for 'dam' damage in
3852 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3853 and will cast this spell when it detonates. Yet another kind is the
3854 "summoning rune", summoning predefined monsters of any kind, at detonation.
3855 <br><br>
3856 Many runes are already defined in the archetypes. ]]>
3857 </description>
3858 <use><![CDATA[
3859 Avoid monsters stepping on your runes. For example, summoning runes
3860 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3861 </use>
3862 <attribute arch="no_pick" value="1" type="fixed" />
3863 &move_on;
3864 <attribute arch="level" editor="rune level" type="int">
3865 This value sets the level the rune will cast the spell it contains at,
3866 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3867 (&lt;rune level&gt; 0 runes won't detonate at all!)
3868
3869 Level Also effects how easily a rune may be found and disarmed, and
3870 how much experience the player gets for doing so. Beware: High level
3871 runes can be quite a cheap source of experience! So either make them
3872 tough, or keep the level low.
3873 </attribute>
3874 <attribute arch="Cha" editor="visibility" type="int">
3875 This value determines what fraction of the time the rune is visible:
3876 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3877 how easily the rune may be found.
3878 </attribute>
3879 <attribute arch="hp" editor="number of charges" type="int">
3880 The rune will detonate &lt;number of charges&gt; times before disappearing.
3881 </attribute>
3882 <attribute arch="dam" editor="direct damage" type="int">
3883 &lt;direct damage&gt; specifies how much damage is done by the rune,
3884 if it doesn't contain a spell. This should be set in reasonable
3885 relation to the rune's level.
3886 </attribute>
3887 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3888 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3889 attribute defines what attacktype to use for direct damage when
3890 the rune detonates.
3891 </attribute>
3892 <section name="spellcraft">
3893 <attribute arch="sp" editor="spell" type="spell">
3894 The selected &lt;spell&gt; defines the spell in the rune, if any.
3895 (Many runes do direct damage).
3896 </attribute>
3897 <attribute arch="slaying" editor="spell name" type="string">
3898 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3899 but if present, overrides the &lt;spell&gt; setting.
3900 </attribute>
3901 <attribute arch="other_arch" editor="spell arch" type="string">
3902 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3903 is optional, but if present, overrides the &lt;spell&gt; setting.
3904 You can choose any of the existing arches.
3905 </attribute>
3906 <attribute arch="maxsp" editor="direction" type="list_direction">
3907 If set, the rune will cast it's containing spell (if any) in
3908 this &lt;direction&gt;.In most cases this appears useless because
3909 the spell directly hits the player.
3910 </attribute>
3911 <attribute arch="race" editor="summon monster" type="string">
3912 If this is set to the arch name of any monster, together with
3913 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3914 of those on detonation. (dam and attacktype will still be ignored
3915 in this case). Runes are even capable of summoning multi-square
3916 monsters, given enough space. You'd better test it though.
3917 </attribute>
3918 <attribute arch="maxhp" editor="summon amount" type="int">
3919 This should only be set to a summoning rune. It will then summon
3920 that many creatures of the kind &lt;summon monster&gt;.
3921 </attribute>
3922 </section>
3923 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3924 When the rune detonates, this text is displayed to the
3925 victim. For especially powerful runes, create an appropriate
3926 thrilling description. ;)
3927 </attribute>
3928 </type>
3929
3930 <!--####################################################################-->
3931 <type number="106" name="Savebed">
3932 <ignore>
3933 <ignore_list name="non_pickable" />
3934 </ignore>
3935 <description><![CDATA[
3936 When the player applies a savebed, he is not only saved. Both his
3937 respawn-after-death and his word-of-recall positions are pointing
3938 to the last-applied savebed. ]]>
3939 </description>
3940 <use><![CDATA[
3941 Put savebed locations in towns, do not put them into dungeons.
3942 It is absolutely neccessary that a place with savebeds is 100% secure.
3943 That means:
3944 <UL>
3945 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3946 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3947 <LI> Insert a relyable exit! Make sure there is no possibility that
3948 players get trapped in a savebed location.
3949 <LI> If possible, mark the whole site as no-spell area (Insert this
3950 arch called "dungeon_magic" everywhere). This is not required,
3951 but it makes the place much more safe.
3952 </UL> ]]>
3953 </use>
3954 <attribute arch="no_pick" value="1" type="fixed" />
3955 <attribute arch="no_magic" value="1" type="fixed" />
3956 <attribute arch="damned" value="1" type="fixed" />
3957 </type>
3958
3959 <!--####################################################################-->
3960 <type number="111" name="Scroll">
3961 <ignore>
3962 <attribute arch="title" />
3963 </ignore>
3964 <description><![CDATA[
3965 Scrolls contain spells (similar to spell-potions). Unlike potions,
3966 scrolls require a certain literacy skill to read successfully.
3967 Accordingly, for a successful reading, a small amount of
3968 experience is gained. Scrolls allow only one time usage, but
3969 usually they are sold in bulks. ]]>
3970 </description>
3971 <use><![CDATA[
3972 For low level quests, scrolls of healing/curing-spells
3973 can be a nice reward. At higher levels, scrolls become less
3974 and less useful. ]]>
3975 </use>
3976 <attribute arch="level" editor="casting level" type="int">
3977 The spell of the scroll will be casted at this level.
3978 This value should always be set, at least to 1.
3979 </attribute>
3980 <attribute arch="sp" editor="spell" type="spell">
3981 When a player/monster applies this scroll, the selected &lt;spell&gt;
3982 will be casted (once). This should work for any given spell.
3983 </attribute>
3984 <attribute arch="startequip" editor="godgiven item" type="bool">
3985 A godgiven item vanishes as soon as the player
3986 drops it to the ground.
3987 </attribute>
3988 </type>
3989
3990 <!--####################################################################-->
3991 <type number="33" name="Shield">
3992 <import_type name="Amulet" />
3993 <description><![CDATA[
3994 Wearing a shield, the object's stats will directly be inherited to
3995 the player. Shields usually provide good defense, only surpassed
3996 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3997 </description>
3998 <use><![CDATA[
3999 Feel free to create your own special artifacts. However, it is very
4000 important that you keep your artifact in balance with existing maps. ]]>
4001 </use>
4002 <attribute arch="magic" editor="magic bonus" type="int">
4003 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4004 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4005 than direct armour-class bonus on the shield.
4006 </attribute>
4007 </type>
4008
4009 <!--####################################################################-->
4010 <type number="14" name="Shooting Weapon">
4011 <description><![CDATA[
4012 Schooting weapons like bows/crossbows are used to shoot projectiles
4013 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4014 wielded both at the same time. Like with any other equipment,
4015 stats/bonuses from shooting weapons are directly inherited to the player.
4016 <br><br>
4017 It's very easy to add new pairs of weapons &amp; projectiles.
4018 Just set matching &lt;ammunition class&gt; both for shooting
4019 weapon and projectile. ]]>
4020 </description>
4021 <use><![CDATA[
4022 Shooting weapons should not add bonuses in general. There's already
4023 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4024 Schooting weapons should especially not add bonuses to the player
4025 that have nothing to do with schooting. A Wisdom bonus on a bow
4026 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4027 - still crap. ]]>
4028 </use>
4029 <attribute arch="race" editor="ammunition class" type="string">
4030 Only projectiles with matching &lt;ammunition class&gt; can be fired
4031 with this weapon. For normal bows set "arrows", for normal
4032 crossbows set "crossbow bolts".
4033
4034 In certain cases, the ammunition class is displayed in the game.
4035 Hence, when you create a new ammunition class, choose an
4036 intuitive name like "missiles", "spirit bolts" - whatever.
4037 </attribute>
4038 <attribute arch="sp" editor="shooting speed" type="int">
4039 After shooting a projectile, the player is frozen for a short
4040 period of time (to prevent shooting arrows machine-gun-like).
4041 The greater &lt;shooting speed&gt;, the shorter this period of time.
4042 1 is minimum (=worst) and 100 is maximum (=best) value.
4043
4044 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4045 SET IT TO ZERO! (That would freeze the player for eternety).
4046 </attribute>
4047 <attribute arch="dam" editor="base damage" type="int">
4048 The &lt;base damage&gt; significantly affects the damage done
4049 by using this weapon. This damage is added to the projectile
4050 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4051 according to the player's strength is added.
4052 </attribute>
4053 <attribute arch="wc" editor="weaponclass" type="int">
4054 This value is supposed to be the base &lt;weaponclass&gt;,
4055 but it seems to have rather little effect.
4056 High values are good here, low values bad.
4057 </attribute>
4058 <attribute arch="item_power" editor="item power" type="int">
4059 The &lt;item power&gt; value measures how "powerful" an artifact is.
4060 Players will only be able to wear equipment with a certain total
4061 amount of &lt;item power&gt;, depending on their own level. This is the
4062 only way to prevent low level players to wear "undeserved" equipment
4063 (like gifts from other players or cheated items).
4064
4065 It is very important to adjust the &lt;item power&gt; value carefully
4066 for every artifact you create! If zero/unset, the CF server will
4067 calculate a provisional value at runtime, but this is never
4068 going to be an accurate measurement of &lt;item power&gt;.
4069 </attribute>
4070 <attribute arch="no_strength" editor="ignore strength" type="bool">
4071 Usually the player's strentgh takes effect on the damage
4072 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4073 the player's strength is ignored.
4074 </attribute>
4075 <attribute arch="damned" editor="damnation" type="bool">
4076 A damned shooting weapon cannot be unwielded unless
4077 the curse is removed. Removing damnations is
4078 a tick harder than removing curses.
4079 </attribute>
4080 <attribute arch="cursed" editor="curse" type="bool">
4081 A cursed shooting weapon cannot be unwielded unless
4082 the curse is removed.
4083 </attribute>
4084 <attribute arch="unique" editor="unique item" type="bool">
4085 Unique items exist only one time on a server. If the item
4086 is taken, lost or destroyed - it's gone for good.
4087 </attribute>
4088 <attribute arch="startequip" editor="godgiven item" type="bool">
4089 A godgiven item vanishes as soon as the player
4090 drops it to the ground.
4091 </attribute>
4092 <section name="stats">
4093 <attribute arch="Str" editor="strength" type="int">
4094 The player's strentgh will rise/fall by the given value
4095 while wearing this shooting weapon.
4096 </attribute>
4097 <attribute arch="Dex" editor="dexterity" type="int">
4098 The player's dexterity will rise/fall by the given value
4099 while wearing this shooting weapon.
4100 </attribute>
4101 <attribute arch="Con" editor="constitution" type="int">
4102 The player's constitution will rise/fall by the given value
4103 while wearing this shooting weapon.
4104 </attribute>
4105 <attribute arch="Int" editor="intelligence" type="int">
4106 The player's intelligence will rise/fall by the given value
4107 while wearing this shooting weapon.
4108 </attribute>
4109 <attribute arch="Pow" editor="power" type="int">
4110 The player's power will rise/fall by the given value
4111 while wearing this shooting weapon.
4112 </attribute>
4113 <attribute arch="Wis" editor="wisdom" type="int">
4114 The player's wisdom will rise/fall by the given value while
4115 wearing this shooting weapon.
4116 </attribute>
4117 <attribute arch="Cha" editor="charisma" type="int">
4118 The player's charisma will rise/fall by the given value
4119 while wearing this shooting weapon.
4120 </attribute>
4121 </section>
4122 <section name="bonus">
4123 <attribute arch="luck" editor="luck bonus" type="int">
4124 With positive luck bonus, the player is more likely to
4125 succeed in all sorts of things (spellcasting, praying,...).
4126 Unless the &lt;luck bonus&gt; is very high, the effect will be
4127 barely visible in-game. Luck bonus on one piece of equipment
4128 should never exceed 3, and such bonus should not be too
4129 frequently available.
4130 </attribute>
4131 <attribute arch="magic" editor="magic bonus" type="int">
4132 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4133 I'm not sure what exactly is increased - maybe weaponclass?
4134 However, &lt;magic bonus&gt; seems to have a little bit of positive
4135 influence on your chance to hit.
4136 </attribute>
4137 </section>
4138 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4139 This text describes the weapons's "story". Every decent artifact weapon
4140 should have such a description.
4141 </attribute>
4142 </type>
4143
4144 <!--####################################################################-->
4145 <type number="68" name="Shop Floor">
4146 <ignore>
4147 <ignore_list name="non_pickable" />
4148 </ignore>
4149 <description><![CDATA[
4150 Shop floor is used for shops. It acts like a combination of the
4151 common floor- and the treasure type: When the map is loaded,
4152 randomitems (depending on the setings) are generated on it.
4153 These items are all flagged as unpaid.
4154 When a player drops an item onto shop floor, the item becomes
4155 unpaid and the player receives payment according to the item's
4156 selling-value.
4157 Shopfloor always prevents magic (To hinder players from burning
4158 or freezing the goods). ]]>
4159 </description>
4160 <use><![CDATA[
4161 Tile your whole shop-interior space which shop floor.
4162 (That assures players receive payment for dropping items).
4163 Place shop mats to enter/leave the shop, and make sure
4164 there is no other exit than the shop mat. ]]>
4165 </use>
4166 <attribute arch="is_floor" value="1" type="fixed" />
4167 <attribute arch="no_pick" value="1" type="fixed" />
4168 <attribute arch="no_magic" value="1" type="fixed" />
4169 <attribute arch="auto_apply" editor="generate goods" type="bool">
4170 If enabled, items will appear on this square when the map is loaded.
4171 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4172 are generated. The items will be unpaid.
4173 </attribute>
4174 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4175 This entry determines what kind of treasure will appear, when
4176 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4177 for details about existing treasurelists.
4178 </attribute>
4179 <attribute arch="exp" editor="quality level" type="int">
4180 The &lt;quality level&gt; will be used for the quality of the generated
4181 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4182 doesn't need to be set, unless you want extraordinarily good/bad
4183 quality. If you want to make a shop with very high quality, meaybe
4184 charge an entrance fee, or make the shop hard-to-come-by.
4185 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4186 and appearance of artifact-items.
4187 </attribute>
4188 <attribute arch="damned" editor="no prayers" type="bool">
4189 If enabled, it is impossible for players to use prayers
4190 on that spot. It also prevents players from saving.
4191 (Remember that &lt;no magic&gt; is always set for shop floors.)
4192 </attribute>
4193 </type>
4194
4195 <!--####################################################################-->
4196 <type number="69" name="Shop Mat">
4197 <ignore>
4198 <ignore_list name="non_pickable" />
4199 </ignore>
4200 <description><![CDATA[
4201 Shop mats are used for entering/leaving shops. You should always
4202 have exactly TWO shop mats on your shop-map: One inside the
4203 "shopping-area" and one outside. Shop mats don't use exit paths/
4204 or -destinations. When stepping onto a shopmat the player gets beamed
4205 to the nearest other mat. If the player has unpaid items in his
4206 inventory, the price gets charged from his coins automatically.
4207 If the player has insufficient coins to buy his unpaid items, he
4208 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4209 </description>
4210 <use><![CDATA[
4211 As stated above, always place TWO shop mats into your shop.
4212 Not more and not less than that. ]]>
4213 </use>
4214 <attribute arch="no_pick" value="1" type="fixed" />
4215 &move_on;
4216 </type>
4217
4218 <!--####################################################################-->
4219 <type number="98" name="Sign &amp; MagicMouth">
4220 <ignore>
4221 <ignore_list name="non_pickable" />
4222 </ignore>
4223 <description><![CDATA[
4224 The purpose of a sign or magic_mouth is to display a certain message to
4225 the player. There are three ways to have the player get this message:
4226 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4227 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4228 </description>
4229 <use><![CDATA[
4230 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4231 some true roleplay feeling to your maps, support your storyline or give
4232 hints about hidden secrets/dangers. Place signs to provide the player
4233 with all kinds of useful information for getting along in your maps. ]]>
4234 </use>
4235 <attribute arch="connected" editor="connection" type="int">
4236 When a connection value is set, the message will be printed whenever
4237 the connection is triggered. This should be used in combination with
4238 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4239 If activating your magic_mouth this way, the message will not only be
4240 printed to one player, but all players on the current map.
4241 </attribute>
4242 &move_on;
4243 <attribute arch="food" editor="counter" type="int">
4244 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4245 (printing the message) only that many times. For signs this really shouldn't
4246 be used, while for magic_mouths it is extremely helpful.
4247 Monsters walking over the magic_mouth do not decrease the counter.
4248
4249 Often, you might want to have a message displayed only one time. For example:
4250 The player enters your map and you put a magic_mouth to tell him about the
4251 monsters and how dangerous they look and all. Later, when all the monsters
4252 are killed and the player leaves the map, displaying the same message a
4253 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4254 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4255 </attribute>
4256 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4257 This text will be displayed to the player.
4258 </attribute>
4259 </type>
4260
4261 <!--####################################################################-->
4262 <type number="43" name="Skill">
4263 <ignore>
4264 <ignore_list name="system_object" />
4265 </ignore>
4266 <description><![CDATA[
4267 Skills are objects which exist in the player/monster inventory.
4268 Both NPC/monsters and players use the same skill archetypes. Not all skills
4269 are enabled for monster use however. ]]>
4270 </description>
4271 <use><![CDATA[
4272 For mapmaking, Skill objects serve two purposes:
4273 <p>First, the predefined skill archtypes (in the 'skills' directory)
4274 can be seen as the global skill definitions. A skill which doesn't
4275 exists as an archtype cannot be learned or used by players. When you
4276 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4277 of defined skill archtypes, because those strings are used as a reference in
4278 many skill-related objects.
4279 </p><p>
4280 Secondly, in order to enable monsters to use skills, you will need to
4281 copy default skill archtypes into the monsters' inventories.
4282 You can even customize the skills by changing stats. It is not
4283 recommended however, to use skills in your maps which are totally
4284 unrelated to any predefined skill archtype.</p> ]]>
4285 </use>
4286 <attribute arch="invisible" value="1" type="fixed" />
4287 <attribute arch="no_drop" value="1" type="fixed" />
4288 <attribute arch="skill" editor="skill name" type="string">
4289 The &lt;skill name&gt; is used for matchings. When a usable
4290 object has an identical &lt;skill name&gt;, players
4291 (or monsters) will need this skill to apply/use the object.
4292 </attribute>
4293 <attribute arch="expmul" editor="exp multiplier" type="float">
4294 This is the ratio of experience the players total should increase by
4295 when this skill is used. If this is zero, then experience only goes to
4296 to the skill. Values higher than 1 are allowed. Note that experience
4297 rewarded to the players total is in addition to that given to the
4298 skill. Eg, if player should get 500 exp for using a skill, and
4299 expmul is 1, the player will get 500 added to that skill as well as
4300 500 to their total.
4301 </attribute>
4302 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4303 The &lt;skill type&gt; defines the base functionality of the skill.
4304 Skill types are hardcoded in the Crossfire server. It isn't hard to
4305 create new skill types, but it requires a bit of server-coding.
4306 </attribute>
4307 <attribute arch="level" editor="level" type="int">
4308 </attribute>
4309 <attribute arch="exp" editor="experience" type="int">
4310 </attribute>
4311 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4312 The &lt;is native skill&gt; flag has an effect only when this
4313 skill object is placed in the inventory of a monster (or player).
4314 If it is set, the monster or player knows the skill natively, which
4315 means he does not need a skill tool to use it.
4316 </attribute>
4317 </type>
4318
4319 <!--####################################################################-->
4320 <type number="130" name="Skill Scroll">
4321 <description><![CDATA[
4322 By reading a skill scroll, a player has a chance to learn the
4323 contained skill. ]]>
4324 </description>
4325 <use><![CDATA[
4326 Skill scrolls are very much sought for by players. Currently,
4327 all skill scrolls are sold in shops randomly, which is in fact not
4328 a good system. It would be nice to have some cool quests with
4329 skill scrolls rewarded at the end. ]]>
4330 </use>
4331 <attribute arch="race" value="scrolls" type="fixed" />
4332 <attribute arch="skill" editor="skill name" type="string">
4333 The &lt;skill name&gt; matches the skill object that can
4334 be learned from this scroll.
4335 </attribute>
4336 </type>
4337
4338 <!--####################################################################-->
4339 <type number="21" name="Special Key">
4340 <ignore>
4341 <attribute arch="material" />
4342 </ignore>
4343 <description><![CDATA[
4344 When carrying the appropriate special key, a locked door can
4345 be opened. The key will dissapear.
4346 <br><br>
4347 This object-type can also be used for "passport"-like items:
4348 When walking onto an invetory checker, a gate for example might
4349 get opened. The "passport" will stay in the player's inventory. ]]>
4350 </description>
4351 <use><![CDATA[
4352 How to make a "passport": You take the special key arch
4353 (archetype name is "key2"), set the face to something like
4354 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4355 certainly must match with the appropiate inventory checker.
4356 <br><br>
4357 Of course you can be creative with names and faces of
4358 key-objects. A "mysterious crystal" or a "big dragon claw"
4359 (with appropriate faces) appear more interesting than just
4360 a "strange key", or "passport". ]]>
4361 </use>
4362 <attribute arch="slaying" editor="key string" type="string">
4363 This string must be identical with the &lt;key string&gt; in the
4364 locked door, then it can be unlocked. It can also be used
4365 to trigger inventory checkers.
4366 </attribute>
4367 <attribute arch="material" editor="material" type="bitmask_material">
4368 For Special Keys, material should always be unset or set
4369 to Adamantite. This prevents the key from getting
4370 burned or otherwise destroyed.
4371 </attribute>
4372 <attribute arch="unique" editor="unique item" type="bool">
4373 Unique items exist only one time on a server. If the item
4374 is taken, lost or destroyed - it's gone for good.
4375
4376 This can be used if you want to sell apartments on your
4377 map: Simply sell a unique passport/key, and place
4378 an inventory checker at the entrance of your apartment.
4379 </attribute>
4380 <attribute arch="startequip" editor="godgiven item" type="bool">
4381 A godgiven item vanishes as soon as the player
4382 drops it to the ground.
4383 </attribute>
4384 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4385 This will add a description to the object. The player can read
4386 this text by clicking on the item in his inventory. Use this
4387 message to describe what the key/passport is good for. A player
4388 might have 50 different keys on his key-ring. Don't expect
4389 players to recall their purpose just by their names.
4390 </attribute>
4391 </type>
4392
4393 <!--####################################################################-->
4394 <type number="101" name="Spell">
4395 <ignore>
4396 <ignore_list name="system_object" />
4397 </ignore>
4398 <description><![CDATA[
4399 Spell objects define a spell. When a spell is put in a spellbook,
4400 players can learn it by reading the book. Once learned, players
4401 can use the spell as often as they like. With increasing skill level
4402 of the player, spells may gain power but also increase cost.<br>
4403 Monsters can use spells which are put in their inventory (provided
4404 that certain "enabling" settings are correct). The monster's
4405 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4406 </description>
4407 <use><![CDATA[
4408 A lot of the spells' settings can be tuned and customized.
4409 When creating new spells which are accessible to players, it is
4410 important to think about balance. A single spell which is too
4411 powerful and/or too easy to use can eventually toss the whole skill
4412 and magic school system out of whack. Testing new spells is
4413 quite important therefore. ]]>
4414 </use>
4415 <attribute arch="no_drop" value="1" type="fixed" />
4416 <attribute arch="invisible" value="1" type="fixed" />
4417 <attribute arch="skill" editor="skill name" type="string">
4418 The &lt;skill name&gt; matches the skill which is needed
4419 to cast this spell. This should be one out of "sorcery",
4420 "pyromancy", "evocation", "summoning" or "praying".
4421 If you want to fiddle with these, please take care not
4422 to upset the concept and balance of the various skills.
4423 </attribute>
4424 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4425 The &lt;spell type&gt; defines the basic type of spell.
4426 Some of these types are of a more generic nature than others.
4427 </attribute>
4428 <attribute arch="level" editor="spell level" type="int">
4429 </attribute>
4430 <attribute arch="casting_time" editor="casting time" type="int">
4431 </attribute>
4432 <attribute arch="duration" editor="duration" type="int">
4433 </attribute>
4434 <attribute arch="other_arch" editor="create object" type="string">
4435 </attribute>
4436 <attribute arch="sp" editor="cost spellpoints" type="int">
4437 </attribute>
4438 <attribute arch="grace" editor="cost grace" type="int">
4439 </attribute>
4440 <attribute arch="maxsp" editor="double cost per level" type="int">
4441 </attribute>
4442 </type>
4443
4444 <!--####################################################################-->
4445 <type number="85" name="Spellbook">
4446 <description><![CDATA[
4447 By reading a spellbook, the player has a chance of learning the
4448 contained spell. Once learned from a book, the spell is available
4449 forever. Spellbooks with high level spells require some skill-level
4450 to read.<br><br>
4451 You can create widely customized spells only by adjusting the
4452 spell object in the spellbooks inventory. Refer to the description
4453 of spell objects for detailed information how to customize spells.<br>
4454 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4455 with a compilation of spells that the book may contain. ]]>
4456 </description>
4457 <use><![CDATA[
4458 Don't put any of the godgiven spells into a spellbook! These are
4459 reserved for the followers of the appropriate cults. Handing them
4460 out in a spellbook would violate the balance between different religions.
4461 <br><br>
4462 Note that there is no fundamental difference between the spellbooks
4463 of varying schools (pyromancy, sorcery, evocation, summoning, and
4464 even praying). The difference lies only in the spells they contain.
4465 It is up to you, the mapmaker, to pick the right type of book
4466 for your spells. ]]>
4467 </use>
4468 <attribute arch="skill" value="literacy" type="fixed" />
4469 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4470 There are two ways to put spells into a spellbook:
4471 1. Put a spell object in the books inventory. In this case,
4472 treasurelist must be set to &lt;none&gt;.
4473 2. Choose a treasurelist which contains spells.
4474 In that way, a spell will be chosen randomly from the list.
4475 </attribute>
4476 <attribute arch="startequip" editor="godgiven item" type="bool">
4477 A godgiven item vanishes as soon as the player
4478 drops it to the ground.
4479 </attribute>
4480 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4481 This text may contain a nice description
4482 of the spellbook's cover or something.
4483 </attribute>
4484 </type>
4485
4486 <!--####################################################################-->
4487 <type number="90" name="Spinner">
4488 <ignore>
4489 <ignore_list name="non_pickable" />
4490 </ignore>
4491 <description><![CDATA[
4492 Spinners change the direction of spell objects and other projectiles
4493 that fly past. Unlike directors, it does make a difference from what
4494 angle you shoot into the spinner. The direction of objects flying past
4495 is always changed by a certain degree. ]]>
4496 </description>
4497 <use><![CDATA[
4498 Spinners are very rarely used. I believe they are quite
4499 confusing and pointless. The only use I can think of is building
4500 some puzzle about where to shoot into spinners to shoot somewhere you
4501 otherwise couldn't.
4502
4503 When placing spinners on a map with magic walls, make sure the spell-
4504 projectiles from magic walls don't get to fly in loops. ]]>
4505 </use>
4506 <attribute arch="sp" editor="direction number" type="int">
4507 The spinner will change the direction of flying objects by
4508 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4509 positive values counter clockwise.
4510
4511 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4512 </attribute>
4513 &move_on;
4514 </type>
4515
4516 <!--####################################################################-->
4517 <type number="138" name="Swamp">
4518 <ignore>
4519 <ignore_list name="non_pickable" />
4520 </ignore>
4521 <description><![CDATA[
4522 Swamp areas show a special behaviour:
4523 When a player stands still on a swamp-square for too long,
4524 he will start to sink in and eventually drown and die.
4525 Items dropped on the swamp sink in and dissapear.
4526 Players with knowledge of the woodsman skill are a lot less likely
4527 to die in the swamp. ]]>
4528 </description>
4529 <attribute arch="is_floor" value="1" type="fixed" />
4530 <attribute arch="is_wooded" value="1" type="fixed" />
4531 <attribute arch="speed" editor="drowning speed" type="float">
4532 The higher the &lt;drowning speed&gt;, the faster will players and items
4533 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4534 and unexpected death-trap. Players should get a warning before such areas.
4535 </attribute>
4536 &speed_left;
4537 &move_on;
4538 &movement_types_terrain;
4539 <attribute arch="no_magic" editor="no spells" type="bool">
4540 If enabled, it is impossible for players to use (wizard-)
4541 spells on that spot.
4542 </attribute>
4543 <attribute arch="damned" editor="no prayers" type="bool">
4544 If enabled, it is impossible for players to use prayers
4545 on that spot. It also prevents players from saving.
4546 </attribute>
4547 </type>
4548
4549 <!--####################################################################-->
4550 <type number="41" name="Teleporter">
4551 <ignore>
4552 <ignore_list name="non_pickable" />
4553 </ignore>
4554 <description><![CDATA[
4555 When the player walks into a teleporter, he is transferred to a
4556 different location. The main difference to the object-type exit
4557 is the possibility to have teleporters connected to levers/buttons/etc.
4558 Sometimes teleporters are activated even against the players will.
4559 <br><br>
4560 Unlike exits, teleporters can also transfer items and
4561 monsters to different locations on the same map. ]]>
4562 </description>
4563 <use><![CDATA[
4564 When creating maps, I guess sooner or later you'll want to have
4565 an invisible teleporter. If using "invisible 1", the teleporter
4566 can still be discovered with the show_invisible spell. And in
4567 some cases you can't place it under the floor to prevent this.
4568 <br><br>
4569 Fortunately, there is a cool trick to make a perfectly invisible
4570 teleporter: You simply add teleporter functionality to the floor
4571 itself. That means: You take the floor arch (e.g. "flagstone"),
4572 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4573 </use>
4574 <attribute arch="slaying" editor="exit path" type="string">
4575 The exit path specifies the map that the player is transferred to.
4576 &lt;exit path&gt; can be an absolute path, beginning with '/'
4577 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4578 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4579 for example I could use the relative path "Fire1"). Use relative
4580 paths whenever possible! Note that upper/lower case must always be
4581 set correctly. However, please use lower case only.
4582
4583 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4584 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4585 monsters and items. In this case, the destined map is automatically
4586 the same map the teleporter is on.
4587 </attribute>
4588 <attribute arch="hp" editor="destination X" type="int">
4589 The exit destinations define the (x, y)-coordinates where the exit
4590 leads to.
4591
4592 If both are set to zero and &lt;exit path&gt; is empty, the player will
4593 get teleported to another, randomly chosen teleporter on the same
4594 map (Slightly confusing for the player though). Make sure there
4595 actually *is* a second one in that case.
4596
4597 If both are set to zero and &lt;exit path&gt; is set, the player will
4598 be transferred to the "default enter location" of the destined map.
4599 The latter can be set in the map-properties as "Enter X/Y". Though,
4600 please DO NOT use that. It turned out to be a source for numerous
4601 map-bugs.
4602 </attribute>
4603 <attribute arch="sp" editor="destination Y" type="int">
4604 The exit destinations define the (x, y)-coordinates where the exit
4605 leads to.
4606
4607 If both are set to zero and &lt;exit path&gt; is empty, the player will
4608 get teleported to another, randomly chosen teleporter on the same
4609 map (Slightly confusing for the player though). Make sure there
4610 actually *is* a second one in that case.
4611
4612 If both are set to zero and &lt;exit path&gt; is set, the player will
4613 be transferred to the "default enter location" of the destined map.
4614 The latter can be set in the map-properties as "Enter X/Y". Though,
4615 please DO NOT use that. It turned out to be a source for numerous
4616 map-bugs.
4617 </attribute>
4618 <attribute arch="connected" editor="connection" type="int">
4619 If a connection value is set, the teleporter will be activated
4620 whenever the connection is triggered. To use this properly,
4621 &lt;activation speed&gt; must be zero.
4622 </attribute>
4623 <attribute arch="speed" editor="activation speed" type="float">
4624 If the &lt;activation speed&gt; is nonzero, the teleporter will
4625 automatically be activated in regular time-intervals. Hence, the
4626 player can just step on it and gets teleported sooner or later.
4627 The duration between two activates depends on the given value.
4628 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4629
4630 VERY IMPORTANT: If you want to have your teleporter activated via
4631 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4632 </attribute>
4633 &speed_left;
4634 </type>
4635
4636 <!--####################################################################-->
4637 <type number="26" name="Timed Gate">
4638 <ignore>
4639 <ignore_list name="non_pickable" />
4640 </ignore>
4641 <description><![CDATA[
4642 Gates play an important role in Crossfire. Gates can be opened
4643 by activating a button/trigger, by speaking passwords (-> magic_ear)
4644 or carrying special key-objects (-> inventory checker).
4645 Unlike locked doors, gates can get shut again after a player has
4646 passed, which makes them more practical in many cases. Unlike normal
4647 gates, timed gates open when triggered but automatically close again
4648 after some time.]]>
4649 </description>
4650 <use><![CDATA[
4651 Use gates to divide your maps into separated areas. After solving
4652 area A, the player gains access to area B, and so on. Make your
4653 maps more complex than "one-way". ]]>
4654 </use>
4655 <attribute arch="no_pick" value="1" type="fixed" />
4656 <attribute arch="connected" editor="connection" type="int">
4657 Whenever the inventory checker is triggered, all objects with identical
4658 &lt;connection&gt; value get activated. This only makes sense together with
4659 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4660 after some time.
4661 </attribute>
4662 <attribute arch="wc" editor="position state" type="int">
4663 The &lt;position state&gt; defines the position of the gate:
4664 Zero means completely open/down, the "number of animation-steps" (usually
4665 about 6 or 7) means completely closed/up state. I suggest you don't
4666 mess with this value - Leave the default in place.
4667 </attribute>
4668 &movement_types_terrain;
4669 <attribute arch="no_magic" editor="restrict spells" type="bool">
4670 Restricting the use of spells to pass this gate. This has
4671 an effect only if &lt;block view&gt; is disabled.
4672 </attribute>
4673 <attribute arch="damned" editor="restrict prayers" type="bool">
4674 Restricting the use of prayers to pass this door. This has
4675 an effect only if &lt;block view&gt; is disabled.
4676 </attribute>
4677 <attribute arch="hp" editor="open duration" type="int">
4678 Defines the duration the gate remains closed. This only takes effect
4679 if the gate is not connected.
4680 </attribute>
4681 </type>
4682
4683 <!--####################################################################-->
4684 <type number="155" name="Trap">
4685 <ignore>
4686 <attribute arch="no_pick" />
4687 <attribute arch="title" />
4688 <attribute arch="name_pl" />
4689 <attribute arch="weight" />
4690 <attribute arch="value" />
4691 <attribute arch="material" />
4692 <attribute arch="unpaid" />
4693 </ignore>
4694 <description><![CDATA[
4695 A trap is a object that can either do damage or trigger another connected object
4696 when detonated. Traps are like runes except they are not magical in nature,
4697 and generally have either a physical attack or trigger a reaction.
4698 <br><br>
4699 Traps hit any monster or person who steps on them for 'dam' damage in
4700 'attacktype' attacktype and/or trigger a reaction.
4701 <br><br>
4702 Many traps are already defined in the archetypes. ]]>
4703 </description>
4704 <use><![CDATA[
4705 Avoid monsters stepping on your traps. For example, a party of orcs setting
4706 off your lightning wall and pit trap is usually a bad idea. ]]>
4707 </use>
4708 <attribute arch="no_pick" value="1" type="fixed" />
4709 &move_on;
4710 <attribute arch="level" editor="trap level" type="int">
4711 Level effects how easily a trap may be found and disarmed, and
4712 how much experience the player gets for doing so. Beware: High level
4713 traps can be quite a cheap source of experience! So either make them
4714 tough, or keep the level low.
4715 </attribute>
4716 <attribute arch="Cha" editor="visibility" type="int">
4717 This value determines what fraction of the time the trap is visible:
4718 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4719 how easily the trap may be found.
4720 </attribute>
4721 <attribute arch="hp" editor="number of charges" type="int">
4722 The trap will detonate &lt;number of charges&gt; times before disappearing.
4723 </attribute>
4724 <attribute arch="dam" editor="direct damage" type="int">
4725 &lt;direct damage&gt; specifies how much damage is done by the trap.
4726 This should be set in reasonable relation to the trap's level.
4727 </attribute>
4728 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4729 This attribute defines what attacktype to use for direct damage when
4730 the trap detonates.
4731 </attribute>
4732 <attribute arch="connected" editor="connection" type="int">
4733 When the trap is detonated, all objects with the same
4734 connection value get activated.
4735 </attribute>
4736 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4737 When the trap detonates, this text is displayed to the
4738 victim. For especially powerful or complex traps, create an appropriate
4739 and thrilling description. ;)
4740 </attribute>
4741 </type>
4742
4743 <!--####################################################################-->
4744 <type number="95" name="Trapdoor">
4745 <ignore>
4746 <ignore_list name="non_pickable" />
4747 </ignore>
4748 <description><![CDATA[
4749 Trapdoors are very similar to pits. The difference is that they
4750 can not be closed. Instead, the weight of the object on the
4751 trapdoor determines weither it slams the trapdoor open and falls through
4752 or not.<br>
4753 Once a trapdoor has been opened (by a creature or items of sufficient
4754 weight,) it remains open, acting like an opened pit. ]]>
4755 </description>
4756 <use><![CDATA[
4757 Trapdoors should be used in the same fashion as pits:
4758 They should always drop the victims to some kind of lower level. They
4759 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4760 </use>
4761 <attribute arch="no_pick" value="1" type="fixed" />
4762 &move_on;
4763 <attribute arch="weight" editor="hold weight" type="int">
4764 This value defines how much weight the trapdoor can hold.
4765 Once items or creatures are gathered on the trapdoor, with
4766 a total weight surpassing this value, then the trapdoor will
4767 open and things start falling through.
4768 </attribute>
4769 <attribute arch="hp" editor="destination X" type="int">
4770 The trapdoor will transport creatures (and items) randomly into
4771 a two-square radius of the destination coordinates.
4772 If the destination square becomes blocked, the trapdoor will act like
4773 being filled up and not work anymore!
4774 </attribute>
4775 <attribute arch="sp" editor="destination Y" type="int">
4776 The trapdoor will transport creatures (and items) randomly into
4777 a two-square radius of the destination coordinates.
4778 If the destination square becomes blocked, the trapdoor will act like
4779 being filled up and not work anymore!
4780 </attribute>
4781 </type>
4782
4783 <!--####################################################################-->
4784 <type number="4" name="Treasure">
4785 <ignore>
4786 <attribute arch="nrof" />
4787 <attribute arch="title" />
4788 <attribute arch="name_pl" />
4789 <attribute arch="weight" />
4790 <attribute arch="value" />
4791 <attribute arch="material" />
4792 </ignore>
4793 <description><![CDATA[
4794 A treasure-object turns into certain randomitems when the map is loaded
4795 into the game. ]]>
4796 </description>
4797 <use><![CDATA[
4798 About usage of the "random-artifact" treasurelist:
4799 This will generate powerful stuff like girdles, xray helmets, special
4800 swords etc. If you put this as reward to your quest, players might be
4801 motivated to do it more than once. BUT, by doing so they will get a huge
4802 number of different artifacts! Besides, players will always seek the place
4803 with the most easy-to-get random artifact and ignore all others.
4804 My advice: Don't use it! Attract players with good fighting experience
4805 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4806 </use>
4807 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4808 This entry determines what kind of treasure will appear. Look into
4809 /crossfire/share/crossfire/treasures for details about existing
4810 treasurelists.
4811 </attribute>
4812 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4813 "Auto-generate" must be set in order to have the treasure be created
4814 when the map is loaded.
4815 If you want to create a random treasure chest, you unset this flag.
4816 That way, the player has to apply the object (the chest), then the
4817 treasure is generated.
4818 </attribute>
4819 <attribute arch="hp" editor="create number" type="int">
4820 "Create number" specifies how many pieces of the given treasurelist
4821 will appear. Note that for every piece there is a chance that nothing is
4822 generated. Also, sometimes there can be stacks of items generated, like
4823 for gems/money.
4824 </attribute>
4825 <attribute arch="exp" editor="quality level" type="int">
4826 The &lt;quality level&gt; will be used for the quality of the generated
4827 treasure instead of the map difficulty (as was done with shops).
4828 If zero/unset, the map difficulty will instead be used.
4829 (Example for comparison: Shop floors generate treasure of
4830 &lt;quality level&gt; 5 per default).
4831 </attribute>
4832 </type>
4833
4834 <!--####################################################################-->
4835 <type number="52" name="Trigger Marker">
4836 <ignore>
4837 <ignore_list name="system_object" />
4838 </ignore>
4839 <description><![CDATA[
4840 A trigger marker is an object that inserts an invisible force (a mark) into a
4841 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4842 &lt;key string&gt; which can be discovered by detectors or inventory
4843 checkers. It is also possible to use markers for removing marks again.
4844 <br><br>
4845 Note that the player has no possibility to "see" his own marks,
4846 except by the effect that they cause on the maps. ]]>
4847 </description>
4848 <use><![CDATA[
4849 Markers hold real cool possibilities for map-making. I encourage
4850 you to use them frequently. However there is one negative point
4851 about markers: Players don't "see" what's going on with them. It is
4852 your task, as map-creator, to make sure the player is always well
4853 informed and never confused.
4854 <br><br>
4855 Please avoid infinite markers when they aren't needed. They're
4856 using a little space in the player file after all, so if there
4857 is no real purpose, set an expire time. ]]>
4858 </use>
4859 <attribute arch="no_pick" value="1" type="fixed" />
4860 <attribute arch="slaying" editor="key string" type="string">
4861 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4862 If the player already has a force with that &lt;key string&gt;,
4863 there won't be inserted a second one.
4864 </attribute>
4865 <attribute arch="connected" editor="connection" type="int">
4866 Unlike a regular marker this is the connection that triggers this marker to activate.
4867 </attribute>
4868 <attribute arch="food" editor="mark duration" type="int">
4869 This value defines the duration of the force it inserts.
4870 If nonzero, the duration of the player's mark is finite:
4871 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4872 means the mark will stay on the player forever.
4873 </attribute>
4874 <attribute arch="name" editor="delete mark" type="string">
4875 When the player steps onto the marker, all existing forces in
4876 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4877 will be removed. If you don't want to remove any marks, leave
4878 this textfield empty.
4879
4880 Note that the string &lt;delete mark&gt; is set as the name of
4881 this marker. So don't be confused, and remember changing the
4882 name will take effect on the marker's functionality.
4883 </attribute>
4884 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4885 In the moment when the player gets marked, this text is displayed
4886 to him. You should really set a message in any marker you create,
4887 because it's the only way for the player to notice what's going on.
4888 </attribute>
4889 </type>
4890
4891 <!--####################################################################-->
4892 <type number="0" name="Wall">
4893 <required>
4894 <attribute arch="is_floor" value="0" />
4895 <attribute arch="alive" value="0" />
4896 <attribute arch="move_block" value="255" />
4897 </required>
4898 <ignore>
4899 <attribute arch="nrof" />
4900 <attribute arch="title" />
4901 <attribute arch="name_pl" />
4902 <attribute arch="value" />
4903 <attribute arch="unpaid" />
4904 </ignore>
4905 <description><![CDATA[
4906 Walls usually block passage and sight. ]]>
4907 </description>
4908 &movement_types_terrain;
4909 <attribute arch="can_roll" editor="moveable" type="bool">
4910 If set, the object is able to "roll", so it can be pushed around.
4911 This setting is used for boulders and barrels.
4912 </attribute>
4913 <attribute arch="no_magic" editor="restrict spells" type="bool">
4914 This takes effect only with &lt;blocksview&gt; disabled.
4915 Restricting the use of spells to pass this wall.
4916 </attribute>
4917 <attribute arch="damned" editor="restrict prayers" type="bool">
4918 This takes effect only with &lt;blocksview&gt; disabled.
4919 Restricting the use of spells to pass this wall.
4920 </attribute>
4921 </type>
4922
4923 <!--####################################################################-->
4924 <type number="109" name="Wand &amp; Staff">
4925 <description><![CDATA[
4926 Wands contain a certain spell. The player can apply (ready) and
4927 fire the wand. After a defined number of casts, the wand is
4928 "used up". It is possible to recharge a wand with scrolls of
4929 charging, but usually that isn't worth the cost. ]]>
4930 </description>
4931 <use><![CDATA[
4932 Wands are quite seldomly used. The reason prolly is that they're
4933 generally not cost-efficient. Handing out high-level wands with
4934 powerful special spells isn't a good idea either, because of
4935 the recharge ability.
4936 <br><br>
4937 For low levels, staffs of healing/cure and word of recall are
4938 quite desirable though. Ideal rewards for low level quests. ]]>
4939 </use>
4940 <attribute arch="sp" editor="spell" type="spell">
4941 The &lt;spell&gt; specifies the contained spell.
4942 </attribute>
4943 <attribute arch="level" editor="casting level" type="int">
4944 The &lt;casting level&gt; of the wand determines it's power.
4945 An average level for wands in shops is about 10.
4946 </attribute>
4947 <attribute arch="food" editor="number of charges" type="int">
4948 The wand can be used &lt;number of charges&gt; times before it is
4949 used up. It can be recharged with scrolls of charging.
4950 </attribute>
4951 <attribute arch="startequip" editor="godgiven item" type="bool">
4952 A godgiven item vanishes as soon as the player
4953 drops it to the ground.
4954 </attribute>
4955 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4956 This text may contain a description of the wand.
4957 </attribute>
4958 </type>
4959
4960 <!--####################################################################-->
4961 <type number="0" name="Weak Wall">
4962 <required>
4963 <attribute arch="is_floor" value="0" />
4964 <attribute arch="alive" value="1" />
4965 <attribute arch="tear_down" value="1" />
4966 </required>
4967 <ignore>
4968 <ignore_list name="non_pickable" />
4969 </ignore>
4970 <description><![CDATA[
4971 A weak wall is a breakable spot amidsts a solid wall. Typically
4972 these weak walls look similar to their solid "relatives" except
4973 for a small crack or little chunks of wall on the ground. ]]>
4974 </description>
4975 <use><![CDATA[
4976 If you want to create hidden rooms, using weak walls is alot
4977 better than completely indiscernible passages in a wall.<br>
4978 Anyways, there can be a lot more to weak walls than just finding
4979 them: Rising their defensive stats, weak walls can become a
4980 serious obstacle. An ice wall might only be torn down by a fire
4981 attack for example. A granite wall for instance might be very
4982 hard to destroy. ]]>
4983 </use>
4984 <attribute arch="alive" value="1" type="fixed" />
4985 <attribute arch="no_pick" value="1" type="fixed" />
4986 <attribute arch="tear_down" value="1" type="fixed" />
4987 <attribute arch="race" editor="race" type="string">
4988 For weak walls, &lt;race&gt; should always be set to "wall",
4989 unless you create something fancy like a building which
4990 is in fact meant to be a huge animal.
4991 Note that shovels slay walls, so they do tripple damage
4992 against weak walls.
4993 </attribute>
4994 <attribute arch="level" editor="level" type="int">
4995 The &lt;level&gt; of a weak wall works similar to monster levels.
4996 Due to the fact that weak walls cannot attack, the level
4997 is much less important though.
4998 </attribute>
4999 <attribute arch="hp" editor="health points" type="int">
5000 The &lt;health points&gt; of a weak wall define how long it takes to
5001 tear it down. With every successful hit from an opponent,
5002 &lt;health points&gt; get drained.
5003 </attribute>
5004 <attribute arch="maxhp" editor="max health" type="int">
5005 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5006 weak wall can have. Since walls generally don't heal, I doubt
5007 this has much real effect.
5008 </attribute>
5009 <attribute arch="ac" editor="armour class" type="int">
5010 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5011 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5012 </attribute>
5013 <section name="resistance">
5014 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5015 </attribute>
5016 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5055 </attribute>
5056 </section>
5057 </type>
5058
5059 <!--####################################################################-->
5060 <type number="15" name="Weapon">
5061 <description><![CDATA[
5062 Wielding a weapon, the object's stats will directly be inherited to the
5063 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5064 be improved with scrolls. ]]>
5065 </description>
5066 <use><![CDATA[
5067 If you create artifacts (equipment) with stats- or resistance-bonus:
5068 Keep playbalance in mind! Such items mustn't be reachable without hard
5069 fighting AND questing. ]]>
5070 </use>
5071 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5072 This number is a bitmask, specifying the weapon's attacktypes.
5073 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5074 have no more than one or two attacktypes. Keep in mind that all weapons
5075 can be blessed by the player's diety, thus adding an additional attacktype.
5076
5077 When a player hits a monster with a weapon that has more than one attacktype,
5078 then he will do as much damage as the "best" of his attacktypes does. So,
5079 the more attacktypes you've got, the better your chance to take advantage
5080 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5081 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5082 </attribute>
5083 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5084 The &lt;weapontype&gt; characterizes the weapon's type of physical
5085 attack. It could best be considered a "subclassification"
5086 of the physical attacktype. For now, this is only used for
5087 attack messages!
5088
5089 You should always set this correctly when creating new
5090 weapons for your maps.
5091 </attribute>
5092 <attribute arch="skill" editor="skill name" type="string">
5093 Matching &lt;skill name&gt; of the skill that is required
5094 to use this weapon.
5095 </attribute>
5096 <attribute arch="dam" editor="damage" type="int">
5097 The damage value is used as base value for how much damage the weapon
5098 does per hit. The actual damage involves more dependencies,
5099 like wielder's level and defender's level. Look at existing weapons
5100 to get a feel for the range of weapon damage values.
5101 </attribute>
5102 <attribute arch="slaying" editor="slaying race" type="string">
5103 Slaying means the weapon does tripple (3x) damage to monsters of the
5104 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5105 only monsters of that archtype are hit with tripple damage.
5106
5107 No god blessings are possible for weapons with a race set in this entry
5108 (That's because god blessings add tripple damage against their own
5109 enemy races). Tripple damage is very effective.
5110 </attribute>
5111 <attribute arch="last_sp" editor="weapon speed" type="int">
5112 The weapon speed determines how often the wielder can swing the weapon
5113 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5114 is best (that is lightning- fast). A typical average value is 8.
5115 Speed and damage should be kept in reasonable relation.
5116 </attribute>
5117 <attribute arch="wc" editor="weapon class" type="int">
5118 The weapon class value adds to the overall weapon class of the wielder's
5119 melee attacks. Weapon class improves the chance of hitting the opponent.
5120 </attribute>
5121 <attribute arch="magic" editor="magic bonus" type="int">
5122 For a weapon, magic bonus works just like weapon class, except that
5123 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5124 less useful than direct weapon class value on a weapon.
5125 </attribute>
5126 <attribute arch="item_power" editor="item power" type="int">
5127 The &lt;item power&gt; value measures how "powerful" an artifact is.
5128 Players will only be able to wear equipment with a certain total
5129 amount of &lt;item power&gt;, depending on their own level. This is the
5130 only way to prevent low level players to wear "undeserved" equipment
5131 (like gifts from other players or cheated items).
5132
5133 It is very important to adjust the &lt;item power&gt; value carefully
5134 for every artifact you create! If zero/unset, the CF server will
5135 calculate a provisional value at runtime, but this is never
5136 going to be an accurate measurement of &lt;item power&gt;.
5137 </attribute>
5138 <attribute arch="damned" editor="damnation" type="bool">
5139 A damned weapon cannot be unwielded unless
5140 the curse is removed. Removing damnations is
5141 a tick harder than removing curses.
5142 </attribute>
5143 <attribute arch="cursed" editor="curse" type="bool">
5144 A cursed weapon cannot be unwielded unless
5145 the curse is removed.
5146 </attribute>
5147 <attribute arch="lifesave" editor="save life" type="bool">
5148 An item with this flag enabled will save the players life
5149 for one time: When the player is wearing this item and his
5150 health points reach zero, the item disappears, replenishing
5151 half of the player's health.
5152
5153 An item with &lt;save life&gt; should not have
5154 any decent additional bonuses!
5155 </attribute>
5156 <attribute arch="unique" editor="unique item" type="bool">
5157 Unique items exist only one time on a server. If the item
5158 is taken, lost or destroyed - it's gone for good.
5159 </attribute>
5160 <attribute arch="startequip" editor="godgiven item" type="bool">
5161 A godgiven item vanishes as soon as the player
5162 drops it to the ground.
5163 </attribute>
5164 <section name="resistance">
5165 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5166 This adds physical resistance to the weapon (= armour value). The number is
5167 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5168 and what they require to do for getting this-and-that artifact.
5169 </attribute>
5170 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5171 This adds magic resistance to the weapon. The number is a percent-value in
5172 the range 0-100. Treat this with CARE. Look at other maps and what they
5173 require to do for getting this-and-that artifact.
5174 </attribute>
5175 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5176 This adds fire resistance to the weapon. The number is a percent-value in
5177 the range 0-100. Treat this with CARE. Look at other maps and what they
5178 require to do for getting this-and-that artifact.
5179 </attribute>
5180 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5181 This adds electricity resistance to the weapon. The number is a percent-value in
5182 the range 0-100. Treat this with CARE. Look at other maps and what they
5183 require to do for getting this-and-that artifact.
5184 </attribute>
5185 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5186 This adds fire resistance to the weapon. The number is a percent-value in
5187 the range 0-100. Treat this with CARE. Look at other maps and what they
5188 require to do for getting this-and-that artifact.
5189 </attribute>
5190 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5191 This adds confusion resistance to the weapon. The number is a percent-value in
5192 the range 0-100. Confusion resistance is not very effective
5193 unless the value comes close to 100 (= perfect immunity).
5194 </attribute>
5195 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5196 This adds acid 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_drain" editor="resist draining %" length="15" type="int">
5201 This adds draining resistance to the weapon. The number is a percent-value
5202 in the range 0-100. Draining resistance is little effective
5203 unless the value is 100 (= perfect immunity).
5204 </attribute>
5205 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5206 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5207 the range 0-100. Weaponmagic resistance generally should not exist on
5208 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5209 are not meant to be easily resisted.
5210 </attribute>
5211 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5212 This adds ghosthit resistance to the weapon. The number is a percent-value
5213 in the range 0-100. Treat this with CARE. Look at other maps and what they
5214 require to do for getting this-and-that artifact.
5215 </attribute>
5216 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5217 This adds poison resistance to the weapon. The number is a percent-value in
5218 the range 0-100. Treat this with CARE. Look at other maps and what they
5219 require to do for getting this-and-that artifact.
5220 </attribute>
5221 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5222 This adds fear resistance to the weapon. The number is a percent-value in
5223 the range 0-100. Resistance to fear is pretty useless.
5224 </attribute>
5225 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5226 This adds paralyze resistance to the weapon. The number is a percent-value in
5227 the range 0-100. Paralyze resistance is little effective
5228 unless the value is 100 (= perfect immunity).
5229 </attribute>
5230 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5231 This adds fear resistance to the weapon. The number is a percent-value in
5232 the range 0-100. Resistance to fear is pretty useless.
5233 </attribute>
5234 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5235 This adds depletion resistance to the weapon. The number is a percent-value
5236 in the range 0-100. Depletion resistance is little effective
5237 unless the value is 100 (= perfect immunity).
5238 </attribute>
5239 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5240 This adds death-attack resistance to the weapon. The number is a
5241 percent-value in the range 0-100. Death-attack resistance is little
5242 effective unless the value is 100 (= perfect immunity).
5243 Generally, resistance to death-attack is not supposed to be
5244 available to players!
5245 </attribute>
5246 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5247 This adds chaos resistance to the weapon. The number is a percent-value in
5248 the range 0-100. Treat this with CARE. Look at other maps and what they
5249 require to do for getting this-and-that artifact.
5250 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5251 combination of other attacktypes.
5252 </attribute>
5253 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5254 This adds blinding resistance to the weapon. The number is a percent-value
5255 in the range 0-100. Treat this with CARE. Look at other maps and what they
5256 require to do for getting this-and-that artifact.
5257 </attribute>
5258 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5259 This adds holy power resistance to the weapon. The number is a percent-value
5260 in the range 0-100. Holy power is the attacktype that holyword-type spells
5261 use to hurt undead creatures. This kind of resistance is only reasonable
5262 for undead players (wraith or devourer cult).
5263 Generally, resistance to holy word should not be available for players.
5264 </attribute>
5265 </section>
5266 <section name="stats">
5267 <attribute arch="Str" editor="strength" type="int">
5268 The player's strentgh will rise/fall by the given value
5269 while wearing this weapon.
5270 </attribute>
5271 <attribute arch="Dex" editor="dexterity" type="int">
5272 The player's dexterity will rise/fall by the given value
5273 while wearing this weapon.
5274 </attribute>
5275 <attribute arch="Con" editor="constitution" type="int">
5276 The player's constitution will rise/fall by the given value
5277 while wearing this weapon.
5278 </attribute>
5279 <attribute arch="Int" editor="intelligence" type="int">
5280 The player's intelligence will rise/fall by the given value
5281 while wearing this weapon.
5282 </attribute>
5283 <attribute arch="Pow" editor="power" type="int">
5284 The player's power will rise/fall by the given value
5285 while wearing this weapon.
5286 </attribute>
5287 <attribute arch="Wis" editor="wisdom" type="int">
5288 The player's wisdom will rise/fall by the given value while
5289 wearing this weapon.
5290 </attribute>
5291 <attribute arch="Cha" editor="charisma" type="int">
5292 The player's charisma will rise/fall by the given value
5293 while wearing this weapon.
5294 </attribute>
5295 </section>
5296 <section name="misc">
5297 <attribute arch="luck" editor="luck bonus" type="int">
5298 With positive luck bonus, the player is more likely to
5299 succeed in all sorts of things (spellcasting, praying,...).
5300 Unless the &lt;luck bonus&gt; is very high, the effect will be
5301 barely visible in-game. Luck bonus on one piece of equipment
5302 should never exceed 3, and such bonus should not be too
5303 frequently available.
5304 </attribute>
5305 <attribute arch="hp" editor="health regen." type="int">
5306 Positive &lt;health regen.&gt; bonus speeds up the
5307 player's healing process. Negative values slow it down.
5308 </attribute>
5309 <attribute arch="sp" editor="mana regen." type="int">
5310 Positive &lt;mana regen.&gt; bonus speeds up the
5311 player's mana regeneration. Negative values slow it down.
5312 </attribute>
5313 <attribute arch="grace" editor="grace regen." type="int">
5314 Positive &lt;grace regen.&gt; bonus speeds up the
5315 player's grace regeneration. Negative values slow it down.
5316 Since grace can be regenerated rather easy with praying,
5317 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5318 </attribute>
5319 <attribute arch="food" editor="food bonus" type="int">
5320 Positive &lt;food bonus&gt; slows down the player's digestion,
5321 thus he consumes less food. Negative values speed it up.
5322
5323 Note that food is consumed not only for "being alive", but
5324 also for healing and mana-regeneration.
5325 &lt;food bonus&gt; only affects the amount of food consumed
5326 for "being alive". Hence, even with high &lt;food bonus&gt;,
5327 during a fight a player can run out of food quickly.
5328 </attribute>
5329 <attribute arch="xrays" editor="xray vision" type="bool">
5330 Xray vision allows the player to see through obstacles
5331 in a two-square-wide radius. This is extremely helpful and
5332 desirable, so don't give it away for cheap on equipment.
5333 </attribute>
5334 <attribute arch="stealth" editor="stealth" type="bool">
5335 Stealth allows the player to move silently.
5336 This comes to effect if a player turns himself
5337 invisible and tries to sneak around monsters.
5338 (At least that was the idea behind it)
5339 </attribute>
5340 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5341 If a player is wearing any piece of equipment with
5342 the ability to &lt;reflect spells&gt;, all kinds of
5343 spell-bullets and -beams will bounce off him.
5344 This works only about 90% of all times, to
5345 avoid players being completely immune to certain
5346 types of attacks.
5347
5348 This is a very powerful ability and it
5349 shouldn't be handed out cheap!
5350 </attribute>
5351 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5352 If a player is wearing any piece of equipment with
5353 the ability to &lt;reflect missiles&gt;, all kinds of
5354 projectiles (e.g. arrows, bolts, boulders) will
5355 bounce off him. This works only about 90% of all
5356 times, to avoid players being completely immune to
5357 certain types of attacks.
5358 </attribute>
5359 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5360 Click on the &lt;attuned paths&gt; button to select spellpaths.
5361 The player will get attuned to the specified spellpaths
5362 while wearing this weapon.
5363 </attribute>
5364 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5365 Click on the &lt;repelled paths&gt; button to select spellpaths.
5366 The player will get repelled to the specified spellpaths
5367 while wearing this weapon.
5368 </attribute>
5369 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5370 Click on the &lt;denied paths&gt; button to select spellpaths.
5371 The specified spellpaths will be denied to the player
5372 while wearing this weapon.
5373 </attribute>
5374 </section>
5375 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5376 This text describes the weapons's "story". Every decent artifact weapon
5377 should have such a description.
5378 </attribute>
5379 </type>
5380
5381 <type number="116" name="Event Connector">
5382 <description><![CDATA[
5383 Event connectors link specific events that happen to objects to
5384 a crossfire plug-in. ]]>
5385 </description>
5386 <attribute arch="subtype" editor="event type" type="list_event_type">
5387 The type of event that triggers a notify to the plug-in.
5388 </attribute>
5389 <attribute arch="title" editor="plug-in" type="string">
5390 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5391 for python and "perl" for the Crossfire-Perl plug-in.
5392 </attribute>
5393 <attribute arch="slaying" editor="extension" type="string">
5394 The name of the extension to invoke (for python, this is the path to a script,
5395 for perl this is the name of a extension package without the ".ext" extension.
5396 </attribute>
5397 <attribute arch="name" editor="options" type="string">
5398 A string that is passed unaltered to the extension above. Often used to pass
5399 options to the extension that alter its behaviour.
5400 </attribute>
5401 </type>
5402
5403 </types>