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Revision: 1.15
Committed: Tue Aug 8 20:29:31 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.14: +3 -0 lines
Log Message:
added speed field for gates

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 Determines the value of the object, in units of silver coins (one
467 platinum coin == 50 silver coins). Value for buying/selling will be
468 further modified by various factors. Hence, testing values in-game is
469 usually inevitable.
470 </attribute>
471 <attribute arch="glow_radius" editor="glow radius" type="int">
472 If &lt;glow radius&gt; is set to a value greater zero, the object
473 appears lit up on dark maps. &lt;glow radius&gt; can be a value
474 between 0 and 4, the higher, the more light does the object emit.
475 </attribute>
476 <attribute arch="material" editor="material" type="bitmask_material">
477 This bitmask-value informs the player of which material(s) the
478 object consists. Material does also affect how likely the object
479 can be destroyed by hazardous spell-effects.
480 </attribute>
481 <attribute arch="no_pick" editor="non-pickable" type="bool">
482 If set, the object cannot be picked up (Neither by players nor monsters).
483 </attribute>
484 <attribute arch="invisible" editor="invisible" type="bool">
485 Generally makes the object invisible. Depending on the object-type,
486 some can be made visible by the show_invisible spell. If in doubt, test it.
487 Putting an invisible object under the floor always prevents it from being
488 shown.
489 </attribute>
490 <attribute arch="blocksview" editor="block view" type="bool">
491 If an item is set to block view, players (and monsters) cannot
492 see byond it unless they cross it or manage to stand ontop.
493 </attribute>
494 <attribute arch="identified" editor="identified" type="bool">
495 If an item is identified, the player has full knowledge about it.
496 </attribute>
497 <attribute arch="unpaid" editor="unpaid" type="bool">
498 An &lt;unpaid&gt; item cannot be used unless a player carried it over
499 a shop mat, paying the demanded price. Setting this flag makes sense
500 only for pickable items inside shops.
501 </attribute>
502 </default_type>
503
504 <!-- This ignorelist is for all system objects which are non pickable
505 and invisible. They don't interact with players at all. -->
506 <ignore_list name="system_object">
507 <attribute arch="value" />
508 <attribute arch="nrof" />
509 <attribute arch="weight" />
510 <attribute arch="name_pl" />
511 <attribute arch="material" />
512 <attribute arch="no_pick" />
513 <attribute arch="unpaid" />
514 <attribute arch="title" />
515 <attribute arch="glow_radius" />
516 <attribute arch="identified" />
517 <attribute arch="blocksview" />
518 <attribute arch="invisible" />
519 </ignore_list>
520
521 <!-- This ignorelist is for non-pickable objects. They can be seen by
522 the player, but don't have values like material or weight. -->
523 <ignore_list name="non_pickable">
524 <attribute arch="value" />
525 <attribute arch="nrof" />
526 <attribute arch="weight" />
527 <attribute arch="name_pl" />
528 <attribute arch="material" />
529 <attribute arch="no_pick" />
530 <attribute arch="unpaid" />
531 <attribute arch="title" />
532 <attribute arch="identified" />
533 </ignore_list>
534
535 <!--####################################################################-->
536 <type number="0" name="Misc">
537 <required>
538 <!-- this is a special case: The "misc" type with type number 0 is
539 the fallback for all types which don't match any other defined types.
540 The required attribute "misc x" prevents that it gets confused with
541 other types like "monster & npc" which also have type number 0. -->
542 <attribute arch="misc" value="x" />
543 </required>
544 &movement_types_terrain;
545 <attribute arch="cursed" editor="cursed" type="bool">
546 Curses can have various effects: On equipment and food,
547 they generally harm the player in some way.
548 </attribute>
549 <attribute arch="damned" editor="damned" type="bool">
550 A damned item/floor on the ground makes it impossible for players
551 to use prayers on that spot. It also prevents players from saving.
552 Damnation on equipment works similar to a curse.
553 </attribute>
554 <attribute arch="unique" editor="unique item" type="bool">
555 Unique items exist only one time on a server. If the item
556 is taken, lost or destroyed - it's gone for good.
557 </attribute>
558 <attribute arch="startequip" editor="godgiven item" type="bool">
559 A godgiven item vanishes as soon as the player
560 drops it to the ground.
561 </attribute>
562 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
563 This text may describe the object.
564 </attribute>
565 </type>
566
567 <!--####################################################################-->
568 <type number="110" name="Ability">
569 <ignore>
570 <ignore_list name="system_object" />
571 </ignore>
572 <description><![CDATA[
573 Abilities are to be put in a monster's inventory. They grant monsters the
574 knowledge to cast spells. Spells from abilities are usually magical in
575 nature, thus adding magic attacktype to the spell-damage they produce.
576 <br><br>
577 A particularly nice feature of abilities is that they can hold two
578 spells: One for short range- and one for long range use.
579 \n\n
580 You should know that spellcasting monsters receive abilities via
581 &lt;treasurelist&gt;. ]]>
582 </description>
583 <use><![CDATA[
584 If you want to create "customized" spellcasting monsters, you
585 should use abilities (rather than spellbooks/wands or something).
586 The long/short-range spell feature can make boss-monsters more
587 interesting and challenging.
588 <br><br>
589 You should keep in mind that magic abilities allow players
590 to get better resistance. You can turn off the magic part to
591 make the spells more dangerous. However, this really shouldn't
592 be neccessary unless you work on very high level maps.
593 And what fun is a magic resistance cloak when it has no effect? ]]>
594 </use>
595 <attribute arch="invisible" value="1" type="fixed" />
596 <attribute arch="no_drop" value="1" type="fixed" />
597 <attribute arch="sp" editor="short range spell" type="spell">
598 The monster will use the specified &lt;short range spell&gt;
599 when the player is within 6-square radius (of the
600 monster's head).
601 </attribute>
602 <attribute arch="hp" editor="long range spell" type="nz_spell">
603 The monster will use the specified &lt;long range spell&gt;
604 when the player is at least 6 squares away (from the
605 monster's head).
606
607 Setting a &lt;long range spell&gt; is optional. If unset, the
608 &lt;short range spell&gt; gets used all the time.
609 </attribute>
610 <attribute arch="maxsp" editor="importance" type="int">
611 Sometimes you'll want a monster to use one ability more than others.
612 To achieve this, set the &lt;importance&gt; to a value greater than
613 one. Abilities with this value zero/unset are counted to be of
614 &lt;importance&gt; one.
615
616 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
617 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
618 times the "small fireball".
619 </attribute>
620 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
621 This flag specifies whether the ability &lt;is magical&gt; in nature.
622 If enabled, all spells produced by this ability will have magic
623 attacktype added to the usual attacktypes.
624
625 This should always be set for spell-like abilities. "Natural"
626 abilities like a dragon's firebreath are an exception.
627 Note that non-magical abilities are more dangerous because
628 magic resistance does not protect from those.</attribute>
629 </type>
630
631 <!--####################################################################-->
632 <type number="18" name="Altar">
633 <ignore>
634 <ignore_list name="non_pickable" />
635 </ignore>
636 <description><![CDATA[
637 When a player puts a defined number of certain items on the altar,
638 then either a spell is casted (on the player) or a connector is
639 triggered. If the latter is the case, the altar works only once.
640 Either way, the sacrificed item disappears. ]]>
641 </description>
642 <attribute arch="no_pick" value="1" type="fixed" />
643 &move_on;
644 <attribute arch="slaying" editor="match item name" type="string">
645 This string specifies the item that must be put on the altar to
646 activate it. It can either be the name of an archetype, or directly
647 the name of an object. Yet, titles are not recognized by altars.
648 Remember to put a note somewhere, telling the player what he is
649 expected to drop on the altar. (Often this is put in the altar's
650 name: E.g. "drop 100 platinums")
651 </attribute>
652 <attribute arch="food" editor="drop amount" type="int">
653 The drop amount specifies the amount of items (specified
654 in &lt;match item name&gt;) that must be dropped to activate the altar.
655
656 If &lt;match item name&gt; is set to "money", then the value of the
657 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
658 200 silver, 20 gold, or 4 platinum will all work.)
659
660 Note that the maximum possible for &lt;drop amount&gt; is 32767.
661 </attribute>
662 <attribute arch="connected" editor="connection" type="int">
663 If a connection value is set, the altar will trigger all objects
664 with the same value, when activated. This will only work once.
665 </attribute>
666 <attribute arch="sp" editor="spell" type="spell">
667 When activated, the selected &lt;spell&gt; will be casted (once, on the
668 player). This should work for any given spell. The altar will work
669 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
670 one altar.
671 </attribute>
672 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
673 This text will be displayed to the player
674 in the exact moment when the altar is activated.
675 </attribute>
676 </type>
677
678 <!--####################################################################-->
679 <type number="31" name="Altar Trigger">
680 <ignore>
681 <ignore_list name="non_pickable" />
682 </ignore>
683 <description><![CDATA[
684 Altar_triggers work pretty much like normal altars
685 (drop sacrifice -> connection activated), except for the fact that
686 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
687 </description>
688 <use><![CDATA[
689 Altar_triggers are very useful if you want to charge a price for...
690 <UL>
691 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
692 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
693 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
694 </UL>
695 The big advantage over normal altars is the infinite usability
696 of altar_triggers! If there are ten players on one server, they're
697 quite grateful if things work more than once. =) ]]>
698 </use>
699 <attribute arch="no_pick" value="1" type="fixed" />
700 <attribute arch="slaying" editor="match item name" type="string">
701 This string specifies the item that must be put on the altar to
702 activate it. It can either be the name of an archetype, or directly
703 the name of an object. Yet, titles are not recognized by altars.
704 Remember to put a note somewhere, telling the player what he is
705 expected to drop on the altar. (Often this is put in the altar's
706 name: E.g. "drop 100 platinums")
707 </attribute>
708 <attribute arch="food" editor="drop amount" type="int">
709 The drop amount specifies the amount of items (specified
710 in &lt;match item name&gt;) that must be dropped to activate the altar.
711
712 If &lt;match item name&gt; is set to "money", then the value of the
713 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
714 200 silver, 20 gold, or 4 platinum will all work.)
715
716 Note that the maximum possible for &lt;drop amount&gt; is 32767.
717 </attribute>
718 <attribute arch="connected" editor="connection" type="int">
719 If a connection value is set, the altar will trigger all objects
720 with the same value, when activated. This will only work once.
721 </attribute>
722 <attribute arch="sp" editor="spell" type="spell">
723 When activated, this &lt;spell&gt; will be casted (once, on the player).
724 This should work for any given spell. The altar will work infinitely
725 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
726 </attribute>
727 <attribute arch="exp" editor="reset time" type="int">
728 Being activated, the altar will reset after &lt;reset time&gt; ticks.
729 After reset, the altar is ready to be activated once again.
730 The default &lt;reset time&gt; is 30.
731 </attribute>
732 <attribute arch="last_sp" editor="ignore reset" type="bool">
733 If this attribute is enabled, the altar_trigger won't push the
734 connected value by altar reset. Only ONCE by dropping the sacrifice.
735 This is typically used when the altar is connected to a creator,
736 e.g. for selling tickets.
737
738 If this attribute is disabled (default), the altar_trigger
739 will push the connected value TWICE per sacrifice: First by
740 dropping sacrifice, second by reset. This mode is typically
741 used for altars being connected to gates, resulting in the
742 gate being opened and closed again.
743 </attribute>
744 &move_on;
745 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
746 This text will be displayed to the player
747 in the exact moment when the altar is activated.
748 </attribute>
749 </type>
750
751 <!--####################################################################-->
752 <type number="39" name="Amulet">
753 <description><![CDATA[
754 Wearing an amulet, the object's stats will directly be inherited to
755 the player. Amulets are usually meant for protection and defense. ]]>
756 </description>
757 <use><![CDATA[
758 Feel free to create your own special artifacts. However, it is very
759 important that you keep your artifact in balance with existing maps. ]]>
760 </use>
761 <attribute arch="ac" editor="armour class" type="int">
762 This value defines the amount of armour-class bonus for wearing
763 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
764 values are better. It should usually be set only for armour-like equipment.
765 </attribute>
766 <attribute arch="wc" editor="weapon class" type="int">
767 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
768 melee attacks. Weapon class improves the chance of hitting the opponent.
769 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
770 be set only for weapon-like items. Lower values are better.
771 </attribute>
772 <attribute arch="item_power" editor="item power" type="int">
773 The &lt;item power&gt; value measures how "powerful" an artifact is.
774 Players will only be able to wear equipment with a certain total
775 amount of &lt;item power&gt;, depending on their own level. This is the
776 only way to prevent low level players to wear "undeserved" equipment
777 (like gifts from other players or cheated items).
778
779 It is very important to adjust the &lt;item power&gt; value carefully
780 for every artifact you create! If zero/unset, the CF server will
781 calculate a provisional value at runtime, but this is never
782 going to be an accurate measurement of &lt;item power&gt;.
783 </attribute>
784 <attribute arch="damned" editor="damnation" type="bool">
785 A damned piece of equipment cannot be unwielded unless the curse
786 is removed. Removing damnations is a tick harder than removing curses.
787 </attribute>
788 <attribute arch="cursed" editor="curse" type="bool">
789 A cursed piece of equipment cannot be unwielded
790 unless the curse is removed.
791 </attribute>
792 <attribute arch="lifesave" editor="save life" type="bool">
793 An item with this flag enabled will save the players life
794 for one time: When the player is wearing this item and his
795 health points reach zero, the item disappears, replenishing
796 half of the player's health.
797
798 An item with &lt;save life&gt; should not have
799 any decent additional bonuses!
800 </attribute>
801 <attribute arch="unique" editor="unique item" type="bool">
802 Unique items exist only one time on a server. If the item
803 is taken, lost or destroyed - it's gone for good.
804 </attribute>
805 <attribute arch="startequip" editor="godgiven item" type="bool">
806 A godgiven item vanishes as soon as the player
807 drops it to the ground.
808 </attribute>
809 <attribute arch="applied" editor="is applied" type="bool">
810 If you put this item into the inventory of a monster, and
811 you want the monster to use/wear the item - you must set
812 &lt;is applied&gt;.
813 Enabling this flag doesn't make any sense if the item
814 is NOT in a monster's inventory.
815 </attribute>
816 <section name="resistance">
817 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
818 This adds physical resistance to the item (= armour value). The number is
819 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
820 and what they require to do for getting this-and-that artifact.
821 </attribute>
822 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
823 This adds magic resistance to the item. The number is a percent-value in
824 the range 0-100. Treat this with CARE. Look at other maps and what they
825 require to do for getting this-and-that artifact.
826 </attribute>
827 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
828 This adds fire resistance to the item. The number is a percent-value in
829 the range 0-100. Treat this with CARE. Look at other maps and what they
830 require to do for getting this-and-that artifact.
831 </attribute>
832 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
833 This adds electricity resistance to the item. The number is a percent-value in
834 the range 0-100. Treat this with CARE. Look at other maps and what they
835 require to do for getting this-and-that artifact.
836 </attribute>
837 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
838 This adds fire resistance to the item. The number is a percent-value in
839 the range 0-100. Treat this with CARE. Look at other maps and what they
840 require to do for getting this-and-that artifact.
841 </attribute>
842 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
843 This adds confusion resistance to the item. The number is a percent-value in
844 the range 0-100. Confusion resistance is not very effective
845 unless the value comes close to 100 (= perfect immunity).
846 </attribute>
847 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
848 This adds acid resistance to the item. The number is a percent-value in
849 the range 0-100. Treat this with CARE. Look at other maps and what they
850 require to do for getting this-and-that artifact.
851 </attribute>
852 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
853 This adds draining resistance to the item. The number is a percent-value
854 in the range 0-100. Draining resistance is little effective
855 unless the value is 100 (= perfect immunity).
856 </attribute>
857 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
858 This adds weaponmagic resistance to the item. The number is a percent-value in
859 the range 0-100. Weaponmagic resistance generally should not exist on
860 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
861 are not meant to be easily resisted.
862 </attribute>
863 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
864 This adds ghosthit resistance to the item. The number is a percent-value
865 in the range 0-100. Treat this with CARE. Look at other maps and what they
866 require to do for getting this-and-that artifact.
867 </attribute>
868 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
869 This adds poison resistance to the item. The number is a percent-value in
870 the range 0-100. Treat this with CARE. Look at other maps and what they
871 require to do for getting this-and-that artifact.
872 </attribute>
873 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
874 This adds fear resistance to the item. The number is a percent-value in
875 the range 0-100. Resistance to fear is pretty useless.
876 </attribute>
877 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
878 This adds paralyze resistance to the item. The number is a percent-value in
879 the range 0-100. Paralyze resistance is little effective
880 unless the value is 100 (= perfect immunity).
881 </attribute>
882 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
887 This adds depletion resistance to the item. The number is a percent-value
888 in the range 0-100. Depletion resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
892 This adds death-attack resistance to the item. The number is a
893 percent-value in the range 0-100. Death-attack resistance is little
894 effective unless the value is 100 (= perfect immunity).
895 Generally, resistance to death-attack is not supposed to be
896 available to players!
897 </attribute>
898 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
899 This adds chaos resistance to the item. The number is a percent-value in
900 the range 0-100. Treat this with CARE. Look at other maps and what they
901 require to do for getting this-and-that artifact.
902 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
903 combination of other attacktypes.
904 </attribute>
905 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
906 This adds blinding resistance to the item. The number is a percent-value
907 in the range 0-100. Treat this with CARE. Look at other maps and what they
908 require to do for getting this-and-that artifact.
909 </attribute>
910 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
911 This adds holy power resistance to the item. The number is a percent-value
912 in the range 0-100. Holy power is the attacktype that holyword-type spells
913 use to hurt undead creatures. This kind of resistance is only reasonable
914 for undead players (wraith or devourer cult).
915 Generally, resistance to holy word should not be available for players.
916 </attribute>
917 </section>
918 <section name="stats">
919 <attribute arch="Str" editor="strength" type="int">
920 The player's strentgh will rise/fall by the given value
921 while wearing this piece of equipment.
922 </attribute>
923 <attribute arch="Dex" editor="dexterity" type="int">
924 The player's dexterity will rise/fall by the given value
925 while wearing this piece of equipment.
926 </attribute>
927 <attribute arch="Con" editor="constitution" type="int">
928 The player's constitution will rise/fall by the given value
929 while wearing this piece of equipment.
930 </attribute>
931 <attribute arch="Int" editor="intelligence" type="int">
932 The player's intelligence will rise/fall by the given value
933 while wearing this piece of equipment.
934 </attribute>
935 <attribute arch="Pow" editor="power" type="int">
936 The player's power will rise/fall by the given value
937 while wearing this piece of equipment.
938 </attribute>
939 <attribute arch="Wis" editor="wisdom" type="int">
940 The player's wisdom will rise/fall by the given value while
941 wearing this piece of equipment.
942 </attribute>
943 <attribute arch="Cha" editor="charisma" type="int">
944 The player's charisma will rise/fall by the given value
945 while wearing this piece of equipment.
946 </attribute>
947 </section>
948 <section name="misc">
949 <attribute arch="luck" editor="luck bonus" type="int">
950 With positive luck bonus, the player is more likely to
951 succeed in all sorts of things (spellcasting, praying,...).
952 Unless the &lt;luck bonus&gt; is very high, the effect will be
953 barely visible in-game. Luck bonus on one piece of equipment
954 should never exceed 3, and such bonus should not be too
955 frequently available.
956 </attribute>
957 <attribute arch="hp" editor="health regen." type="int">
958 Positive &lt;health regen.&gt; bonus speeds up the
959 player's healing process. Negative values slow it down.
960 </attribute>
961 <attribute arch="sp" editor="mana regen." type="int">
962 Positive &lt;mana regen.&gt; bonus speeds up the
963 player's mana regeneration. Negative values slow it down.
964 </attribute>
965 <attribute arch="grace" editor="grace regen." type="int">
966 Positive &lt;grace regen.&gt; bonus speeds up the
967 player's grace regeneration. Negative values slow it down.
968 Since grace can be regenerated rather easy with praying,
969 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
970 </attribute>
971 <attribute arch="food" editor="food bonus" type="int">
972 Positive &lt;food bonus&gt; slows down the player's digestion,
973 thus he consumes less food. Negative values speed it up.
974
975 Note that food is consumed not only for "being alive", but
976 also for healing and mana-regeneration.
977 &lt;food bonus&gt; only affects the amount of food consumed
978 for "being alive". Hence, even with high &lt;food bonus&gt;,
979 during a fight a player can run out of food quickly.
980 </attribute>
981 <attribute arch="xrays" editor="xray vision" type="bool">
982 Xray vision allows the player to see through obstacles
983 in a two-square-wide radius. This is extremely helpful and
984 desirable, so don't give it away for cheap on equipment.
985 </attribute>
986 <attribute arch="stealth" editor="stealth" type="bool">
987 Stealth allows the player to move silently.
988 This comes to effect if a player turns himself
989 invisible and tries to sneak around monsters.
990 (At least that was the idea behind it)
991 </attribute>
992 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
993 If a player is wearing any piece of equipment with
994 the ability to &lt;reflect spells&gt;, all kinds of
995 spell-bullets and -beams will bounce off him.
996 This works only about 90% of all times, to
997 avoid players being completely immune to certain
998 types of attacks.
999
1000 This is a very powerful ability and it
1001 shouldn't be handed out cheap!
1002 </attribute>
1003 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1004 If a player is wearing any piece of equipment with
1005 the ability to &lt;reflect missiles&gt;, all kinds of
1006 projectiles (e.g. arrows, bolts, boulders) will
1007 bounce off him. This works only about 90% of all
1008 times, to avoid players being completely immune to
1009 certain types of attacks.
1010 </attribute>
1011 &move_type;
1012 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1013 Click on the &lt;attuned paths&gt; button to select spellpaths.
1014 The player will get attuned to the specified spellpaths
1015 while wearing this item.
1016 </attribute>
1017 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1018 Click on the &lt;repelled paths&gt; button to select spellpaths.
1019 The player will get repelled to the specified spellpaths
1020 while wearing this item.
1021 </attribute>
1022 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1023 Click on the &lt;denied paths&gt; button to select spellpaths.
1024 The specified spellpaths will be denied to the player
1025 while wearing this item.
1026 </attribute>
1027 </section>
1028 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1029 This text describes the item's "story". Every decent artifact
1030 should have such a description.
1031 </attribute>
1032 </type>
1033
1034 <!--####################################################################-->
1035 <type number="58" name="Battleground">
1036 <ignore>
1037 <ignore_list name="non_pickable" />
1038 </ignore>
1039 <description><![CDATA[
1040 Battleground is very special: In short, players can die on battleground
1041 without any death penalties. They don't loose or gain experience
1042 while on battleground. Acid, draining and depletion effects don't
1043 work either.
1044 When a player dies on battleground, he gets teleported to an exit
1045 location which is defined in the battleground object. ]]>
1046 </description>
1047 <use><![CDATA[
1048 Battleground is only meant for player vs. player duels. You can
1049 design combat arenas similiar to the one in scorn.<br>
1050 What should NEVER be done is placing battleground tiles in
1051 open dungeons or other free kinds of land.
1052 It must not be possible to gain significant treasure for fighting
1053 on battleground, because it bears no risk.<br><br>
1054 (Battleground will cease to work when the image or name is changed,
1055 or when it is placed beneath another floor tile.
1056 This is not a bug, it is there to prevent any attempts of placing
1057 "hidden" battleground tiles anywhere.) ]]>
1058 </use>
1059 <attribute arch="no_pick" value="1" type="fixed" />
1060 <attribute arch="is_floor" value="1" type="fixed" />
1061 <attribute arch="hp" editor="destination X" type="int">
1062 The exit destinations define the (x, y)-coordinates where players
1063 get teleported after they died on this battleground.
1064 </attribute>
1065 <attribute arch="sp" editor="destination Y" type="int">
1066 The exit destinations define the (x, y)-coordinates where players
1067 get teleported after they died on this battleground.
1068 </attribute>
1069 </type>
1070
1071 <!--####################################################################-->
1072 <type number="8" name="Book">
1073 <description><![CDATA[
1074 Applying a book, the containing message is displayed to the player. ]]>
1075 </description>
1076 <attribute arch="level" editor="literacy level" type="int">
1077 If this value is set to be greater than zero, the player needs a
1078 certain literacy level to succeed reading the book. The book can be
1079 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1080 book can be a nice idea, personally I like it when a player needs
1081 more than his fighting skills to solve a quest. However, keep the
1082 booklevel at least below 15 because it is quite hard to gain high
1083 mental levels.
1084 </attribute>
1085 <attribute arch="startequip" editor="godgiven item" type="bool">
1086 A godgiven item vanishes as soon as the player
1087 drops it to the ground.
1088 </attribute>
1089 <attribute arch="unique" editor="unique item" type="bool">
1090 Unique items exist only one time on a server. If the item
1091 is taken, lost or destroyed - it's gone for good.
1092 </attribute>
1093 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1094 This is the text that appears "written" in the book.
1095 </attribute>
1096 <attribute arch="slaying" editor="key string" type="string">
1097 This is the key string of the book. The key string is checked by an inventory checker.
1098 (This is used eg. for the gate/port passes in scorn)
1099 </attribute>
1100 </type>
1101
1102 <!--####################################################################-->
1103 <type number="99" name="Boots">
1104 <import_type name="Amulet" />
1105 <description><![CDATA[
1106 Wearing boots, the object's stats will directly be inherited to
1107 the player. Usually enhancing his speed, or granting some minor
1108 protection bonus. ]]>
1109 </description>
1110 <use><![CDATA[
1111 Feel free to create your own special artifacts. However, it is very
1112 important that you keep your artifact in balance with existing maps. ]]>
1113 </use>
1114 <attribute arch="exp" editor="speed bonus" type="int">
1115 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1116 while worn. This kind of bonus is quite desirable for players of low-
1117 and medium level. High level players usually have fastest possible
1118 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1119 Still, this bonus is good for nice artifacts - not everything has
1120 to be for highest level.
1121 </attribute>
1122 <attribute arch="magic" editor="magic bonus" type="int">
1123 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1124 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1125 than direct armour-class bonus on the boots.
1126
1127 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1128 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1129 </attribute>
1130 </type>
1131
1132 <!--####################################################################-->
1133 <type number="104" name="Bracers">
1134 <import_type name="Amulet" />
1135 <description><![CDATA[
1136 Bracers are armour-plates worn around the wrists.
1137 Wearing bracer, the object's stats will directly be inherited to
1138 the player. Usually enhancing his defense. ]]>
1139 </description>
1140 <use><![CDATA[
1141 Feel free to create your own special artifacts. However, it is very
1142 important that you keep your artifact in balance with existing maps. ]]>
1143 </use>
1144 <attribute arch="magic" editor="magic bonus" type="int">
1145 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1146 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1147 than direct armour-class bonus on the bracers.
1148 </attribute>
1149 </type>
1150
1151 <!--####################################################################-->
1152 <type number="16" name="Brestplate Armour">
1153 <import_type name="Amulet" />
1154 <description><![CDATA[
1155 Wearing an armour, the object's stats will directly be inherited to
1156 the player. Usually enhancing his defense. ]]>
1157 </description>
1158 <use><![CDATA[
1159 Feel free to create your own special artifacts. However, it is very
1160 important that you keep your artifact in balance with existing maps. ]]>
1161 </use>
1162 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1163 This poses a penalty to spell regeneration speed, for wearing the armour.
1164 The bigger the spellpoint penalty, the worse.
1165 </attribute>
1166 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1167 Slowdown penalty reduces the player's walking speed when wearing the
1168 armour. Bigger values are worse - zero is best.
1169 </attribute>
1170 <attribute arch="magic" editor="magic bonus" type="int">
1171 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1172 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1173 than direct armour-class bonus on the armour.
1174 </attribute>
1175 </type>
1176
1177 <!--####################################################################-->
1178 <type number="92" name="Button">
1179 <ignore>
1180 <ignore_list name="non_pickable" />
1181 </ignore>
1182 <description><![CDATA[
1183 When a predefined amount of weigh is placed on a button, the
1184 &lt;connection&gt; value is triggered. In most cases this happens when a
1185 player or monster steps on it. When the button is "released", the
1186 &lt;connection&gt; value get's triggered a second time. ]]>
1187 </description>
1188 &move_on;
1189 &move_off;
1190 <attribute arch="no_pick" value="1" type="fixed" />
1191 <attribute arch="weight" editor="press weight" type="int">
1192 The button is pressed (triggered), as soon as
1193 &lt;press weigh&gt; gram are placed ontop of it.
1194 </attribute>
1195 <attribute arch="connected" editor="connection" type="int">
1196 Every time the button is pressed or released, all objects
1197 with the same &lt;connection&gt; value are activated.
1198 </attribute>
1199 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1200 This text may describe the item. You can use this
1201 message to explain the button's purpose to the player.
1202 </attribute>
1203 </type>
1204
1205 <!--####################################################################-->
1206 <type number="30" name="Button Trigger">
1207 <import_type name="Button" />
1208 <ignore>
1209 <ignore_list name="non_pickable" />
1210 </ignore>
1211 <description><![CDATA[
1212 Handle buttons are buttons which reset after a short period
1213 of time. Every time it is either applied or reset, the
1214 &lt;connection&gt; value is triggered. ]]>
1215 </description>
1216 </type>
1217
1218 <!--####################################################################-->
1219 <type number="37" name="Class Changer">
1220 <ignore>
1221 <ignore_list name="non_pickable" />
1222 </ignore>
1223 <description><![CDATA[
1224 Class changer are used while creating a character. ]]>
1225 </description>
1226 <attribute arch="randomitems" editor="class items" type="treasurelist">
1227 This entry determines which initial items the character receives.
1228 </attribute>
1229 <section name="stats">
1230 <attribute arch="Str" editor="strength" type="int">
1231 The player's strength will rise by the given value if he chooses this
1232 class. (Negative values make strength fall)
1233 </attribute>
1234 <attribute arch="Dex" editor="dexterity" type="int">
1235 The player's dexterity will rise by the given value if he chooses this
1236 class. (Negative values make dexterity fall)
1237 </attribute>
1238 <attribute arch="Con" editor="constitution" type="int">
1239 The player's constitution will rise by the given value if he chooses this
1240 class. (Negative values make constitution fall)
1241 </attribute>
1242 <attribute arch="Int" editor="intelligence" type="int">
1243 The player's intelligence will rise by the given value if he chooses this
1244 class. (Negative values make intelligence fall)
1245 </attribute>
1246 <attribute arch="Pow" editor="power" type="int">
1247 The player's power will rise by the given value if he chooses this
1248 class. (Negative values make power fall)
1249 </attribute>
1250 <attribute arch="Wis" editor="wisdom" type="int">
1251 The player's wisdom will rise by the given value if he chooses this
1252 class. (Negative values make wisdom fall)
1253 </attribute>
1254 <attribute arch="Cha" editor="charisma" type="int">
1255 The player's charisma will rise by the given value if he chooses this
1256 class. (Negative values make charisma fall)
1257 </attribute>
1258 </section>
1259 </type>
1260
1261 <!--####################################################################-->
1262 <type number="87" name="Cloak">
1263 <import_type name="Amulet" />
1264 <description><![CDATA[
1265 Wearing a cloak, the object's stats will directly be inherited to
1266 the player. Cloaks usually add minor &lt;armour class&gt; and
1267 sometimes a bit of resistance. ]]>
1268 </description>
1269 <use><![CDATA[
1270 Feel free to create your own special artifacts. However, it is very
1271 important that you keep your artifact in balance with existing maps. ]]>
1272 </use>
1273 <attribute arch="magic" editor="magic bonus" type="int">
1274 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1275 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1276 than direct armour-class bonus on the cloak.
1277
1278 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1279 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1280 </attribute>
1281 </type>
1282
1283 <!--####################################################################-->
1284 <type number="9" name="Clock">
1285 <description><![CDATA[
1286 Applying a clock, the time is displayed to the player. ]]>
1287 </description>
1288 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1289 This text may describe the item
1290 </attribute>
1291 </type>
1292
1293 <!--####################################################################-->
1294 <type number="122" name="Container">
1295 <description><![CDATA[
1296 A player can put (certain kinds of) items in the container.
1297 The overall weight of items is reduced when put inside a
1298 container, depending on the settings.
1299 <br><br>
1300 A special feature of containers is the "cauldron",
1301 capable of mixing alchemical receipes. ]]>
1302 </description>
1303 <use><![CDATA[
1304 Note on chests - There are two types of chests:
1305 <UL>
1306 <LI> First the random treasure chests - Those are NOT containers
1307 (but object type Treasure), they create random treasures when
1308 applied. Archetype name is "chest".
1309 <LI> Second there are the permanent chests - Those are containers,
1310 they can be opened and closed again. Archetype name is "chest_2".
1311 </UL> ]]>
1312 </use>
1313 <attribute arch="race" editor="container class" type="string">
1314 If set, the container will hold only certain types of objects.
1315 Possible choices for &lt;container class&gt; are: "gold and jewels",
1316 "arrows" and "keys".
1317
1318 Unfortunately it is not easy to create new container
1319 classes, because items need a matching counterpiece-attribute
1320 to the &lt;container class&gt; before they can be put inside a
1321 container. This attribute ("race") is set only for the existing
1322 container classes.
1323 </attribute>
1324 <attribute arch="slaying" editor="key string" type="string">
1325 If &lt;key string&gt; is set, only players with a special key
1326 of matching &lt;key string&gt; are able to open the container.
1327 </attribute>
1328 <attribute arch="container" editor="maximum weight" type="int">
1329 The container can hold a maximum total weight of the given value
1330 in gram. Note that this weight limit is calculated *after* the
1331 weight reduction (&lt;reduce weight&gt;) has been applied.
1332 </attribute>
1333 <attribute arch="Str" editor="reduce weight %" type="int">
1334 This value determines how much the weight of items is reduced in
1335 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1336 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1337 Most default values are in the range of ten.
1338 </attribute>
1339 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1340 If set, the container can be used as alchemy-cauldron.
1341 The player can put ingredients inside, close it, cast alchemy
1342 and if his formulae is true, he'll get what he longed for.
1343 </attribute>
1344 <attribute arch="unique" editor="unique item" type="bool">
1345 Unique items exist only one time on a server. If the item
1346 is taken, lost or destroyed - it's gone for good.
1347 All contents of a unique container are unique as well.
1348 </attribute>
1349 <attribute arch="startequip" editor="godgiven item" type="bool">
1350 A godgiven item vanishes as soon as the player
1351 drops it to the ground.
1352 </attribute>
1353 <attribute arch="other_arch" editor="animation arch" type="string">
1354 This is used for a certain kind of... "animation" when
1355 opening the container. Stick to the default arches here
1356 and you won't get into trouble.
1357 </attribute>
1358 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1359 This text may contain a description of the container.
1360 </attribute>
1361 </type>
1362
1363 <!--####################################################################-->
1364 <type number="103" name="Converter">
1365 <ignore>
1366 <attribute arch="value" />
1367 <attribute arch="nrof" />
1368 <attribute arch="name_pl" />
1369 <attribute arch="no_pick" />
1370 <attribute arch="unpaid" />
1371 <attribute arch="title" />
1372 </ignore>
1373 <description><![CDATA[
1374 Converters are like "exchange tables". When the player drops a
1375 specific type of items, they get converted into other items, at a
1376 predefined exchange-ratio. ]]>
1377 </description>
1378 <use><![CDATA[
1379 Converters are better than shopping with doormats, because the
1380 converters never get sold out. For some items like food or jewels
1381 those "exchange tables" are really nice, while for the more important
1382 stuff like potions converters should not exist.
1383 <br><br>
1384 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1385 items on a converter, the stuff you get must be of equal or lesser
1386 value than before! (Except if you are using "rare" items like
1387 dragonscales for payment). The code will not check if your ratio is
1388 sane, so the player could gain infinite wealth by using your converter. ]]>
1389 </use>
1390 <attribute arch="no_pick" value="1" type="fixed" />
1391 <attribute arch="slaying" editor="cost arch" type="string">
1392 &lt;cost arch&gt; is the name of the archetype the player has to
1393 put on the converter, as payment.
1394 </attribute>
1395 <attribute arch="food" editor="cost number" type="int">
1396 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1397 on the converter, in order to get &lt;receive number&gt; items
1398 of &lt;receive arch&gt;.
1399 </attribute>
1400 <attribute arch="other_arch" editor="receive arch" type="string">
1401 &lt;receive arch&gt; is the name of the archetype to convert into.
1402 This field is ignored if the converter has items in inventory. In this
1403 case one of the inventory items is duplicated. The duplicated item is
1404 randomly chosen from all items present.
1405 </attribute>
1406 <attribute arch="sp" editor="receive number" type="int">
1407 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1408 on the converter, in order to get &lt;receive number&gt; items
1409 of &lt;receive arch&gt;.
1410 </attribute>
1411 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1412 This text may contain a description of the converter.
1413 </attribute>
1414 </type>
1415
1416 <!--####################################################################-->
1417 <type number="42" name="Creator">
1418 <ignore>
1419 <ignore_list name="system_object" />
1420 </ignore>
1421 <description><![CDATA[
1422 A creator is an object which creates another object when it
1423 is triggered. The child object can be anything. Creators are
1424 VERY useful for all kinds of map-mechanisms. ]]>
1425 </description>
1426 <use><![CDATA[
1427 Don't hesitate to hide your creators under the floor.
1428 The created items will still always appear ontop of the floor. ]]>
1429 </use>
1430 <attribute arch="no_pick" value="1" type="fixed" />
1431 <attribute arch="other_arch" editor="create arch" type="string">
1432 This string defines the object that will be created.
1433 You can choose any of the existing arches.
1434 This field is ignored if the creator has items in inventory. In this case
1435 one of the inventory items is duplicated. The duplicated item is randomly
1436 chosen from all items present.
1437 </attribute>
1438 <attribute arch="connected" editor="connection" type="int">
1439 Whenever the connection value is activated,
1440 the creator gets triggered.
1441 </attribute>
1442 <attribute arch="lifesave" editor="infinit uses" type="bool">
1443 If &lt;infinit uses&gt; is set, the creator will work
1444 infinitely, regardless of the value in &lt;number of uses&gt;.
1445 </attribute>
1446 <attribute arch="hp" editor="number of uses" type="int">
1447 The creator can be triggered &lt;number of uses&gt; times, thus
1448 creating that many objects, before it dissappears.
1449 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1450 </attribute>
1451 <attribute arch="slaying" editor="name of creation" type="string">
1452 The created object will bear the name and title specified in &lt;name of
1453 creation&gt;. If nothing is set, the standard name and title of the
1454 archetype is used.
1455 </attribute>
1456 <attribute arch="level" editor="level of creation" type="int">
1457 The created object will be of that level. If zero/unset,
1458 the standard level of the archetype is used.
1459 </attribute>
1460 </type>
1461
1462 <!--####################################################################-->
1463 <type number="51" name="Detector">
1464 <ignore>
1465 <ignore_list name="system_object" />
1466 </ignore>
1467 <description><![CDATA[
1468 Detectors work quite much like inv. checkers/pedestals: If the detector
1469 finds a specific object, it toggles its connected value.
1470 <br><br>
1471 What is "unique" about them, compared to inv. checkers/ pedestals?
1472 - First, detectors check their square for a match periodically, not
1473 instantly. Second, detectors check directly for object names. Third,
1474 detectors do not check the inventory of players/monsters. ]]>
1475 </description>
1476 <use><![CDATA[
1477 There is one major speciality about detectors: You can detect spells
1478 blown over a detector! To detect a lighting bolt for example, set
1479 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1480 walls, this can be very useful for map-mechanisms. ]]>
1481 </use>
1482 <attribute arch="no_pick" value="1" type="fixed" />
1483 <attribute arch="slaying" editor="match name" type="string">
1484 &lt;match name&gt; specifies the name of the object we are looking for.
1485 Actually it does also check for the &lt;key string&gt; in key-objects,
1486 but for this case inventory checkers are often more powerful to use.
1487 </attribute>
1488 <attribute arch="connected" editor="connection" type="int">
1489 When the detector is triggered, all objects with the same
1490 connection value get activated.
1491 </attribute>
1492 <attribute arch="speed" editor="detection speed" type="float">
1493 This value defines the time between two detector-checks.
1494 If you want the detector to behave almost like pedestals/buttons,
1495 set speed rather high, like &lt;detection speed&gt; 1.0.
1496 </attribute>
1497 &speed_left;
1498 <attribute arch="speed_left" editor="speed left" type="float">
1499 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1500 If it is larger than 0, the detector checks, and the speed is decremented
1501 by 1.
1502 </attribute>
1503 </type>
1504
1505 <!--####################################################################-->
1506 <type number="112" name="Director">
1507 <ignore>
1508 <ignore_list name="non_pickable" />
1509 </ignore>
1510 <description><![CDATA[
1511 Directors change the direction of spell objects and other projectiles
1512 that fly past. Unlike spinners, directors always move objects in the
1513 same direction. It does not make a difference from what angle you
1514 shoot into it.<br>
1515 Directors are visible per default. ]]>
1516 </description>
1517 <use><![CDATA[
1518 Directors are rarely used in maps. Sometimes they are placed to
1519 change the direction of spells coming out of magic walls,
1520 "channeling" spell-projectiles in some direction. When doing this,
1521 <B>never place directors facing each other with magic walls fireing
1522 into them!</B> The spell-projectiles bouncing between the directors
1523 would accumulate to huge numbers and at some point slow down the
1524 server by eating memory- and CPU-time.
1525 <br><br>
1526 You'd better not place directors in monster vs. player combat
1527 areas too much, because that freaks out wizard-type players. ]]>
1528 </use>
1529 <attribute arch="sp" editor="direction" type="list_direction">
1530 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1531 A director with direction &lt;none&gt; simply stops projectiles.
1532 (The latter works out a bit strange for some spells).
1533 </attribute>
1534 &move_on;
1535 </type>
1536
1537 <!--####################################################################-->
1538 <type number="158" name="Disease">
1539 <ignore>
1540 <ignore_list name="system_object" />
1541 </ignore>
1542 <description><![CDATA[
1543 Diseases are an intersting form of spellcraft in Crossfire.
1544 Once casted, they can spread out and infect creatures in a large
1545 area. Being infected can have various effects, from amusing farts
1546 to horrible damage - almost everything is possible. ]]>
1547 </description>
1548 <use><![CDATA[
1549 Diseases are extremely flexible and usable in a many ways.
1550 So far they are mostly used for causing bad, unwanted effects.
1551 You could just as well create a disease which helps the player
1552 (recharging mana for example).
1553 Infection with a "positive disease" could even be a quest reward. ]]>
1554 </use>
1555 <attribute arch="invisible" value="1" type="fixed" />
1556 <attribute arch="level" editor="plaque level" type="int">
1557 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1558 This mainly reflects in the &lt;damage&gt;. It has no effect on
1559 most other symptoms. Neverthless, it is a very important value for
1560 all damage-inflicting diseases.
1561 </attribute>
1562 <attribute arch="race" editor="infect race" type="string">
1563 The disease will only infect creatures of the specified &lt;race&gt;.
1564 "&lt;race&gt; *" means every creature can be infected.
1565 </attribute>
1566 <attribute arch="ac" editor="progressiveness" type="int">
1567 Every time the disease "moves" the severity of the symptoms are increased
1568 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1569 </attribute>
1570 <section name="spreading">
1571 <attribute arch="wc" editor="infectiosness" type="int">
1572 The &lt;infectiosness&gt; defines the chance of new creatures getting
1573 infected. If you set this too high, the disease is very likely to
1574 be too effective.
1575
1576 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1577 </attribute>
1578 <attribute arch="last_grace" editor="attenuation" type="int">
1579 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1580 everytime it infects someone new. This limits how many generations
1581 a disease can propagate.
1582 </attribute>
1583 <attribute arch="magic" editor="infection range" type="int">
1584 &lt;infection range&gt; sets the range at which infection may occur.
1585 If positive, the &lt;infection range&gt; is level dependant - If negative,
1586 it is not:
1587 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1588 six square range, and &lt;plaque level&gt; doesn't modify that.
1589 </attribute>
1590 <attribute arch="maxhp" editor="persistence" type="int">
1591 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1592 The disease can "move" &lt;persistence&gt; times outside a host before it
1593 vanishes. A negative value means the disease lasts for permanent
1594 (which is only recommended to use in maps without monsters).
1595 </attribute>
1596 <attribute arch="maxgrace" editor="curing duration" type="int">
1597 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1598 (Assuming the host survives and doesn't use a curing spell).
1599 After this period the disease is naturally cured, which provides the
1600 host with immunity from this particular disease of lower or equal level.
1601
1602 A negative value means the disease can never be cured naturally.
1603
1604 Note that this value can be further modulated by spell-parameters,
1605 if the disease is registered as spell in the code. Due to that,
1606 most default diseases take a lot longer to cure than it seems.
1607 </attribute>
1608 <attribute arch="speed" editor="moving speed" type="float">
1609 The &lt;speed&gt; of the disease determines how fast the disease will
1610 "move", thus how fast the symptoms strike the host.
1611 </attribute>
1612 &speed_left;
1613 </section>
1614 <section name="symptoms">
1615 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1616 The disease will attack the host with the given &lt;attacktype&gt;.
1617 Godpower attacktype is commonly used for "unresistable" diseases.
1618 </attribute>
1619 <attribute arch="dam" editor="damage" type="int">
1620 A disease with a positive &lt;damage&gt; value will strike the player for that
1621 amount of damage every time the symptoms occur.
1622 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1623 the player's health is reduced by 10% every time the symptoms strike.
1624
1625 Diseases with %-based damage can be dangerous - but not deadly -
1626 for players of all levels.
1627 </attribute>
1628 <attribute arch="other_arch" editor="create arch" type="string">
1629 If set, the specified arch is created and dropped every time the
1630 symptoms strike.
1631
1632 This can be various things: farts, body pieces, eggs ...
1633 Even monsters can be created that way. You could also make a
1634 disease where some exotic stuff like money/gems is created.
1635 </attribute>
1636 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1637 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1638 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1639 </attribute>
1640 <attribute arch="exp" editor="exp. for curing" type="int">
1641 When the player manages to cure this disease (with a curing spell),
1642 he is awarded with &lt;exp. for curing&gt; experience.
1643 </attribute>
1644 <attribute arch="maxsp" editor="mana depletion" type="int">
1645 Every time the disease "moves", the player's mana is
1646 reduced by the value of &lt;mana depletion&gt;.
1647 For negative values, a %-based amount is taken.
1648 </attribute>
1649 <attribute arch="last_eat" editor="food depletion" type="int">
1650 Every time the disease "moves", the player's food is
1651 reduced by the value of &lt;food depletion&gt;.
1652 For negative values, a %-based amount is taken.
1653 </attribute>
1654 <attribute arch="hp" editor="health regen." type="int">
1655 This value increases the player's healing rate.
1656 Negative values decrease it.
1657 </attribute>
1658 <attribute arch="sp" editor="mana regen." type="int">
1659 This value increases the player's rate of mana regeneration.
1660 Negative values decrease it.
1661 </attribute>
1662 </section>
1663 <section name="disability">
1664 <attribute arch="Str" editor="strength" type="int">
1665 The player's strength will rise by the given value
1666 while being infected. (Negative values make strength fall)
1667 </attribute>
1668 <attribute arch="Dex" editor="dexterity" type="int">
1669 The player's dexterity will rise by the given value
1670 while being infected. (Negative values make dexterity fall)
1671 </attribute>
1672 <attribute arch="Con" editor="constitution" type="int">
1673 The player's constitution will rise by the given value
1674 while being infected. (Negative values make constitution fall)
1675 </attribute>
1676 <attribute arch="Int" editor="intelligence" type="int">
1677 The player's intelligence will rise by the given value
1678 while being infected. (Negative values make intelligence fall)
1679 </attribute>
1680 <attribute arch="Pow" editor="power" type="int">
1681 The player's power will rise by the given value
1682 while being infected. (Negative values make power fall)
1683 </attribute>
1684 <attribute arch="Wis" editor="wisdom" type="int">
1685 The player's wisdom will rise by the given value
1686 while being infected. (Negative values make wisdom fall)
1687 </attribute>
1688 <attribute arch="Cha" editor="charisma" type="int">
1689 The player's charisma will rise by the given value
1690 while being infected. (Negative values make charisma fall)
1691 </attribute>
1692 </section>
1693 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1694 This text is displayed to the player every time the
1695 symptoms strike.
1696 </attribute>
1697 </type>
1698
1699 <!--####################################################################-->
1700 <type number="23" name="Door">
1701 <ignore>
1702 <ignore_list name="non_pickable" />
1703 </ignore>
1704 <description><![CDATA[
1705 A door can be opened with a normal key. It also can be broken by attacking
1706 it, and it can be defeated with the lockpicking skill. If a door is
1707 defeated, horizontally and vertically adjacent doors are automatically
1708 removed. ]]>
1709 </description>
1710 <attribute arch="no_pick" value="1" type="fixed" />
1711 <attribute arch="alive" value="1" type="fixed" />
1712 &movement_types_terrain;
1713 <attribute arch="hp" editor="hitpoints" type="int">
1714 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1715 </attribute>
1716 <attribute arch="ac" editor="armour class" type="int">
1717 Doors of high &lt;armour class&gt; are less likely to get hit.
1718 &lt;armour class&gt; can be considered the "counterpiece" to
1719 &lt;weapon class&gt;.
1720 </attribute>
1721 <attribute arch="other_arch" editor="drop arch" type="string">
1722 This string defines the object that will be created when the door was
1723 defeated.
1724 </attribute>
1725 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1726 This entry determines what kind of traps will appear in the door.
1727 </attribute>
1728 </type>
1729
1730 <!--####################################################################-->
1731 <type number="83" name="Duplicator">
1732 <ignore>
1733 <ignore_list name="system_object" />
1734 </ignore>
1735 <description><![CDATA[
1736 When activated, a duplicator can duplicate, multiply or destroy a pile of
1737 objects which lies somewhere on top of the duplicator.
1738 The duplicator has one arch name specified as &lt;target arch&gt;,
1739 and only objects of this archetype can be affected.<br>
1740 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1741 If the latter is set to zero, it will destroy objects. ]]>
1742 </description>
1743 <use><![CDATA[
1744 I hope it is clear that one must be very cautious when inserting a duplicator
1745 anywhere with &lt;multiply factor&gt; greater than one.
1746 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1747 It is <b>not acceptable</b> to allow duplication of anything other than
1748 coins, gold and jewels. Besides, it is very important that the chance to
1749 loose the input matches the chance to earn winnings.<br>
1750 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1751 loosing rate of 2/3 = 67%. ]]>
1752 </use>
1753 <attribute arch="other_arch" editor="target arch" type="string">
1754 Only objects of matching archtype, lying ontop of the dublicator will be
1755 dublicated, multiplied or removed. All other objects will be ignored.
1756 </attribute>
1757 <attribute arch="level" editor="multiply factor" type="int">
1758 The number of items in the target pile will be multiplied by the
1759 &lt;multiply factor&gt;. If it is set to zero, all target objects
1760 will be destroyed.
1761 </attribute>
1762 <attribute arch="connected" editor="connection" type="int">
1763 An activator (lever, altar, button, etc) with matching connection value
1764 is able to trigger this duplicator. Be very careful that players cannot
1765 abuse it to create endless amounts of money or other valuable stuff!
1766 </attribute>
1767 </type>
1768
1769 <!--####################################################################-->
1770 <type number="66" name="Exit">
1771 <ignore>
1772 <ignore_list name="non_pickable" />
1773 </ignore>
1774 <description><![CDATA[
1775 When the player applies an exit, he is transferred to a different location.
1776 (Monsters cannot use exits.) Depending on how it is set, the player applies
1777 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1778 the exit. ]]>
1779 </description>
1780 <use><![CDATA[
1781 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1782 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1783 detected with the show_invisible spell.
1784 <br><br>
1785 You can be quite creative with the outlook of secret exits (their "face").
1786 Don't forget to give the player relyable hints about them though. ]]>
1787 </use>
1788 <attribute arch="slaying" editor="exit path" type="string">
1789 The exit path defines the map that the player is transferred to.
1790 You can enter an absolute path, beginning with '/' (for example
1791 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1792 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1793 relative path "Fire1"). Use relative paths whenever possible! Note that
1794 upper/lower case must always be set correctly. However, please use lower
1795 case only.
1796 It is well possible to have an exit pointing to the same map that the exit
1797 is on. If slaying is not set in an exit, the player will see a message like
1798 "the exit is closed".
1799 </attribute>
1800 <attribute arch="hp" editor="destination X" type="int">
1801 The exit destinations define the (x, y)-coordinates where the exit
1802 leads to.
1803 If both are set to zero, the player will be transferred to the "default
1804 enter location" of the destined map. The latter can be set in the map-
1805 properties as "Enter X/Y". Though, please DO NOT use that.
1806 It turned out to be a source for numerous map-bugs.
1807 </attribute>
1808 <attribute arch="sp" editor="destination Y" type="int">
1809 The exit destinations define the (x, y)-coordinates where the exit
1810 leads to.
1811 If both are set to zero, the player will be transferred to the "default
1812 enter location" of the destined map. The latter can be set in the map-
1813 properties as "Enter X/Y". Though, please DO NOT use that.
1814 It turned out to be a source for numerous map-bugs.
1815 </attribute>
1816 &move_on;
1817 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1818 If set, this message will be displayed to the player when he applies the exit.
1819 This is quite useful to throw in some "role-play feeling": "As you enter the
1820 dark cave you hear the sound of rustling dragonscales...". Well, my english
1821 is poor, but you get the point. =)
1822 </attribute>
1823 <attribute arch="unique" editor="unique destination" type="bool">
1824 This flag defines the destined map as "personal unique map". If set,
1825 there will be a seperate version of that map for every player out there.
1826 This feature is used for the permanent apartments
1827 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1828 than apartments, since Crossfire is a *multi*player game. In such a permanent
1829 apartment don't forget to set the unique-flag for all floor tiles too
1830 (see floors).
1831 An exit pointing outside of a personal unique map must have the
1832 "unique destination"-flag unset.
1833 </attribute>
1834 </type>
1835
1836 <!--####################################################################-->
1837 <type number="72" name="Flesh">
1838 <description><![CDATA[
1839 Just like with food, the player can fill his stomache and gain a
1840 little health by eating flesh-objects. <br>
1841 For dragon players, flesh plays a very special role though: If the
1842 flesh has resistances set, a dragon player has a chance to gain resistance in
1843 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1844 Don't forget that flesh items with resistances have to be balanced
1845 according to map/monster difficulty. ]]>
1846 </description>
1847 <use><![CDATA[
1848 For dragon players, flesh items can be highly valuable. Note that many
1849 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1850 These flesh items "inherit" resistances and level from the monster they belong to.
1851 When you add special flesh items to the inventory of a monster, this is
1852 not the case - so you have to set it manually.
1853 <br><br>
1854 Generally adding special flesh-treaties for dragon players is a great thing
1855 to do. Always consider that dragon players might really not be interested
1856 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1857 out on the reward completely. ]]>
1858 </use>
1859 <attribute arch="food" editor="foodpoints" type="int">
1860 The player's stomache will get filled with this amount of foodpoints.
1861 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1862 </attribute>
1863 <attribute arch="level" editor="flesh level" type="int">
1864 The &lt;flesh level&gt; is not visible to the players and it affects only
1865 dragon players. Normally this value reflects the level of the monster
1866 from which the flesh item originates.
1867 Dragon players always search for flesh of highest level possible,
1868 because it bears the best chance to gain high resistances.
1869 </attribute>
1870 <attribute arch="startequip" editor="godgiven item" type="bool">
1871 A godgiven item vanishes as soon as the player
1872 drops it to the ground.
1873 </attribute>
1874 <section name="resistance">
1875 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1876 Resistances on flesh items make them more durable against spellcraft
1877 of the appropriate kind. It also allows dragon players to eventually gain
1878 resistance by eating it. Usually resistance should only be set for flesh
1879 items in a monster's inventory.
1880 </attribute>
1881 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1882 Resistances on flesh items make them more durable against spellcraft
1883 of the appropriate kind. It also allows dragon players to eventually gain
1884 resistance by eating it. Usually resistance should only be set for flesh
1885 items in a monster's inventory.
1886 </attribute>
1887 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1888 Resistances on flesh items make them more durable against spellcraft
1889 of the appropriate kind. It also allows dragon players to eventually gain
1890 resistance by eating it. Usually resistance should only be set for flesh
1891 items in a monster's inventory.
1892 </attribute>
1893 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1894 Resistances on flesh items make them more durable against spellcraft
1895 of the appropriate kind. It also allows dragon players to eventually gain
1896 resistance by eating it. Usually resistance should only be set for flesh
1897 items in a monster's inventory.
1898 </attribute>
1899 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1900 Resistances on flesh items make them more durable against spellcraft
1901 of the appropriate kind. It also allows dragon players to eventually gain
1902 resistance by eating it. Usually resistance should only be set for flesh
1903 items in a monster's inventory.
1904 </attribute>
1905 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1906 Resistances on flesh items make them more durable against spellcraft
1907 of the appropriate kind. It also allows dragon players to eventually gain
1908 resistance by eating it. Usually resistance should only be set for flesh
1909 items in a monster's inventory.
1910 </attribute>
1911 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1912 Resistances on flesh items make them more durable against spellcraft
1913 of the appropriate kind. It also allows dragon players to eventually gain
1914 resistance by eating it. Usually resistance should only be set for flesh
1915 items in a monster's inventory.
1916 </attribute>
1917 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1918 Resistances on flesh items make them more durable against spellcraft
1919 of the appropriate kind. It also allows dragon players to eventually gain
1920 resistance by eating it. Usually resistance should only be set for flesh
1921 items in a monster's inventory.
1922 </attribute>
1923 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1924 Resistances on flesh items make them more durable against spellcraft
1925 of the appropriate kind. It also allows dragon players to eventually gain
1926 resistance by eating it. Usually resistance should only be set for flesh
1927 items in a monster's inventory.
1928 </attribute>
1929 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1930 Resistances on flesh items make them more durable against spellcraft
1931 of the appropriate kind. It also allows dragon players to eventually gain
1932 resistance by eating it. Usually resistance should only be set for flesh
1933 items in a monster's inventory.
1934 </attribute>
1935 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1936 Resistances on flesh items make them more durable against spellcraft
1937 of the appropriate kind. It also allows dragon players to eventually gain
1938 resistance by eating it. Usually resistance should only be set for flesh
1939 items in a monster's inventory.
1940 </attribute>
1941 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1942 Resistances on flesh items make them more durable against spellcraft
1943 of the appropriate kind. It also allows dragon players to eventually gain
1944 resistance by eating it. Usually resistance should only be set for flesh
1945 items in a monster's inventory.
1946 </attribute>
1947 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1948 Resistances on flesh items make them more durable against spellcraft
1949 of the appropriate kind. It also allows dragon players to eventually gain
1950 resistance by eating it. Usually resistance should only be set for flesh
1951 items in a monster's inventory.
1952 </attribute>
1953 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1954 Resistances on flesh items make them more durable against spellcraft
1955 of the appropriate kind. It also allows dragon players to eventually gain
1956 resistance by eating it. Usually resistance should only be set for flesh
1957 items in a monster's inventory.
1958 </attribute>
1959 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1960 Resistances on flesh items make them more durable against spellcraft
1961 of the appropriate kind. It also allows dragon players to eventually gain
1962 resistance by eating it. Usually resistance should only be set for flesh
1963 items in a monster's inventory.
1964 </attribute>
1965 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1966 RResistances on flesh items make them more durable against spellcraft
1967 of the appropriate kind. It also allows dragon players to eventually gain
1968 resistance by eating it. Usually resistance should only be set for flesh
1969 items in a monster's inventory.
1970 </attribute>
1971 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1972 Resistances on flesh items make them more durable against spellcraft
1973 of the appropriate kind. It also allows dragon players to eventually gain
1974 resistance by eating it. Usually resistance should only be set for flesh
1975 items in a monster's inventory.
1976 </attribute>
1977 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1978 Resistances on flesh items make them more durable against spellcraft
1979 of the appropriate kind. It also allows dragon players to eventually gain
1980 resistance by eating it. Usually resistance should only be set for flesh
1981 items in a monster's inventory.
1982 </attribute>
1983 </section>
1984 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1985 This text may describe the item.
1986 </attribute>
1987 </type>
1988
1989 <!--####################################################################-->
1990 <type number="0" name="Floor">
1991 <required>
1992 <attribute arch="is_floor" value="1" />
1993 <attribute arch="alive" value="0" />
1994 </required>
1995 <ignore>
1996 <ignore_list name="non_pickable" />
1997 </ignore>
1998 <description><![CDATA[
1999 Floor is a very basic thing whithout too much
2000 functionality. It's a floor - you stand on it. ]]>
2001 </description>
2002 <attribute arch="is_floor" value="1" type="fixed" />
2003 <attribute arch="no_pick" value="1" type="fixed" />
2004 <section name="terrain">
2005 &movement_types_terrain;
2006 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2007 This flag indicates this spot contains wood or high grass.
2008 Players with activated woodsman skill can move faster here.
2009 </attribute>
2010 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2011 This flag indicates this spot contains hills or large rocks.
2012 Players with activated mountaineer skill can move faster here.
2013 </attribute>
2014 </section>
2015 <attribute arch="no_magic" editor="no spells" type="bool">
2016 If enabled, it is impossible for players to use (wizard-)
2017 spells on that spot.
2018 </attribute>
2019 <attribute arch="damned" editor="no prayers" type="bool">
2020 If enabled, it is impossible for players to use prayers
2021 on that spot. It also prevents players from saving.
2022 </attribute>
2023 <attribute arch="unique" editor="unique map" type="bool">
2024 Unique floor means that any items dropped on that spot
2025 will be saved byond map reset. For permanent apartments,
2026 all floor tiles must be set &lt;unique map&gt;.
2027 </attribute>
2028 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2029 This text may describe the object.
2030 </attribute>
2031 </type>
2032
2033 <!--####################################################################-->
2034 <type number="67" name="Floor (Encounter)">
2035 <ignore>
2036 <ignore_list name="non_pickable" />
2037 </ignore>
2038 <description><![CDATA[
2039 Encounter-Floor is pretty much the same as normal floor.
2040 Most outdoor floor/ground-arches are set to be "encounters".
2041 That is kind of a relict from former code: When walking over
2042 encounter-floor, players sometimes got beamed to little maps
2043 with monsters on them. Nowadays this feature is disabled -
2044 Hence encounter floor is not different from normal floor. ]]>
2045 </description>
2046 <attribute arch="is_floor" value="1" type="fixed" />
2047 <attribute arch="no_pick" value="1" type="fixed" />
2048 <section name="terrain">
2049 &movement_types_terrain;
2050 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2051 This flag indicates this spot contains wood or high grass.
2052 Players with activated woodsman skill can move faster here.
2053 </attribute>
2054 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2055 This flag indicates this spot contains hills or large rocks.
2056 Players with activated mountaineer skill can move faster here.
2057 </attribute>
2058 </section>
2059 <attribute arch="no_magic" editor="no spells" type="bool">
2060 If enabled, it is impossible for players to use (wizard-)
2061 spells on that spot.
2062 </attribute>
2063 <attribute arch="damned" editor="no prayers" type="bool">
2064 If enabled, it is impossible for players to use prayers
2065 on that spot. It also prevents players from saving.
2066 </attribute>
2067 <attribute arch="unique" editor="unique map" type="bool">
2068 Unique floor means that any items dropped on that spot
2069 will be saved byond map reset. For permanent apartments,
2070 all floor tiles must be set &lt;unique map&gt;.
2071 </attribute>
2072 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2073 This text may describe the object.
2074 </attribute>
2075 </type>
2076
2077 <!--####################################################################-->
2078 <type number="6" name="Food">
2079 <description><![CDATA[
2080 By eating/drinking food-objects, the player can fill his
2081 stomache and gain a little health. ]]>
2082 </description>
2083 <attribute arch="food" editor="foodpoints" type="int">
2084 The player's stomache will get filled with this amount of foodpoints.
2085 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2086 </attribute>
2087 <attribute arch="startequip" editor="godgiven item" type="bool">
2088 A godgiven item vanishes as soon as the player
2089 drops it to the ground.
2090 </attribute>
2091 </type>
2092
2093 <!--####################################################################-->
2094 <type number="91" name="Gate">
2095 <ignore>
2096 <ignore_list name="non_pickable" />
2097 </ignore>
2098 <description><![CDATA[
2099 Gates play an important role in Crossfire. Gates can be opened
2100 by activating a button/trigger, by speaking passwords (-> magic_ear)
2101 or carrying special key-objects (-> inventory checker).
2102 Unlike locked doors, gates can get shut again after a player has
2103 passed, which makes them more practical in many cases. ]]>
2104 </description>
2105 <use><![CDATA[
2106 Use gates to divide your maps into seperated areas. After solving
2107 area A, the player gains access to area B, and so on. Make your
2108 maps more complex than "one-way". ]]>
2109 </use>
2110 <attribute arch="no_pick" value="1" type="fixed" />
2111 <attribute arch="speed" value="1" type="float">
2112 The speed of the gate affects how fast it is closing/opening.
2113 </attribute>
2114 <attribute arch="connected" editor="connection" type="int">
2115 Whenever the inventory checker is triggered, all objects with identical
2116 &lt;connection&gt; value get activated. This only makes sense together with
2117 &lt;blocking passage&gt; disabled.
2118 </attribute>
2119 <attribute arch="wc" editor="position state" type="int">
2120 The &lt;position state&gt; defines the position of the gate:
2121 Zero means completely open/down, the "number of animation-steps" (usually
2122 about 6 or 7) means completely closed/up state. I suggest you don't
2123 mess with this value - Leave the default in place.
2124 </attribute>
2125 &movement_types_terrain;
2126 <attribute arch="no_magic" editor="restrict spells" type="bool">
2127 Restricting the use of spells to pass this gate. This has
2128 an effect only if &lt;block view&gt; is disabled.
2129 </attribute>
2130 <attribute arch="damned" editor="restrict prayers" type="bool">
2131 Restricting the use of prayers to pass this door. This has
2132 an effect only if &lt;block view&gt; is disabled.
2133 </attribute>
2134 </type>
2135
2136 <!--####################################################################-->
2137 <type number="113" name="Girdle">
2138 <import_type name="Amulet" />
2139 <description><![CDATA[
2140 Wearing a girdle, the object's stats will directly be inherited to
2141 the player. Girdles usually provide stats- or damage bonuses and no
2142 defense. ]]>
2143 </description>
2144 <use><![CDATA[
2145 Feel free to create your own special artifacts. However, it is very
2146 important that you keep your artifact in balance with existing maps. ]]>
2147 </use>
2148 <attribute arch="magic" editor="magic bonus" type="int">
2149 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2150 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2151 than direct armour-class bonus on the helmet.
2152
2153 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2154 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2155 &lt;magic bonus&gt; is pointless here.
2156 </attribute>
2157 </type>
2158
2159 <!--####################################################################-->
2160 <type number="100" name="Gloves">
2161 <import_type name="Amulet" />
2162 <description><![CDATA[
2163 Wearing gloves, the object's stats will directly be inherited to
2164 the player. Gloves can add defense or damage bonuses. ]]>
2165 </description>
2166 <use><![CDATA[
2167 Feel free to create your own special artifacts. However, it is very
2168 important that you keep your artifact in balance with existing maps. ]]>
2169 </use>
2170 <attribute arch="magic" editor="magic bonus" type="int">
2171 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2172 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2173 will increase that.
2174 </attribute>
2175 </type>
2176
2177 <!--####################################################################-->
2178 <type number="93" name="Handle">
2179 <ignore>
2180 <ignore_list name="non_pickable" />
2181 </ignore>
2182 <description><![CDATA[
2183 A handle can be applied by players and (certain) monsters.
2184 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2185 </description>
2186 <use><![CDATA[
2187 Handles are commonly used to move gates. When placing your lever,
2188 don't forget that some monsters are able to apply it.
2189 The ability to apply levers is rare among monsters -
2190 but vampires can do it for example. ]]>
2191 </use>
2192 <attribute arch="no_pick" value="1" type="fixed" />
2193 <attribute arch="connected" editor="connection" type="int">
2194 Every time the handle is applied, all objects
2195 with the same &lt;connection&gt; value are activated.
2196 </attribute>
2197 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2198 This text may describe the item. You can use this
2199 message to explain the handle's purpose to the player.
2200 </attribute>
2201 </type>
2202
2203 <!--####################################################################-->
2204 <type number="27" name="Handle Trigger">
2205 <import_type name="Handle" />
2206 <ignore>
2207 <ignore_list name="non_pickable" />
2208 </ignore>
2209 <description><![CDATA[
2210 Handle triggers are handles which reset after a short period
2211 of time. Every time it is either applied or reset, the
2212 &lt;connection&gt; value is triggered. ]]>
2213 </description>
2214 <use><![CDATA[
2215 When you connect an ordinary handle to a gate, the gate normally remains
2216 opened after the first player passed. If you want to keep the gate shut,
2217 connecting it to a handle trigger is an easy solution. ]]>
2218 </use>
2219 </type>
2220
2221 <!--####################################################################-->
2222 <type number="88" name="Hazard Floor">
2223 <required>
2224 <attribute arch="is_floor" value="1" />
2225 </required>
2226 <ignore>
2227 <ignore_list name="non_pickable" />
2228 </ignore>
2229 <description><![CDATA[
2230 The best example for Hazard Floor is lava. It works like standard
2231 floor, but damages all creatures standing on it.
2232 Damage is taken in regular time intervals. ]]>
2233 </description>
2234 <use><![CDATA[
2235 The default lava for example does minor damage. But you can turn
2236 it up so that your hazard floor poses a real threat.<br>
2237 Like magic walls, such floors add a permanent thrill to your map.
2238 You can use that to safely chase off too-weak players, or just
2239 to have something different. ]]>
2240 </use>
2241 <attribute arch="is_floor" value="1" type="fixed" />
2242 <attribute arch="lifesave" value="1" type="fixed" />
2243 &move_on;
2244 <attribute arch="no_pick" value="1" type="fixed" />
2245 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2246 This attribute specifys the attacktypes that this floor uses to
2247 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2248 If you want a real tough hazard floor, add more than just one attacktype.
2249 </attribute>
2250 <attribute arch="dam" editor="base damage" type="int">
2251 The &lt;base damage&gt; defines how much damage is inflicted to the
2252 victim per hit. The final damage is influenced by several other
2253 factors like the victim's resistance and level.
2254 </attribute>
2255 <attribute arch="wc" editor="weaponclass" type="int">
2256 &lt;weapon class&gt; improves the chance of hitting the victim.
2257 Lower values are better.
2258 Usually, hazard floors like lava are supposed to hit the
2259 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2260 to something like -30.
2261 </attribute>
2262 <attribute arch="level" editor="attack level" type="int">
2263 I guess this value is supposed to work similar to monster levels.
2264 But in fact, it does not seem to have an effect. Set any non-zero
2265 value to be on the safe side.
2266 </attribute>
2267 <section name="terrain">
2268 &movement_types_terrain;
2269 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2270 This flag indicates this spot contains wood or high grass.
2271 Players with activated woodsman skill can move faster here.
2272 </attribute>
2273 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2274 This flag indicates this spot contains hills or large rocks.
2275 Players with activated mountaineer skill can move faster here.
2276 </attribute>
2277 </section>
2278 <attribute arch="no_magic" editor="no spells" type="bool">
2279 If enabled, it is impossible for players to use (wizard-)
2280 spells on that spot.
2281 </attribute>
2282 <attribute arch="damned" editor="no prayers" type="bool">
2283 If enabled, it is impossible for players to use prayers
2284 on that spot. It also prevents players from saving.
2285 </attribute>
2286 <attribute arch="unique" editor="unique map" type="bool">
2287 Unique floor means that any items dropped on that spot
2288 will be saved byond map reset. For permanent apartments,
2289 all floor tiles must be set &lt;unique map&gt;.
2290 </attribute>
2291 </type>
2292
2293 <!--####################################################################-->
2294 <type number="34" name="Helmet">
2295 <import_type name="Amulet" />
2296 <description><![CDATA[
2297 Wearing a helmet, the object's stats will directly be inherited to
2298 the player. Normal helmets usually increase defense, while crowns
2299 add more special bonuses like stats/resistances paired with
2300 low defense. ]]>
2301 </description>
2302 <use><![CDATA[
2303 Feel free to create your own special artifacts. However, it is very
2304 important that you keep your artifact in balance with existing maps. ]]>
2305 </use>
2306 <attribute arch="magic" editor="magic bonus" type="int">
2307 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2308 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2309 than direct armour-class bonus on the helmet.
2310
2311 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2312 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2313 Crowns for instance typically provide no &lt;amour class&gt;.
2314 </attribute>
2315 </type>
2316
2317 <!--####################################################################-->
2318 <type number="56" name="Holy Altar">
2319 <ignore>
2320 <ignore_list name="non_pickable" />
2321 </ignore>
2322 <description><![CDATA[
2323 Holy_altars are altars for the various religions. Praying
2324 at a Holy_altar will make you a follower of that god, and
2325 if you already follow that god, you may get some extra bonus. ]]>
2326 </description>
2327 <attribute arch="no_pick" value="1" type="fixed" />
2328 <attribute arch="other_arch" editor="god name" type="string">
2329 The altar belongs to the god of the given name. Possible options for
2330 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2331 Gorokh, Valriel and Sorig.
2332
2333 If you want to have an unconsecrated altar, set
2334 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2335 </attribute>
2336 <attribute arch="level" editor="reconsecrate level" type="int">
2337 To re-consecrate an altar, the player's wisdom level must be as
2338 high or higher than this value. In that way, some altars can not
2339 be re-consecrated, while other altars, like those in dungeons, could be.
2340
2341 Altars located in temples should have at least &lt;reconsecrate level&gt; 100.
2342 Some characters might need those altars, they would be very unhappy to
2343 see them re-consecrated to another cult.
2344 </attribute>
2345 </type>
2346
2347 <!--####################################################################-->
2348 <type number="35" name="Horn">
2349 <ignore>
2350 <attribute arch="title" />
2351 </ignore>
2352 <description><![CDATA[
2353 Horns are very similar to rods. The difference is that horns regenerate
2354 spellpoints faster and thus are more valuable than rods.
2355 <br><br>
2356 A horn contains a spell. The player can use this spell by applying and
2357 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2358 used endlessly. ]]>
2359 </description>
2360 <use><![CDATA[
2361 Horns are powerful due to their fast recharge rate. They should
2362 never contain high level attacking spells. Even curing/healing spells
2363 are almost too good on a horn. ]]>
2364 </use>
2365 <attribute arch="sp" editor="spell" type="spell">
2366 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2367 horns to players, since they can be used endlessly without any mana cost!
2368 Horns with heal/ restoration/ protection spells, IF available, MUST be
2369 very very VERY hard to get!
2370 </attribute>
2371 <attribute arch="level" editor="casting level" type="int">
2372 The casting level of the &lt;spell&gt; determines it's power.
2373 For attack spells, level should not be set too high.
2374 </attribute>
2375 <attribute arch="hp" editor="initial spellpoints" type="int">
2376 This value represents the initial amount of spellpoints in the horn.
2377 Naturally, this is quite unimportant.
2378 </attribute>
2379 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2380 When the horn is fully charged up, it will hold this maximum amount of
2381 spellpoints. Make sure it is enough to cast the contained spell at least
2382 once. But don't set the value too high, as that might make the horn way
2383 too effective.
2384 </attribute>
2385 <attribute arch="startequip" editor="godgiven item" type="bool">
2386 A godgiven item vanishes as soon as the player
2387 drops it to the ground.
2388 </attribute>
2389 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2390 This text may contain a description of the horn.
2391 </attribute>
2392 </type>
2393
2394 <!--####################################################################-->
2395 <type number="73" name="Inorganic">
2396 <description><![CDATA[
2397 Inorganic materials are generally used as ingredients for
2398 alchemical receipes. By themselves, they have no special
2399 functionalities. ]]>
2400 </description>
2401 <attribute arch="is_dust" editor="is dust" type="bool">
2402 </attribute>
2403 <section name="resistance">
2404 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2405 </attribute>
2406 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2407 </attribute>
2408 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2409 </attribute>
2410 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2411 </attribute>
2412 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2413 </attribute>
2414 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2425 </attribute>
2426 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2427 </attribute>
2428 </section>
2429 </type>
2430
2431 <!--####################################################################-->
2432 <type number="64" name="Inventory Checker">
2433 <ignore>
2434 <ignore_list name="system_object" />
2435 </ignore>
2436 <description><![CDATA[
2437 Inventory checkers passively check the players inventory for a
2438 specific object. You can set a connected value that is triggered
2439 either if that object is present or missing (-&gt; "last_sp") when a
2440 player walks over the inv. checker. A valid option is to remove the
2441 matching object (usually not recommended, see "last_heal").
2442 <br><br>
2443 Alternatively, you can set your inv. checker to block all players
2444 that do/don't carry the matching object.
2445 <br><br>
2446 As you can see, inv. checkers are quite powerful, holding a
2447 great variety of possibilities. ]]>
2448 </description>
2449 <use><![CDATA[
2450 Putting a check_inventory space in front of a gate (one below) and
2451 one on the opposite side works reasonably well as a control mechanism.
2452 Unlike the key/door-combo, this one works infinite since it is
2453 independant from map reset. Use it to put a "structure" into your
2454 maps: Player must solve area A to gain access to area B. This concept
2455 can be found in nearly every RPG - simple but effective. ]]>
2456 </use>
2457 <attribute arch="no_pick" value="1" type="fixed" />
2458 <attribute arch="slaying" editor="match key string" type="string">
2459 This string specifies the object we are looking for: We have a match
2460 if the player does/don't carry a key object or a mark with identical
2461 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2462 this context. A typical example is the city gate mechanism of scorn.
2463 </attribute>
2464 <attribute arch="race" editor="match arch name" type="string">
2465 This string specifies the object we are looking for: We have a match
2466 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2467 </attribute>
2468 <attribute arch="hp" editor="match type" type="int">
2469 This value specifies the object we are looking for: We have a match
2470 if the player does/don't carry an object that is of type &lt;match type&gt;.
2471
2472 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2473 enabled. Now you have an inv. checker blocking all players that carry any
2474 kind of melee weapon. To pass, a player is forced to leave behind all
2475 his weaponry... bad news for a warrior. ;)
2476 </attribute>
2477 <attribute arch="last_sp" editor="match = having" type="bool">
2478 Enabled means having that object is a match.
2479 Disabled means not having that object is a match.
2480 </attribute>
2481 <attribute arch="connected" editor="connection" type="int">
2482 Whenever the inventory checker is triggered, all objects with identical
2483 &lt;connection&gt; value get activated. This only makes sense together with
2484 &lt;blocking passage&gt; disabled.
2485 </attribute>
2486 &movement_types_terrain;
2487 <attribute arch="last_heal" editor="remove match" type="bool">
2488 &lt;remove match&gt; means remove object if found. Setting this is usually not
2489 recommended because inv. checkers are in general invisible. So, unlike
2490 for altars/ locked doors, the player won't expect to lose an object when
2491 walking over that square. And he doesn't even get a message either.
2492
2493 So, *if* you enable &lt;remove match&gt;, make sure
2494 to inform the player what's going on!
2495 </attribute>
2496 </type>
2497
2498 <!--####################################################################-->
2499 <type number="163" name="Item Transformer">
2500 <description><![CDATA[
2501 An item transformer is simply applied, after having marked a 'victim'
2502 item. If the victim is suitable, it will be transformed into something
2503 else.]]>
2504 </description>
2505 <use><![CDATA[
2506 To make an item transformable, you just have to fill the 'slaying' field.
2507 The syntax is:
2508 <br>
2509 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2510 <br>
2511 with [] denoting optional part, and * any number of preceding [].
2512 'new_item' must be the name of an existing archetype.
2513 <br><br>
2514 Example, for object apple: slaying knife:2 half_apple
2515 <br><br>
2516 This means that, when applying a knife (should be an Item Transformer),
2517 one 'apple' will be transformed into 2 'half_apple'.]]>
2518 </use>
2519 <attribute arch="food" editor="number of uses" type="int">
2520 &lt;number of uses&gt; controls how many times the item transformer can
2521 be used. The value 0 means "unlimited"
2522 </attribute>
2523 <attribute arch="slaying" editor="verb" type="string">
2524 Contains the verb that is used to construct a message to the player
2525 applying the item transformer.
2526 </attribute>
2527 <attribute arch="startequip" editor="godgiven item" type="bool">
2528 A godgiven item vanishes as soon as the player
2529 drops it to the ground.
2530 </attribute>
2531 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2532 This text may contain a description of the item transformer.
2533 </attribute>
2534 </type>
2535
2536 <!--####################################################################-->
2537 <type number="60" name="Jewel">
2538 <description><![CDATA[
2539 Items of the type Gold &amp; Jewels are handled like a currency.
2540 Unlike for any other type of item, in shops, the buy- and selling
2541 prices differ only marginally. ]]>
2542 </description>
2543 <attribute arch="race" value="gold and jewels" type="fixed" />
2544 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2545 This text may describe the object.
2546 </attribute>
2547 </type>
2548
2549 <!--####################################################################-->
2550 <type number="24" name="Key">
2551 <description><![CDATA[
2552 When carrying a key, a normal door can be opened. The key will
2553 disappear. ]]>
2554 </description>
2555 <attribute arch="startequip" editor="godgiven item" type="bool">
2556 A godgiven item vanishes as soon as the player
2557 drops it to the ground.
2558 </attribute>
2559 </type>
2560
2561 <!--####################################################################-->
2562 <type number="20" name="Locked Door">
2563 <ignore>
2564 <ignore_list name="non_pickable" />
2565 </ignore>
2566 <description><![CDATA[
2567 A locked door can be opened only when carrying
2568 the appropriate special key. ]]>
2569 </description>
2570 <use><![CDATA[
2571 If you want to create a locked door that cannot be opened (no key),
2572 set a &lt;key string&gt; like "no_key_available". This will clearify things
2573 and only a fool would create a key matching that string.
2574
2575 Door-objects can not only be used for "doors". In many maps these
2576 are used with all kinds of faces/names, especially often as
2577 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2578 There you have magic forces (door objects) put under certain artifact
2579 items. To get your hands on the artifacts, you need to bring up the
2580 appropriate quest items (key objects). ]]>
2581 </use>
2582 <attribute arch="move_type" value="0" type="fixed" />
2583 <attribute arch="no_pick" value="1" type="fixed" />
2584 <attribute arch="slaying" editor="key string" type="string">
2585 The &lt;key string&gt; in the door must be identical with the
2586 &lt;key string&gt; in the special key, then the door is unlocked.
2587 It is VERY important to set the &lt;key string&gt; to something that
2588 is unique among the CF mapset.
2589
2590 DONT EVER USE the default string "set_individual_value".
2591 </attribute>
2592 <attribute arch="no_magic" editor="restrict spells" type="bool">
2593 Restricting the use of spells to pass this door.
2594 This should be set in most cases.
2595 (Don't forget that the spell "dimension door" is easily
2596 available at about wisdom level 10).
2597 </attribute>
2598 <attribute arch="damned" editor="restrict prayers" type="bool">
2599 Restricting the use of prayers to pass this door.
2600 This should be set in most cases.
2601 </attribute>
2602 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2603 When a player is trying to open the door without carrying the
2604 appropriate key, this text is displayed to the player. This is
2605 a good opportunity to place hints about the special key needed
2606 to unlock the door.
2607 </attribute>
2608 </type>
2609
2610 <!--####################################################################-->
2611 <type number="29" name="Magic Ear">
2612 <ignore>
2613 <ignore_list name="system_object" />
2614 </ignore>
2615 <description><![CDATA[
2616 Magic_ears trigger a connected value
2617 when the player speaks a specific keyword. ]]>
2618 </description>
2619 <use><![CDATA[
2620 Whenever you put magic_ears on your maps, make sure there are
2621 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2622 something like a gate that is opened by speaking "open" or
2623 "sesame", expecting the player to figure this out all by himself.
2624 <br><br>
2625 Magic_ears are typically used for interaction with NPCs. You
2626 can create the impression that the NPC actually *does* something
2627 according to his conversation with a player. Mostly this means
2628 opening a gate or handing out some item, but you could be quite
2629 creative here. ]]>
2630 </use>
2631 <attribute arch="no_pick" value="1" type="fixed" />
2632 <attribute arch="connected" editor="connection" type="int">
2633 The Magic_ear will trigger all objects with the
2634 same connection value, every time it is activated.
2635 </attribute>
2636 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2637 This textfield contains the keyword-matching-syntax. The text should
2638 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2639 Any number of keywords from one to infinite is allowed. Make sure
2640 they are seperated by a '|'.
2641
2642 Examples: "@match yes", "@match gold|treasure". The connected
2643 value will be triggerd when the player speaks any of the given
2644 keywords within a two-square radius. IMPORTANT: Upper/lower case
2645 does not make a difference!
2646 </attribute>
2647 </type>
2648
2649 <!--####################################################################-->
2650 <type number="62" name="Magic Wall">
2651 <ignore>
2652 <ignore_list name="non_pickable" />
2653 </ignore>
2654 <description><![CDATA[
2655 Magic walls fire spells in a given direction, in regular intervals.
2656 Magic walls can contain any spell. However, some spells do not
2657 operate very successfully in them. The only way to know is to test
2658 the spell you want to use with a wall.
2659 <br><br>
2660 Several types of magical walls are predefined for you in the
2661 archetypes, and can be found on the "connected" Pickmap. ]]>
2662 </description>
2663 <use><![CDATA[
2664 Spellcasting walls pose an interesting alternative to monsters.
2665 Usually they are set to be undestroyable. Thus, while monsters
2666 in a map can be cleared out, the magic walls remain. Low level
2667 characters for example will not be able to pass through their
2668 spell-area, hence they cannot loot a map that a high level character
2669 might have cleared out.
2670 <br><br>
2671 Another point of magic walls is that if the player dies, he has to face
2672 them all again. Magic walls can add a kind of "permanent thrill" to
2673 your maps.
2674 <br><br>
2675 Be careful that your magic walls don't kill the monsters on a map. If
2676 placing monsters, eventually take ones that are immune to the
2677 walls' spell(s).
2678 <br><br>
2679 It is possible to make walls rotate when triggered. But that is so
2680 confusing (and useless IMHO) that I did not mention it above. You
2681 can find a working example on the map
2682 "/pup_land/castle_eureca/castle_eureca8". ]]>
2683 </use>
2684 <attribute arch="dam" editor="spell" type="spell">
2685 The magic wall will cast this &lt;spell&gt;.
2686 </attribute>
2687 <attribute arch="level" editor="spell level" type="int">
2688 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2689 walls cast spells at minimal strength. "level 100" walls cast deadly
2690 spells. Arch default is level 1 - you should always set this value
2691 to meet the overall difficulty of your map.
2692 </attribute>
2693 <attribute arch="connected" editor="connection" type="int">
2694 Every time the &lt;connection&gt; value is triggered, the wall will cast
2695 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2696 have much visible effect.
2697 </attribute>
2698 <attribute arch="speed" editor="casting speed" type="float">
2699 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2700 You can fine-tune how long the duration between two casts shall
2701 be. If you want to create a wall that can be activated (cast per
2702 trigger) via connected lever/button/etc, you must set "speed 0".
2703 </attribute>
2704 &speed_left;
2705 <attribute arch="sp" editor="direction" type="list_direction">
2706 The magic wall will cast it's spells always in the specified
2707 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2708 always fire in a random direction.
2709 </attribute>
2710 &movement_types_terrain;
2711 <section name="destroyable">
2712 <attribute arch="alive" editor="is destroyable" type="bool">
2713 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2714 destroyed by the player. If disabled, all other attributes on
2715 this tab, as well as resistances, are meaningless.
2716 </attribute>
2717 <attribute arch="hp" editor="hitpoints" type="int">
2718 The more &lt;hitpoints&gt; the wall has, the longer
2719 it takes to be destroyed.
2720 </attribute>
2721 <attribute arch="maxhp" editor="max hitpoints" type="int">
2722 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2723 can have. This only makes sense if the wall can regain health.
2724 </attribute>
2725 <attribute arch="ac" editor="armour class" type="int">
2726 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2727 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2728 to &lt;weapon class&gt;.
2729 </attribute>
2730 </section>
2731 <section name="resistance">
2732 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2733 </attribute>
2734 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2735 </attribute>
2736 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2737 </attribute>
2738 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2739 </attribute>
2740 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2741 </attribute>
2742 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2743 </attribute>
2744 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2773 </attribute>
2774 </section>
2775 </type>
2776
2777 <!--####################################################################-->
2778 <type number="55" name="Marker">
2779 <ignore>
2780 <ignore_list name="system_object" />
2781 </ignore>
2782 <description><![CDATA[
2783 A marker is an object that inserts an invisible force (a mark) into a
2784 player stepping on it. This force does nothing except containing a
2785 &lt;key string&gt; which can be discovered by detectors or inventory
2786 checkers. It is also possible to use markers for removing marks again.
2787 <br><br>
2788 Note that the player has no possibility to "see" his own marks,
2789 except by the effect that they cause on the maps. ]]>
2790 </description>
2791 <use><![CDATA[
2792 Markers hold real cool possibilities for map-making. I encourage
2793 you to use them frequently. However there is one negative point
2794 about markers: Players don't "see" what's going on with them. It is
2795 your task, as map-creator, to make sure the player is always well
2796 informed and never confused.
2797 <br><br>
2798 Please avoid infinite markers when they aren't needed. They're
2799 using a little space in the player file after all, so if there
2800 is no real purpose, set an expire time. ]]>
2801 </use>
2802 <attribute arch="no_pick" value="1" type="fixed" />
2803 <attribute arch="slaying" editor="key string" type="string">
2804 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2805 If the player already has a force with that &lt;key string&gt;,
2806 there won't be inserted a second one.
2807 </attribute>
2808 <attribute arch="connected" editor="connection" type="int">
2809 When the detector is triggered, all objects with the same
2810 connection value get activated.
2811 </attribute>
2812 <attribute arch="speed" editor="marking speed" type="float">
2813 The &lt;marking speed&gt; defines how quickly it will mark something
2814 standing on the marker. Set this value rather high to make
2815 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2816 should do fine.
2817 </attribute>
2818 &speed_left;
2819 <attribute arch="food" editor="mark duration" type="int">
2820 This value defines the duration of the force it inserts.
2821 If nonzero, the duration of the player's mark is finite:
2822 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2823 means the mark will stay on the player forever.
2824 </attribute>
2825 <attribute arch="name" editor="delete mark" type="string">
2826 When the player steps onto the marker, all existing forces in
2827 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2828 will be removed. If you don't want to remove any marks, leave
2829 this textfield empty.
2830
2831 Note that the string &lt;delete mark&gt; is set as the name of
2832 this marker. So don't be confused, and remember changing the
2833 name will take effect on the marker's functionality.
2834 </attribute>
2835 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2836 In the moment when the player gets marked, this text is displayed
2837 to him. You should really set a message in any marker you create,
2838 because it's the only way for the player to notice what's going on.
2839 </attribute>
2840 </type>
2841
2842 <!--####################################################################-->
2843 <type number="36" name="Money">
2844 <ignore>
2845 <attribute arch="unpaid" />
2846 </ignore>
2847 <description><![CDATA[
2848 Items of the type Money are handled as currency.
2849 Money cannot be sold/bought in shops. When money is dropped
2850 in a shop, it stays the same.<br>
2851 When a player picks an item from a shop and attempts to
2852 walk over the shop mat, the item's selling-price is automatically
2853 subtracted from the player's money.
2854 <br><br>
2855 For money, always use the default arches.
2856 Don't modify them. ]]>
2857 </description>
2858 <attribute arch="race" value="gold and jewels" type="fixed" />
2859 </type>
2860
2861 <!--####################################################################-->
2862 <type number="0" name="Monster &amp; NPC">
2863 <required>
2864 <attribute arch="is_floor" value="0" />
2865 <attribute arch="alive" value="1" />
2866 <attribute arch="tear_down" value="0" />
2867 </required>
2868 <ignore>
2869 <attribute arch="material" />
2870 <attribute arch="name_pl" />
2871 <attribute arch="nrof" />
2872 <attribute arch="value" />
2873 <attribute arch="unpaid" />
2874 </ignore>
2875 <description><![CDATA[
2876 Monsters can behave in various kinds of ways.
2877 They can be aggressive, attacking the player. Or peaceful,
2878 helping the player - maybe joining him as pet.
2879 The unagressive creatures who communicate with players are
2880 usually called "NPCs" (Non Player Character), a well-known
2881 term in role-play environments. ]]>
2882 </description>
2883 <use><![CDATA[
2884 Monsters play a central role in most maps. Choosing the right
2885 combination of monsters for your map is vital:
2886 <UL>
2887 <LI> Place only monsters of slightly varying (increasing) strength.
2888 It's no fun to play for two hours just to find out the last
2889 monster is unbeatable. Similar, it's not exciting to fight orcs
2890 after passing a room of dragons.<br>
2891 This rule applies only for linear maps (one room after the other),
2892 with treasure at the end. You can sprinkle the treasure around,
2893 or make non-linear maps - That is often more entertaining.
2894 <LI> Places with high level monsters must not be easy to reach.
2895 Balrogs, Dragonmen and the likes should be at the end of a quest,
2896 not at the beginning.
2897 <LI> Don't stick monsters together that tend to kill each other.
2898 Fire- and cold dragons in one room for example is a bad idea.
2899 By weakening and killing each other they are easy prey for players,
2900 not worth the experience they hold.
2901 <LI> Create your own monsters, especially for "boss"-type monsters.
2902 Having stage-bosses guarding treasure is a lot of fun when done right.
2903 Avoid to create monsters with completely non-intuitive abilities:
2904 Don't give ice-spells to firedragons or vice versa. Don't add
2905 draining attack to trolls, etc. Additionally, you should inform the
2906 player before he bumps right into some very special/unusual monster.
2907 <LI> Last but not least: Always keep an eye on the experience your monsters
2908 hold. Design your maps in a way that high experience
2909 is always well-defended. Don't make large rooms full with only one kind
2910 of monster. Keep in mind the different abilities/techniques players
2911 can use.
2912 </UL>
2913 I know it's impossible to make the perfectly balanced map. There's always
2914 some part which is found too easy or too hard for a certain kind of player.
2915 Just give it your best shot. And listen to feedback from players if you
2916 receive some. :-) ]]>
2917 </use>
2918 <attribute arch="alive" value="1" type="fixed" />
2919 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2920 When the monster is killed, items from the treasurelist will
2921 drop to the ground. This is a common way to reward players
2922 for killing (masses of) monsters.
2923
2924 Note that you can always put items into the monster's
2925 inventory. Those will drop-at-kill just like the stuff
2926 from the &lt;treasurelist&gt;.
2927 </attribute>
2928 <attribute arch="level" editor="level" type="int">
2929 A monster's &lt;level&gt; is the most important attribute.
2930 &lt;level&gt; affects the power of a monster in various ways.
2931 </attribute>
2932 <attribute arch="race" editor="race" type="string">
2933 Every monster should have a race set to categorize it.
2934 The monster's &lt;race&gt; can have different effects:
2935 Slaying weapons inflict tripple damage against enemy races
2936 and holy word kills only enemy races of the god.
2937 </attribute>
2938 <attribute arch="exp" editor="experience" type="int">
2939 When a player kills this monster, he will get exactly this
2940 amount of &lt;experience&gt;. The experience will flow into
2941 the skill-category the player used for the kill.
2942
2943 If you create special monsters of tweaked strenght/abilities,
2944 always make sure that the &lt;experience&gt; is set to a
2945 reasonable value. Compare with existing arches to get a feeling
2946 what reasonable means. Keep in mind that spellcasting monsters
2947 are a lot harder to kill than non-spellcasters!
2948 </attribute>
2949 <attribute arch="speed" editor="speed" type="float">
2950 The &lt;speed&gt; determines how fast a monster will both move
2951 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2952 </attribute>
2953 &speed_left;
2954 <attribute arch="other_arch" editor="breed monster" type="string">
2955 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2956 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2957 can be set to any valid arch-name of a monster. Multipart monster
2958 should not be used.
2959 </attribute>
2960 <attribute arch="generator" editor="multiply" type="bool">
2961 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2962 every once in a while. Mice are a good example for this effect.
2963 If enabled, you must also set &lt;breed monster&gt; or check
2964 &lt;template generation&gt; and put other monsters in the inventory.
2965 </attribute>
2966 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2967 This only takes effect if &lt;multiply&gt; is enabled. The monster
2968 will create a new monster every once in a while by duplicating it's inventory.
2969 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2970 Each time the monster need to generate an object, it will be
2971 a randomly chosen item from the inventory. When generator is destroyed,
2972 inventory is destroyed.
2973 </attribute>
2974 &move_type;
2975 <attribute arch="undead" editor="undead" type="bool">
2976 Several spells only affect undead monsters:
2977 turn undead, banish undead, holy word, etc.
2978 </attribute>
2979 <attribute arch="carrying" editor="carries weight" type="int">
2980 If a monster has something in the inventory, this
2981 value can be set to reflect the slowdown due to
2982 the carried weight.
2983 </attribute>
2984
2985 <section name="melee">
2986 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2987 This number is a bitmask, specifying the monster's attacktypes
2988 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
2989 Strong monsters often have more than just physical attacktype.
2990
2991 When a monster with multiple attacktypes hits aan oponent, it will do
2992 as much damage as the "best" of it's attacktypes does. So, the more
2993 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
2994 somehow exceptions.
2995 </attribute>
2996 <attribute arch="dam" editor="damage" type="int">
2997 Among other parameters, &lt;damage&gt; affects how much melee damage
2998 a monster inflicts. &lt;damage&gt; is used as base value for damage per
2999 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3000 take effect on the melee damage of a monster.
3001 </attribute>
3002 <attribute arch="wc" editor="weapon class" type="int">
3003 Monsters of high &lt;weapon class&gt; are more likely to really hit
3004 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3005 to &lt;armour class&gt;.
3006 </attribute>
3007 <attribute arch="hp" editor="health points" type="int">
3008 The &lt;health points&gt; of a monster define how long it takes to
3009 kill it. With every successful hit from an opponent, &lt;health points&gt;
3010 get drained - The monster dies by zero &lt;health points&gt;.
3011 </attribute>
3012 <attribute arch="maxhp" editor="max health" type="int">
3013 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3014 monster can have.
3015 </attribute>
3016 <attribute arch="ac" editor="armour class" type="int">
3017 Monsters of low &lt;armour class&gt; are less likely to get hit from
3018 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3019 to &lt;weapon class&gt;.
3020 Values typically range between +20 (very bad) to -20 (quite good).
3021 </attribute>
3022 <attribute arch="Con" editor="healing rate" type="int">
3023 Monsters regenerate this many health points each 4 ticks. Hence, the
3024 healing rate is independent of &lt;speed&gt;.
3025 </attribute>
3026 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3027 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3028 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3029 bounce off.
3030 </attribute>
3031 <attribute arch="hitback" editor="hitback" type="bool">
3032 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3033 to the amount of damage the *attacker* inflicted. This damage
3034 is additional to the regular melee damage of the monster.
3035 As far as I know, hitback uses acid attacktype, and it only takes
3036 effect if the monster actually has acid attacktype at it's disposal.
3037 Acid spheres for example use this feature.
3038 </attribute>
3039 <attribute arch="one_hit" editor="one hit only" type="bool">
3040 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3041 to a player.
3042 </attribute>
3043 </section>
3044
3045 <section name="spellcraft">
3046 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3047 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3048 Only wands/rods/etc can be used, given the appropriate abilities.
3049 </attribute>
3050 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3051 A monster with this flag has the ability to &lt;reflect spells&gt;,
3052 all kinds of spell-bullets and -beams will bounce off.
3053
3054 Generally this flag should not be set because it puts
3055 wizard-type players at an unfair disadvantage.
3056 </attribute>
3057 <attribute arch="sp" editor="spellpoints" type="int">
3058 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3059 them for both wizard- and prayer-spells. However, this value defines
3060 only the amount of *initial* spellpoints the monster starts with.
3061 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3062 and &lt;spellpoint regen.&gt; are more important than just initial
3063 &lt;spellpoints&gt;.
3064 </attribute>
3065 <attribute arch="maxsp" editor="max spellpoints" type="int">
3066 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3067 can hold. Setting this to high values has little effect unless
3068 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3069 "regenerate mana" at it's disposal.
3070 </attribute>
3071 <attribute arch="Pow" editor="spellpoint regen." type="int">
3072 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3073 spellpoint regeneration rate is independent of &lt;speed&gt;.
3074
3075 To make a real tough spellcasting monster, the rate of spellpoint
3076 regeneration is most important. If your monster is still not casting
3077 fast enough, give it the spell-ability of "regenerate mana".
3078 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3079 </attribute>
3080 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3081 Click on the &lt;attuned paths&gt; button to select spellpaths.
3082 The creature will get attuned to the specified spellpaths.
3083 </attribute>
3084 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3085 Click on the &lt;repelled paths&gt; button to select spellpaths.
3086 The creature will get repelled to the specified spellpaths.
3087 </attribute>
3088 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3089 Click on the &lt;denied paths&gt; button to select spellpaths.
3090 The creature won't be able to cast spells of the specified paths.
3091 </attribute>
3092 </section>
3093
3094 <section name="ability">
3095 <attribute arch="Int" editor="detect hidden" type="int">
3096 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3097 hidden/invisible creatures. Higher values make for better
3098 detection-skills. Enabling &lt;see invisible&gt; makes this value
3099 obsolete.
3100 </attribute>
3101 <attribute arch="see_invisible" editor="see invisible" type="bool">
3102 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3103 with by invisible or hiding players. This flag is a must-have
3104 for high-level monsters. When a monster is unable to detect
3105 invisible players, it can be killed without fighting back.
3106 </attribute>
3107 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3108 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3109 by spells of darkness or dark maps. This flag is a "should-have"
3110 for high-level monsters. When a monster is unable to see in
3111 darkness, players can cast darkness and sneak around it safely.
3112 </attribute>
3113 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3114 Monster is able to wield weapon type objects.
3115 </attribute>
3116 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3117 Monster is able to use missile-weapon type objects.
3118 </attribute>
3119 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3120 Monster is able to wear protective equipment like brestplate
3121 armour, shields, helmets etc.
3122 </attribute>
3123 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3124 Monster is able to wear rings.
3125 </attribute>
3126 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3127 Monster is able to use wands and staves.
3128 </attribute>
3129 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3130 Monster is able to use rods.
3131 </attribute>
3132 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3133 Monster is able to read scrolls.
3134 </attribute>
3135 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3136 Monster is able to use skills from it's inventory.
3137 For example, you can put a throwing skill object and some
3138 boulders into the monster's object and set &lt;can use skills&gt;.
3139 </attribute>
3140 </section>
3141
3142 <section name="behave">
3143 <attribute arch="monster" editor="monster behaviour" type="bool">
3144 When &lt;monster behaviour&gt; is enabled, this object will behave
3145 like a monster: It can move and attack enemies (which are
3146 typically players).
3147 This flag should be set for all monsters as-such.
3148 Monsters which don't move, like guards, should also have
3149 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3150 It should *not* be set for things like immobile generators.
3151 </attribute>
3152 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3153 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3154 </attribute>
3155 <attribute arch="friendly" editor="friendly" type="bool">
3156 &lt;friendly&gt; monsters help the player, attacking any
3157 non-friendly monsters in range.
3158 </attribute>
3159 <attribute arch="stand_still" editor="stand still" type="bool">
3160 Monsters which &lt;stand still&gt; won't move to leave their position.
3161 When agressive, they will attack all enemies who get close to
3162 them. This behaviour is commonly known from castle guards.
3163
3164 In older versions of Crossfire it was possible to eventually
3165 push a &lt;stand still&gt;-monster out of position by force.
3166 I believe this is no longer possible. Neverthless, you should
3167 still be cautious when lining up &lt;stand still&gt;-monster in order
3168 to "defend" something: Such monsters are rather easy to kill.
3169 It's good for low level maps, but not much more.
3170 </attribute>
3171 <attribute arch="sleep" editor="asleep" type="bool">
3172 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3173 &lt;sensing range&gt; of the monster. Usually the sensing range is
3174 larger than the players line of sight. Due to that, in most cases
3175 the player won't ever notice weither a monster was asleep or not.
3176 </attribute>
3177 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3178 This entry defines which kinds of environment actions the
3179 creature is able to perform.
3180 </attribute>
3181 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3182 Click on the &lt;pick up&gt; button and select which types of objects
3183 the creature should try to pick up.
3184
3185 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3186 etc are set, then the creature will pick up the matching items even
3187 if this is not set here.
3188 </attribute>
3189 <attribute arch="Wis" editor="sensing range" type="int">
3190 &lt;sensing range&gt; determines how close a player needs to be before
3191 the creature wakes up. This is done as a square, for reasons of speed.
3192 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3193 11x11 square of the monster will wake the monster up. If the player
3194 has stealth, the size of this square is reduced in half plus 1.
3195 </attribute>
3196 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3197 If this is set to default, the standard mode of movement will be used.
3198 </attribute>
3199 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3200 This movement is not in effect when the monster has an enemy and should
3201 only be used for non agressive monsters.
3202 </attribute>
3203 <attribute arch="run_away" editor="run at % health" type="int">
3204 This is a percentage value in the range 0-100.
3205 When the monster's health points drop below this percentage
3206 (relative to max health), it attempts to run away from the
3207 attacker.
3208 </attribute>
3209 </section>
3210
3211 <section name="resistance">
3212 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3213 </attribute>
3214 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3215 </attribute>
3216 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3217 </attribute>
3218 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3219 </attribute>
3220 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3221 </attribute>
3222 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3223 </attribute>
3224 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3253 </attribute>
3254 </section>
3255 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3256 </attribute>
3257 </type>
3258
3259 <!--####################################################################-->
3260 <type number="28" name="Monster (Grimreaper)">
3261 <import_type name="Monster &amp; NPC" />
3262 <ignore>
3263 <attribute arch="material" />
3264 <attribute arch="name_pl" />
3265 <attribute arch="nrof" />
3266 <attribute arch="value" />
3267 <attribute arch="unpaid" />
3268 </ignore>
3269 <description><![CDATA[
3270 A grimreaper is a monster that vanishes after it did some number of
3271 draining attacks. ]]> <!-- XXX: is this ok? -->
3272 </description>
3273 <section name="grimreaper">
3274 <attribute arch="value" editor="attacks" type="int">
3275 The object vanishes after this number of draining attacks.
3276 </attribute>
3277 </section>
3278 </type>
3279
3280 <!--####################################################################-->
3281 <type number="65" name="Mood Floor">
3282 <ignore>
3283 <ignore_list name="system_object" />
3284 </ignore>
3285 <description><![CDATA[
3286 As the name implies, mood floors can change the "mood" of
3287 a monsters/NPC. For example, an unagressive monster could be
3288 turned mad to start attacking. Similar, an agressive monster
3289 could be calmed. ]]>
3290 </description>
3291 <use><![CDATA[
3292 Mood floors are absolutely cool for NPC interaction. To make an
3293 unaggressive monster/NPC attack, put a creator with "other_arch
3294 furious_floor" under it. Connect the creator to a magic_ear, so the
3295 player speaks a keyword like "stupid sucker" - and the monster attacks.
3296 <br><br>
3297 To turn an NPC into a pet, put a charm_floor under it and connect
3298 it directly to a magic_ear. Then the player speaks a keyword like
3299 "help me" - and the NPC joins him as pet.
3300 <br><br>
3301 (Of course you must always give clear hints about keywords!
3302 And there is no reason why you couldn't use a button/lever/pedestal
3303 etc. instead of a magic_ear.) ]]>
3304 </use>
3305 <attribute arch="no_pick" value="1" type="fixed" />
3306 <attribute arch="last_sp" editor="mood" type="list_mood">
3307 &lt;mood&gt; is used to determine what will happen to the
3308 monster when affected by the mood floor:
3309
3310 &lt;mood&gt; 'furious': Makes all monsters aggressive
3311
3312 &lt;mood&gt; 'angry': As above but pets are unaffected
3313
3314 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3315
3316 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3317
3318 &lt;mood&gt; 'charm': Turns monster into a pet of person
3319 who triggers the square. This setting is not
3320 enabled for continous operation, you need to
3321 insert a &lt;connection&gt; value!
3322 </attribute>
3323 <attribute arch="connected" editor="connection" type="int">
3324 This should only be set in combination with &lt;mood number&gt; 4.
3325 Normally, monsters are affected by the mood floor as soon as they
3326 step on it. But charming (monster -&gt; pet) is too powerful,
3327 so it needs to be activated.
3328
3329 Typically it is connected to an altar, for buying a "hireling".
3330 But a powerful pet could as well be the reward for solving a
3331 quest. Or even better: It could be *part* of a quest!
3332 </attribute>
3333 <attribute arch="no_magic" editor="no spells" type="bool">
3334 If enabled, it is impossible for players to use (wizard-)
3335 spells on that spot.
3336 </attribute>
3337 <attribute arch="damned" editor="no prayers" type="bool">
3338 If enabled, it is impossible for players to use prayers
3339 on that spot. It also prevents players from saving.
3340 </attribute>
3341 </type>
3342
3343 <!--####################################################################-->
3344 <type number="40" name="Mover">
3345 <ignore>
3346 <ignore_list name="non_pickable" />
3347 </ignore>
3348 <description><![CDATA[
3349 Movers move the objects above them. However, only living objects
3350 are affected (monsters/NPCs always, players optional). Movers have
3351 a direction, so players can be made to move in a pattern, and so
3352 can monsters. Motion is involuntary. Additionally, players or
3353 monsters can be "frozen" while ontop of movers so that they MUST
3354 move along a chain of them.
3355 <br><br>
3356 Multisquare monsters can be moved as well, given
3357 enough space. Movers are usually invisible. ]]>
3358 </description>
3359 <use><![CDATA[
3360 NEVER EVER consider a mover being unpassable in the backwards
3361 direction. Setting "forced movement" makes it seemingly impossible
3362 but there is still a trick: One player can push a second player
3363 past the mover, in opposite to the mover's direction! The more
3364 movers, the more players needed. Hence, don't make a treasure
3365 room that is surrounded by movers instead of solid walls/gates.
3366 <br><br>
3367 Btw, it does not make a difference putting movers above or
3368 below the floor. Moreover, movers that are set to be invisible
3369 cannot be discovered with the show_invisible spell.
3370 <br><br>
3371 Note that Movers and Directors are seperate objects, even though
3372 they look and act similar. Directors only do spells/missiles,
3373 while movers only do living creatures (depending on how it
3374 is set: monsters and players). ]]>
3375 </use>
3376 <attribute arch="attacktype" editor="forced movement" type="bool">
3377 If forced movement is enabled, the mover "freezes" anyone it
3378 moves (so they are forced to move along a chain).
3379 For players there is no way to escape this forced movement,
3380 except being pushed by a second player.
3381 </attribute>
3382 <attribute arch="maxsp" editor="freeze duration" type="int">
3383 The player will be "frozen" for that many moves.
3384 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3385 enabled, then &lt;freeze duration&gt; gets assigned the
3386 "default value" 2 automatically.
3387 </attribute>
3388 <attribute arch="speed" editor="movement speed" type="float">
3389 The movement speed value determines how fast a chain of
3390 these movers will push a player along (default is -0.2).
3391 </attribute>
3392 &speed_left;
3393 <attribute arch="sp" editor="direction" type="list_direction">
3394 The mover will push creatures in the specified &lt;direction&gt;.
3395 A mover with direction set to &lt;none&gt; will spin clockwise,
3396 thus pushing creatures in unpredictable directions.
3397 </attribute>
3398 <attribute arch="lifesave" editor="gets used up" type="bool">
3399 If enabled, the mover gets "used up" after a certain number of moves
3400 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3401 </attribute>
3402 <attribute arch="hp" editor="number of uses" type="int">
3403 This value has only a meaning if &lt;gets used up&gt; is set:
3404 &lt;number of uses&gt; is the number of times minus one, that it
3405 will move a creature before disappearing. (It will move
3406 someone &lt;number of uses&gt;+1 times, then vanish).
3407 </attribute>
3408 <section name="targets">
3409 <attribute arch="level" editor="move players" type="bool">
3410 If &lt;move players&gt; is enabled, both players and monsters will be
3411 moved. In the arches' default it is disabled - thus ONLY monsters
3412 get moved. Remember that "monsters" includes NPCs!
3413
3414 This feature provides you with the possibility to make NPCs
3415 literally "come to life". Example: The player is talking with an
3416 NPC, speaking a certain keyword. This triggers a magic_ear and
3417 activates creators, creating (per default: monster-only) movers
3418 under the NPC's feet. The NPC starts "walking" on a predefined
3419 route! Note that it's useful to set this NPC immune to everything,
3420 preventing the player to push the NPC off his trace.
3421 </attribute>
3422 <attribute arch="move_on" editor="movement type" type="movement_type">
3423 Which movement types activate the mover.
3424 </attribute>
3425 </section>
3426 </type>
3427
3428 <!--####################################################################-->
3429 <type number="17" name="Pedestal">
3430 <ignore>
3431 <ignore_list name="non_pickable" />
3432 </ignore>
3433 <description><![CDATA[
3434 Pedestals are designed to detect certain types of living objects.
3435 When a predefined type of living creature steps on the pedestal, the
3436 connected value is triggered. ]]>
3437 </description>
3438 <use><![CDATA[
3439 If you want to create a place where only players of a certain race
3440 can enter, put a teleporter over your pedestal. So the teleporter is
3441 only activated for players of the matching race. Do not use gates,
3442 because many other players could sneak in. If you put powerful
3443 artifacts into such places, generally set "startequip 1", so that
3444 they are preserved for that one race and can't be traded to others. ]]>
3445 </use>
3446 <attribute arch="no_pick" value="1" type="fixed" />
3447 <attribute arch="slaying" editor="match race" type="string">
3448 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3449 matches the monster's or the player's race, we have a match.
3450 Yes, pedestals can detect a player's race! E.g. you could create a
3451 place where only fireborns can enter, by setting "slaying unnatural".
3452
3453 If it is set to "player", any player stepping on the pedestal
3454 is a match. Very useful if you want to open a gate for players
3455 but not for monsters.
3456 </attribute>
3457 <attribute arch="connected" editor="connection" type="int">
3458 When the pedestal is triggered, all objects with the same
3459 connection value get activated.
3460 </attribute>
3461 &move_on;
3462 </type>
3463
3464 <!--####################################################################-->
3465 <type number="94" name="Pit">
3466 <ignore>
3467 <ignore_list name="non_pickable" />
3468 </ignore>
3469 <description><![CDATA[
3470 Pits are holes, transporting the player when he walks (and falls) into them.
3471 A speciality about pits is that they don't transport the player to
3472 the exact destination, but within a two-square radius of the destination
3473 (never on blocked squares).<br>
3474 Optionally, pits can get closed and opened, similar to gates.<br><br>
3475 Monsters and items are affected by pits just as well as players.
3476 Even multipart monsters can fall through them, given enough space. ]]>
3477 </description>
3478 <use><![CDATA[
3479 Pits can add interesting effects to your map. When using them, make
3480 sure to use them in a "logical way": Pits should always drop the
3481 player to some kind of lower level. They should not be used to
3482 randomly interconnect maps like teleporters do. ]]>
3483 </use>
3484 <attribute arch="no_pick" value="1" type="fixed" />
3485 <attribute arch="connected" editor="connection" type="int">
3486 When a &lt;connection&gt; value is set, the pit can be opened/closed
3487 by activating the connection.
3488 </attribute>
3489 <attribute arch="hp" editor="destination X" type="int">
3490 The pit will transport creatures (and items) randomly into a two-square
3491 radius of the destination coordinates.
3492 If the destination square becomes blocked, the pit will act like
3493 being filled up and not work anymore!
3494 </attribute>
3495 <attribute arch="sp" editor="destination Y" type="int">
3496 The pit will transport creatures (and items) randomly into a two-square
3497 radius of the destination coordinates.
3498 If the destination square becomes blocked, the pit will act like
3499 being filled up and not work anymore!
3500 </attribute>
3501 <attribute arch="wc" editor="position state" type="int">
3502 The &lt;position state&gt; defines the position of the gate:
3503 Zero means completely open/down, the "number of animation-steps" (usually
3504 about 6 or 7) means completely closed/up state. I suggest you don't
3505 mess with this value - Leave the default in place.
3506 </attribute>
3507 &move_on;
3508 </type>
3509
3510 <!--####################################################################-->
3511 <type number="7" name="Poison Food">
3512 <description><![CDATA[
3513 When eating, the player's stomache is drained by 1/4 of food.
3514 If his food drops to zero, the player might even die. ]]>
3515 </description>
3516 </type>
3517
3518 <!--####################################################################-->
3519 <type number="5" name="Potion">
3520 <description><![CDATA[
3521 The player can drink these and gain various kinds of benefits
3522 (/penalties) by doing so. ]]>
3523 </description>
3524 <use><![CDATA[
3525 One potion should never give multiple benefits at once. ]]>
3526 </use>
3527 <attribute arch="level" editor="potion level" type="int">
3528 If the potion contains a spell, the spell is cast at this level.
3529 For other potions it should be set at least to 1.
3530 </attribute>
3531 <attribute arch="sp" editor="spell" type="spell">
3532 When a player drinks this potion, the selected spell
3533 will be casted (once). This should work for any given spell.
3534 E.g. heal is "sp 35", magic power is "sp 67".
3535 </attribute>
3536 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3537 There are two types of special effects for potions:
3538 'life restoration' - restore the player's stats lost by death or draining
3539 (this has nothing in common with the restoration spell!)
3540 'improvement' - increase the player's maximum health/mana/grace
3541 by a very small amount.
3542 </attribute>
3543 <attribute arch="cursed" editor="cursed" type="bool">
3544 If a potion is cursed, benefits generally turn into penalties.
3545 Note that potions can be "uncursed" by praying over an altar,
3546 with relative ease. *But* the potion must be identified to notice
3547 that it is cursed &gt;:)
3548 </attribute>
3549 <attribute arch="startequip" editor="godgiven item" type="bool">
3550 A godgiven item vanishes as soon as the player
3551 drops it to the ground.
3552 </attribute>
3553 <section name="stats">
3554 <attribute arch="Str" editor="strength" type="int">
3555 The player's strentgh will rise/fall by the given value for permanent
3556 (of course there is an upper limit). Generally there shouldn't be stat
3557 potions granting more than one stat. Cursed potions will subtract the
3558 stats if positive.
3559 </attribute>
3560 <attribute arch="Dex" editor="dexterity" type="int">
3561 The player's dexterity will rise/fall by the given value for permanent
3562 (of course there is an upper limit). Generally there shouldn't be stat
3563 potions granting more than one stat. Cursed potions will subtract the
3564 stats if positive.
3565 </attribute>
3566 <attribute arch="Con" editor="constitution" type="int">
3567 The player's constitution will rise/fall by the given value for permanent
3568 (of course there is an upper limit). Generally there shouldn't be stat
3569 potions granting more than one stat. Cursed potions will subtract the
3570 stats if positive.
3571 </attribute>
3572 <attribute arch="Int" editor="intelligence" type="int">
3573 The player's intelligence will rise/fall by the given value for permanent
3574 (of course there is an upper limit). Generally there shouldn't be stat
3575 potions granting more than one stat. Cursed potions will subtract the
3576 stats if positive.
3577 </attribute>
3578 <attribute arch="Pow" editor="power" type="int">
3579 The player's power will rise/fall by the given value for permanent
3580 (of course there is an upper limit). Generally there shouldn't be stat
3581 potions granting more than one stat. Cursed potions will subtract the
3582 stats if positive.
3583 </attribute>
3584 <attribute arch="Wis" editor="wisdom" type="int">
3585 The player's wisdom will rise/fall by the given value for permanent
3586 (of course there is an upper limit). Generally there shouldn't be stat
3587 potions granting more than one stat. Cursed potions will subtract the
3588 stats if positive.
3589 </attribute>
3590 <attribute arch="Cha" editor="charisma" type="int">
3591 The player's charisma will rise/fall by the given value for permanent
3592 (of course there is an upper limit). Generally there shouldn't be stat
3593 potions granting more than one stat. Cursed potions will subtract the
3594 stats if positive.
3595 </attribute>
3596 </section>
3597 <section name="resistance">
3598 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3599 The player's resistance to physical will rise by this value in percent
3600 (range -100 till +100). The effect is only temporare, and it does NOT
3601 add on the values from the player's equipment.
3602 Cursed potions will make negative resistance.. very nasty in combat!
3603 </attribute>
3604 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3605 The player's resistance to magic will rise by this value in percent
3606 (range -100 till +100). The effect is only temporare, and it does NOT
3607 add on the values from the player's equipment.
3608 Cursed potions will make negative resistance.. very nasty in combat!
3609 </attribute>
3610 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3611 The player's resistance to fire will rise by this value in percent
3612 (range -100 till +100). The effect is only temporare, and it does NOT
3613 add on the values from the player's equipment.
3614 Cursed potions will make negative resistance.. very nasty in combat!
3615 </attribute>
3616 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3617 The player's resistance to electricity will rise by this value in percent
3618 (range -100 till +100). The effect is only temporare, and it does NOT
3619 add on the values from the player's equipment.
3620 Cursed potions will make negative resistance.. very nasty in combat!
3621 </attribute>
3622 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3623 The player's resistance to cold will rise by this value in percent
3624 (range -100 till +100). The effect is only temporare, and it does NOT
3625 add on the values from the player's equipment.
3626 Cursed potions will make negative resistance.. very nasty in combat!
3627 </attribute>
3628 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3629 The player's resistance to acid will rise by this value in percent
3630 (range -100 till +100). The effect is only temporare, and it does NOT
3631 add on the values from the player's equipment.
3632 Cursed potions will make negative resistance.. very nasty in combat!
3633 </attribute>
3634 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3635 The player's resistance to confusion will rise by this value in percent
3636 (range -100 till +100). The effect is only temporare, and it does NOT
3637 add on the values from the player's equipment.
3638 Cursed potions will make negative resistance.. very nasty in combat!
3639 </attribute>
3640 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3641 The player's resistance to weaponmagic will rise by this value in percent
3642 (range -100 till +100). The effect is only temporare, and it does NOT
3643 add on the values from the player's equipment.
3644 Cursed potions will make negative resistance.. very nasty in combat!
3645 </attribute>
3646 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3647 The player's resistance to paralyze will rise by this value in percent
3648 (range -100 till +100). The effect is only temporare, and it does NOT
3649 add on the values from the player's equipment.
3650 Cursed potions will make negative resistance.. very nasty in combat!
3651 </attribute>
3652 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3653 The player's resistance to draining will rise by this value in percent
3654 (range -100 till +100). The effect is only temporare, and it does NOT
3655 add on the values from the player's equipment.
3656 Cursed potions will make negative resistance.. very nasty in combat!
3657 </attribute>
3658 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3659 The player's resistance to depletion will rise by this value in percent
3660 (range -100 till +100). The effect is only temporare, and it does NOT
3661 add on the values from the player's equipment.
3662 Cursed potions will make negative resistance.. very nasty in combat!
3663 </attribute>
3664 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3665 The player's resistance to poison will rise by this value in percent
3666 (range -100 till +100). The effect is only temporare, and it does NOT
3667 add on the values from the player's equipment.
3668 Cursed potions will make negative resistance.. very nasty in combat!
3669 </attribute>
3670 </section>
3671 </type>
3672
3673 <!--####################################################################-->
3674 <type number="156" name="Power Crystal">
3675 <description><![CDATA[
3676 Power crystals can store a player's mana:
3677 When the player applies the crystal with full mana, half of
3678 it flows into the crystal. When the player applies it with
3679 lacking mana, the crystal replenishes the player's mana. ]]>
3680 </description>
3681 <attribute arch="sp" editor="initial mana" type="int">
3682 &lt;initial mana&gt; is the amount of spellpoints that the
3683 crystal holds when the map is loaded.
3684 </attribute>
3685 <attribute arch="maxsp" editor="mana capacity" type="int">
3686 The &lt;mana capacity&gt; defines how much mana can be stored
3687 in the crystal. This is what makes the crystal interesting.
3688 Wizard-players will always seek for crystals with large
3689 capacities.
3690 </attribute>
3691 </type>
3692
3693 <!--####################################################################-->
3694 <type number="13" name="Projectile">
3695 <description><![CDATA[
3696 Projectiles like arrows/crossbow bolts are used as ammunition
3697 for shooting weapons.
3698 <br><br>
3699 It's very easy to add new pairs of weapons &amp; projectiles.
3700 Just set matching &lt;ammunition class&gt; both for shooting
3701 weapon and projectile. ]]>
3702 </description>
3703 <use><![CDATA[
3704 If you want to create new kinds of projectiles, you could
3705 add an alchemical receipe to create these.
3706
3707 Don't create new pairs of weapons &amp; projectiles unless
3708 they really fullfill a useful purpose. In fact, even bows
3709 and crossbows are rarely ever used. ]]>
3710 </use>
3711 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3712 This number is a bitmask, specifying the projectile's attacktypes.
3713 Attacktypes are: physical, magical, fire, cold.. etc.
3714 This works identical to melee weapons. Note that shooting
3715 weapons cannot have attacktypes.
3716 </attribute>
3717 <attribute arch="race" editor="ammunition class" type="string">
3718 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3719 these projectiles. For arrows set "arrows", for crossbow bolts
3720 set "crossbow bolts" (big surprise).
3721
3722 In certain cases, the ammunition class is displayed in the game.
3723 Hence, when you create a new ammunition class, choose an
3724 intuitive name like "missiles", "spirit bolts" - whatever.
3725
3726 You can also make special containers holding these projectiles
3727 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3728 </attribute>
3729 <attribute arch="slaying" editor="slaying race" type="string">
3730 Slaying means the weapon does tripple (3x) damage to monsters
3731 of the specified race. If &lt;slaying race&gt; matches an arch name,
3732 only monsters of that archtype receive tripple damage.
3733 Tripple damage is very effective.
3734 </attribute>
3735 <attribute arch="dam" editor="damage" type="int">
3736 The projectile &lt;damage&gt; significantly affects the damage
3737 done. Damage can be further increased by the shooting
3738 weapon's attributes.
3739 </attribute>
3740 <attribute arch="wc" editor="weaponclass" type="int">
3741 This value is supposed to be the base &lt;weaponclass&gt;,
3742 but it seems to have rather little effect.
3743 High values are good here, low values bad.
3744 </attribute>
3745 <attribute arch="food" editor="chance to break" type="int">
3746 The &lt;chance to break&gt; defines the breaking probability when this
3747 projectile hits an obstacle, e.g. wall or monster.
3748 The value is the %-chance to break, ranging from 0 (never breaking)
3749 to 100 (breaking at first shot).
3750 </attribute>
3751 <attribute arch="magic" editor="magic bonus" type="int">
3752 Magic bonus increases chance to hit and damage a little bit.
3753 </attribute>
3754 <attribute arch="unique" editor="unique item" type="bool">
3755 Unique items exist only one time on a server. If the item
3756 is taken, lost or destroyed - it's gone for good.
3757 </attribute>
3758 <attribute arch="startequip" editor="godgiven item" type="bool">
3759 A godgiven item vanishes as soon as the player
3760 drops it to the ground.
3761 </attribute>
3762 <attribute arch="no_drop" editor="don't drop" type="bool">
3763 When a monster carries a projectile with &lt;don't drop&gt;,
3764 this item will never drop to the ground but
3765 vanish instead. If this object is shot, it can still drop
3766 after hitting an obstacle. You can prevent this by
3767 setting &lt;chance to break&gt; 100.
3768 </attribute>
3769 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3770 This text may describe the projectile. This
3771 could be nice for very special ones.
3772 </attribute>
3773 </type>
3774
3775 <!--####################################################################-->
3776 <type number="70" name="Ring">
3777 <import_type name="Amulet" />
3778 <description><![CDATA[
3779 Rings are worn on the hands - one ring each.
3780 Wearing rings, the object's stats will directly be inherited to
3781 the player. Usually enhancing his spellcasting potential. ]]>
3782 </description>
3783 <use><![CDATA[
3784 When you create an artifact ring, never forget that players can
3785 wear <B>two</B> rings! Due to that it is extremely important to
3786 keep rings in balance with the game.
3787 <br><br>
3788 Also keep in mind that rings are generally the wizard's tools.
3789 They should primarily grant bonuses to spellcasting abilities
3790 and non-physical resistances. ]]>
3791 </use>
3792 </type>
3793
3794 <!--####################################################################-->
3795 <type number="3" name="Rod">
3796 <ignore>
3797 <attribute arch="title" />
3798 </ignore>
3799 <description><![CDATA[
3800 A rod contains a spell. The player can use this spell by applying and
3801 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3802 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3803 used endlessly. ]]>
3804 </description>
3805 <use><![CDATA[
3806 Rods with healing/curing spells are extremely powerful. Usually, potions have
3807 to be used for that purpose. Though, potions are expensive and only good for
3808 one-time-use.<br> ]]>
3809 </use>
3810 <attribute arch="sp" editor="spell" type="spell">
3811 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3812 rods to players, since they can be used endlessly without any mana cost!
3813 Rods with heal/ restoration/ protection spells, IF available, MUST be
3814 very very VERY hard to get!
3815 </attribute>
3816 <attribute arch="level" editor="casting level" type="int">
3817 The casting level of the &lt;spell&gt; determines it's power.
3818 For attack spells, level should be set to something reasonable.
3819 </attribute>
3820 <attribute arch="hp" editor="initial spellpoints" type="int">
3821 This value represents the initial amount of spellpoints in the rod.
3822 Naturally, this is quite unimportant.
3823 </attribute>
3824 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3825 When the rod is fully charged up, it will hold this maximum amount of
3826 spellpoints. Make sure it is enough to cast the contained spell at least
3827 once. But don't set the value too high, as that might make the rod
3828 too effective.
3829 </attribute>
3830 <attribute arch="startequip" editor="godgiven item" type="bool">
3831 A godgiven item vanishes as soon as the player
3832 drops it to the ground.
3833 </attribute>
3834 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3835 This text may contain a description of the rod.
3836 </attribute>
3837 </type>
3838
3839 <!--####################################################################-->
3840 <type number="154" name="Rune">
3841 <ignore>
3842 <attribute arch="no_pick" />
3843 <attribute arch="title" />
3844 <attribute arch="name_pl" />
3845 <attribute arch="weight" />
3846 <attribute arch="value" />
3847 <attribute arch="material" />
3848 <attribute arch="unpaid" />
3849 </ignore>
3850 <description><![CDATA[
3851 A rune is a magical enscription on the dungeon floor.
3852 <br><br>
3853 Runes hit any monster or person who steps on them for 'dam' damage in
3854 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3855 and will cast this spell when it detonates. Yet another kind is the
3856 "summoning rune", summoning predefined monsters of any kind, at detonation.
3857 <br><br>
3858 Many runes are already defined in the archetypes. ]]>
3859 </description>
3860 <use><![CDATA[
3861 Avoid monsters stepping on your runes. For example, summoning runes
3862 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3863 </use>
3864 <attribute arch="no_pick" value="1" type="fixed" />
3865 &move_on;
3866 <attribute arch="level" editor="rune level" type="int">
3867 This value sets the level the rune will cast the spell it contains at,
3868 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3869 (&lt;rune level&gt; 0 runes won't detonate at all!)
3870
3871 Level Also effects how easily a rune may be found and disarmed, and
3872 how much experience the player gets for doing so. Beware: High level
3873 runes can be quite a cheap source of experience! So either make them
3874 tough, or keep the level low.
3875 </attribute>
3876 <attribute arch="Cha" editor="visibility" type="int">
3877 This value determines what fraction of the time the rune is visible:
3878 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3879 how easily the rune may be found.
3880 </attribute>
3881 <attribute arch="hp" editor="number of charges" type="int">
3882 The rune will detonate &lt;number of charges&gt; times before disappearing.
3883 </attribute>
3884 <attribute arch="dam" editor="direct damage" type="int">
3885 &lt;direct damage&gt; specifies how much damage is done by the rune,
3886 if it doesn't contain a spell. This should be set in reasonable
3887 relation to the rune's level.
3888 </attribute>
3889 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3890 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3891 attribute defines what attacktype to use for direct damage when
3892 the rune detonates.
3893 </attribute>
3894 <section name="spellcraft">
3895 <attribute arch="sp" editor="spell" type="spell">
3896 The selected &lt;spell&gt; defines the spell in the rune, if any.
3897 (Many runes do direct damage).
3898 </attribute>
3899 <attribute arch="slaying" editor="spell name" type="string">
3900 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3901 but if present, overrides the &lt;spell&gt; setting.
3902 </attribute>
3903 <attribute arch="other_arch" editor="spell arch" type="string">
3904 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3905 is optional, but if present, overrides the &lt;spell&gt; setting.
3906 You can choose any of the existing arches.
3907 </attribute>
3908 <attribute arch="maxsp" editor="direction" type="list_direction">
3909 If set, the rune will cast it's containing spell (if any) in
3910 this &lt;direction&gt;.In most cases this appears useless because
3911 the spell directly hits the player.
3912 </attribute>
3913 <attribute arch="race" editor="summon monster" type="string">
3914 If this is set to the arch name of any monster, together with
3915 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3916 of those on detonation. (dam and attacktype will still be ignored
3917 in this case). Runes are even capable of summoning multi-square
3918 monsters, given enough space. You'd better test it though.
3919 </attribute>
3920 <attribute arch="maxhp" editor="summon amount" type="int">
3921 This should only be set to a summoning rune. It will then summon
3922 that many creatures of the kind &lt;summon monster&gt;.
3923 </attribute>
3924 </section>
3925 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3926 When the rune detonates, this text is displayed to the
3927 victim. For especially powerful runes, create an appropriate
3928 thrilling description. ;)
3929 </attribute>
3930 </type>
3931
3932 <!--####################################################################-->
3933 <type number="106" name="Savebed">
3934 <ignore>
3935 <ignore_list name="non_pickable" />
3936 </ignore>
3937 <description><![CDATA[
3938 When the player applies a savebed, he is not only saved. Both his
3939 respawn-after-death and his word-of-recall positions are pointing
3940 to the last-applied savebed. ]]>
3941 </description>
3942 <use><![CDATA[
3943 Put savebed locations in towns, do not put them into dungeons.
3944 It is absolutely neccessary that a place with savebeds is 100% secure.
3945 That means:
3946 <UL>
3947 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3948 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3949 <LI> Insert a relyable exit! Make sure there is no possibility that
3950 players get trapped in a savebed location.
3951 <LI> If possible, mark the whole site as no-spell area (Insert this
3952 arch called "dungeon_magic" everywhere). This is not required,
3953 but it makes the place much more safe.
3954 </UL> ]]>
3955 </use>
3956 <attribute arch="no_pick" value="1" type="fixed" />
3957 <attribute arch="no_magic" value="1" type="fixed" />
3958 <attribute arch="damned" value="1" type="fixed" />
3959 </type>
3960
3961 <!--####################################################################-->
3962 <type number="111" name="Scroll">
3963 <ignore>
3964 <attribute arch="title" />
3965 </ignore>
3966 <description><![CDATA[
3967 Scrolls contain spells (similar to spell-potions). Unlike potions,
3968 scrolls require a certain literacy skill to read successfully.
3969 Accordingly, for a successful reading, a small amount of
3970 experience is gained. Scrolls allow only one time usage, but
3971 usually they are sold in bulks. ]]>
3972 </description>
3973 <use><![CDATA[
3974 For low level quests, scrolls of healing/curing-spells
3975 can be a nice reward. At higher levels, scrolls become less
3976 and less useful. ]]>
3977 </use>
3978 <attribute arch="level" editor="casting level" type="int">
3979 The spell of the scroll will be casted at this level.
3980 This value should always be set, at least to 1.
3981 </attribute>
3982 <attribute arch="sp" editor="spell" type="spell">
3983 When a player/monster applies this scroll, the selected &lt;spell&gt;
3984 will be casted (once). This should work for any given spell.
3985 </attribute>
3986 <attribute arch="startequip" editor="godgiven item" type="bool">
3987 A godgiven item vanishes as soon as the player
3988 drops it to the ground.
3989 </attribute>
3990 </type>
3991
3992 <!--####################################################################-->
3993 <type number="33" name="Shield">
3994 <import_type name="Amulet" />
3995 <description><![CDATA[
3996 Wearing a shield, the object's stats will directly be inherited to
3997 the player. Shields usually provide good defense, only surpassed
3998 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
3999 </description>
4000 <use><![CDATA[
4001 Feel free to create your own special artifacts. However, it is very
4002 important that you keep your artifact in balance with existing maps. ]]>
4003 </use>
4004 <attribute arch="magic" editor="magic bonus" type="int">
4005 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4006 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4007 than direct armour-class bonus on the shield.
4008 </attribute>
4009 </type>
4010
4011 <!--####################################################################-->
4012 <type number="14" name="Shooting Weapon">
4013 <description><![CDATA[
4014 Schooting weapons like bows/crossbows are used to shoot projectiles
4015 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4016 wielded both at the same time. Like with any other equipment,
4017 stats/bonuses from shooting weapons are directly inherited to the player.
4018 <br><br>
4019 It's very easy to add new pairs of weapons &amp; projectiles.
4020 Just set matching &lt;ammunition class&gt; both for shooting
4021 weapon and projectile. ]]>
4022 </description>
4023 <use><![CDATA[
4024 Shooting weapons should not add bonuses in general. There's already
4025 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4026 Schooting weapons should especially not add bonuses to the player
4027 that have nothing to do with schooting. A Wisdom bonus on a bow
4028 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4029 - still crap. ]]>
4030 </use>
4031 <attribute arch="race" editor="ammunition class" type="string">
4032 Only projectiles with matching &lt;ammunition class&gt; can be fired
4033 with this weapon. For normal bows set "arrows", for normal
4034 crossbows set "crossbow bolts".
4035
4036 In certain cases, the ammunition class is displayed in the game.
4037 Hence, when you create a new ammunition class, choose an
4038 intuitive name like "missiles", "spirit bolts" - whatever.
4039 </attribute>
4040 <attribute arch="sp" editor="shooting speed" type="int">
4041 After shooting a projectile, the player is frozen for a short
4042 period of time (to prevent shooting arrows machine-gun-like).
4043 The greater &lt;shooting speed&gt;, the shorter this period of time.
4044 1 is minimum (=worst) and 100 is maximum (=best) value.
4045
4046 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4047 SET IT TO ZERO! (That would freeze the player for eternety).
4048 </attribute>
4049 <attribute arch="dam" editor="base damage" type="int">
4050 The &lt;base damage&gt; significantly affects the damage done
4051 by using this weapon. This damage is added to the projectile
4052 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4053 according to the player's strength is added.
4054 </attribute>
4055 <attribute arch="wc" editor="weaponclass" type="int">
4056 This value is supposed to be the base &lt;weaponclass&gt;,
4057 but it seems to have rather little effect.
4058 High values are good here, low values bad.
4059 </attribute>
4060 <attribute arch="item_power" editor="item power" type="int">
4061 The &lt;item power&gt; value measures how "powerful" an artifact is.
4062 Players will only be able to wear equipment with a certain total
4063 amount of &lt;item power&gt;, depending on their own level. This is the
4064 only way to prevent low level players to wear "undeserved" equipment
4065 (like gifts from other players or cheated items).
4066
4067 It is very important to adjust the &lt;item power&gt; value carefully
4068 for every artifact you create! If zero/unset, the CF server will
4069 calculate a provisional value at runtime, but this is never
4070 going to be an accurate measurement of &lt;item power&gt;.
4071 </attribute>
4072 <attribute arch="no_strength" editor="ignore strength" type="bool">
4073 Usually the player's strentgh takes effect on the damage
4074 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4075 the player's strength is ignored.
4076 </attribute>
4077 <attribute arch="damned" editor="damnation" type="bool">
4078 A damned shooting weapon cannot be unwielded unless
4079 the curse is removed. Removing damnations is
4080 a tick harder than removing curses.
4081 </attribute>
4082 <attribute arch="cursed" editor="curse" type="bool">
4083 A cursed shooting weapon cannot be unwielded unless
4084 the curse is removed.
4085 </attribute>
4086 <attribute arch="unique" editor="unique item" type="bool">
4087 Unique items exist only one time on a server. If the item
4088 is taken, lost or destroyed - it's gone for good.
4089 </attribute>
4090 <attribute arch="startequip" editor="godgiven item" type="bool">
4091 A godgiven item vanishes as soon as the player
4092 drops it to the ground.
4093 </attribute>
4094 <section name="stats">
4095 <attribute arch="Str" editor="strength" type="int">
4096 The player's strentgh will rise/fall by the given value
4097 while wearing this shooting weapon.
4098 </attribute>
4099 <attribute arch="Dex" editor="dexterity" type="int">
4100 The player's dexterity will rise/fall by the given value
4101 while wearing this shooting weapon.
4102 </attribute>
4103 <attribute arch="Con" editor="constitution" type="int">
4104 The player's constitution will rise/fall by the given value
4105 while wearing this shooting weapon.
4106 </attribute>
4107 <attribute arch="Int" editor="intelligence" type="int">
4108 The player's intelligence will rise/fall by the given value
4109 while wearing this shooting weapon.
4110 </attribute>
4111 <attribute arch="Pow" editor="power" type="int">
4112 The player's power will rise/fall by the given value
4113 while wearing this shooting weapon.
4114 </attribute>
4115 <attribute arch="Wis" editor="wisdom" type="int">
4116 The player's wisdom will rise/fall by the given value while
4117 wearing this shooting weapon.
4118 </attribute>
4119 <attribute arch="Cha" editor="charisma" type="int">
4120 The player's charisma will rise/fall by the given value
4121 while wearing this shooting weapon.
4122 </attribute>
4123 </section>
4124 <section name="bonus">
4125 <attribute arch="luck" editor="luck bonus" type="int">
4126 With positive luck bonus, the player is more likely to
4127 succeed in all sorts of things (spellcasting, praying,...).
4128 Unless the &lt;luck bonus&gt; is very high, the effect will be
4129 barely visible in-game. Luck bonus on one piece of equipment
4130 should never exceed 3, and such bonus should not be too
4131 frequently available.
4132 </attribute>
4133 <attribute arch="magic" editor="magic bonus" type="int">
4134 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4135 I'm not sure what exactly is increased - maybe weaponclass?
4136 However, &lt;magic bonus&gt; seems to have a little bit of positive
4137 influence on your chance to hit.
4138 </attribute>
4139 </section>
4140 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4141 This text describes the weapons's "story". Every decent artifact weapon
4142 should have such a description.
4143 </attribute>
4144 </type>
4145
4146 <!--####################################################################-->
4147 <type number="68" name="Shop Floor">
4148 <ignore>
4149 <ignore_list name="non_pickable" />
4150 </ignore>
4151 <description><![CDATA[
4152 Shop floor is used for shops. It acts like a combination of the
4153 common floor- and the treasure type: When the map is loaded,
4154 randomitems (depending on the setings) are generated on it.
4155 These items are all flagged as unpaid.
4156 When a player drops an item onto shop floor, the item becomes
4157 unpaid and the player receives payment according to the item's
4158 selling-value.
4159 Shopfloor always prevents magic (To hinder players from burning
4160 or freezing the goods). ]]>
4161 </description>
4162 <use><![CDATA[
4163 Tile your whole shop-interior space which shop floor.
4164 (That assures players receive payment for dropping items).
4165 Place shop mats to enter/leave the shop, and make sure
4166 there is no other exit than the shop mat. ]]>
4167 </use>
4168 <attribute arch="is_floor" value="1" type="fixed" />
4169 <attribute arch="no_pick" value="1" type="fixed" />
4170 <attribute arch="no_magic" value="1" type="fixed" />
4171 <attribute arch="auto_apply" editor="generate goods" type="bool">
4172 If enabled, items will appear on this square when the map is loaded.
4173 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4174 are generated. The items will be unpaid.
4175 </attribute>
4176 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4177 This entry determines what kind of treasure will appear, when
4178 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4179 for details about existing treasurelists.
4180 </attribute>
4181 <attribute arch="exp" editor="quality level" type="int">
4182 The &lt;quality level&gt; will be used for the quality of the generated
4183 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4184 doesn't need to be set, unless you want extraordinarily good/bad
4185 quality. If you want to make a shop with very high quality, meaybe
4186 charge an entrance fee, or make the shop hard-to-come-by.
4187 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4188 and appearance of artifact-items.
4189 </attribute>
4190 <attribute arch="damned" editor="no prayers" type="bool">
4191 If enabled, it is impossible for players to use prayers
4192 on that spot. It also prevents players from saving.
4193 (Remember that &lt;no magic&gt; is always set for shop floors.)
4194 </attribute>
4195 </type>
4196
4197 <!--####################################################################-->
4198 <type number="69" name="Shop Mat">
4199 <ignore>
4200 <ignore_list name="non_pickable" />
4201 </ignore>
4202 <description><![CDATA[
4203 Shop mats are used for entering/leaving shops. You should always
4204 have exactly TWO shop mats on your shop-map: One inside the
4205 "shopping-area" and one outside. Shop mats don't use exit paths/
4206 or -destinations. When stepping onto a shopmat the player gets beamed
4207 to the nearest other mat. If the player has unpaid items in his
4208 inventory, the price gets charged from his coins automatically.
4209 If the player has insufficient coins to buy his unpaid items, he
4210 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4211 </description>
4212 <use><![CDATA[
4213 As stated above, always place TWO shop mats into your shop.
4214 Not more and not less than that. ]]>
4215 </use>
4216 <attribute arch="no_pick" value="1" type="fixed" />
4217 &move_on;
4218 </type>
4219
4220 <!--####################################################################-->
4221 <type number="98" name="Sign &amp; MagicMouth">
4222 <ignore>
4223 <ignore_list name="non_pickable" />
4224 </ignore>
4225 <description><![CDATA[
4226 The purpose of a sign or magic_mouth is to display a certain message to
4227 the player. There are three ways to have the player get this message:
4228 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4229 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4230 </description>
4231 <use><![CDATA[
4232 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4233 some true roleplay feeling to your maps, support your storyline or give
4234 hints about hidden secrets/dangers. Place signs to provide the player
4235 with all kinds of useful information for getting along in your maps. ]]>
4236 </use>
4237 <attribute arch="connected" editor="connection" type="int">
4238 When a connection value is set, the message will be printed whenever
4239 the connection is triggered. This should be used in combination with
4240 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4241 If activating your magic_mouth this way, the message will not only be
4242 printed to one player, but all players on the current map.
4243 </attribute>
4244 &move_on;
4245 <attribute arch="food" editor="counter" type="int">
4246 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4247 (printing the message) only that many times. For signs this really shouldn't
4248 be used, while for magic_mouths it is extremely helpful.
4249 Monsters walking over the magic_mouth do not decrease the counter.
4250
4251 Often, you might want to have a message displayed only one time. For example:
4252 The player enters your map and you put a magic_mouth to tell him about the
4253 monsters and how dangerous they look and all. Later, when all the monsters
4254 are killed and the player leaves the map, displaying the same message a
4255 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4256 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4257 </attribute>
4258 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4259 This text will be displayed to the player.
4260 </attribute>
4261 </type>
4262
4263 <!--####################################################################-->
4264 <type number="43" name="Skill">
4265 <ignore>
4266 <ignore_list name="system_object" />
4267 </ignore>
4268 <description><![CDATA[
4269 Skills are objects which exist in the player/monster inventory.
4270 Both NPC/monsters and players use the same skill archetypes. Not all skills
4271 are enabled for monster use however. ]]>
4272 </description>
4273 <use><![CDATA[
4274 For mapmaking, Skill objects serve two purposes:
4275 <p>First, the predefined skill archtypes (in the 'skills' directory)
4276 can be seen as the global skill definitions. A skill which doesn't
4277 exists as an archtype cannot be learned or used by players. When you
4278 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4279 of defined skill archtypes, because those strings are used as a reference in
4280 many skill-related objects.
4281 </p><p>
4282 Secondly, in order to enable monsters to use skills, you will need to
4283 copy default skill archtypes into the monsters' inventories.
4284 You can even customize the skills by changing stats. It is not
4285 recommended however, to use skills in your maps which are totally
4286 unrelated to any predefined skill archtype.</p> ]]>
4287 </use>
4288 <attribute arch="invisible" value="1" type="fixed" />
4289 <attribute arch="no_drop" value="1" type="fixed" />
4290 <attribute arch="skill" editor="skill name" type="string">
4291 The &lt;skill name&gt; is used for matchings. When a usable
4292 object has an identical &lt;skill name&gt;, players
4293 (or monsters) will need this skill to apply/use the object.
4294 </attribute>
4295 <attribute arch="expmul" editor="exp multiplier" type="float">
4296 This is the ratio of experience the players total should increase by
4297 when this skill is used. If this is zero, then experience only goes to
4298 to the skill. Values higher than 1 are allowed. Note that experience
4299 rewarded to the players total is in addition to that given to the
4300 skill. Eg, if player should get 500 exp for using a skill, and
4301 expmul is 1, the player will get 500 added to that skill as well as
4302 500 to their total.
4303 </attribute>
4304 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4305 The &lt;skill type&gt; defines the base functionality of the skill.
4306 Skill types are hardcoded in the Crossfire server. It isn't hard to
4307 create new skill types, but it requires a bit of server-coding.
4308 </attribute>
4309 <attribute arch="level" editor="level" type="int">
4310 </attribute>
4311 <attribute arch="exp" editor="experience" type="int">
4312 </attribute>
4313 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4314 The &lt;is native skill&gt; flag has an effect only when this
4315 skill object is placed in the inventory of a monster (or player).
4316 If it is set, the monster or player knows the skill natively, which
4317 means he does not need a skill tool to use it.
4318 </attribute>
4319 </type>
4320
4321 <!--####################################################################-->
4322 <type number="130" name="Skill Scroll">
4323 <description><![CDATA[
4324 By reading a skill scroll, a player has a chance to learn the
4325 contained skill. ]]>
4326 </description>
4327 <use><![CDATA[
4328 Skill scrolls are very much sought for by players. Currently,
4329 all skill scrolls are sold in shops randomly, which is in fact not
4330 a good system. It would be nice to have some cool quests with
4331 skill scrolls rewarded at the end. ]]>
4332 </use>
4333 <attribute arch="race" value="scrolls" type="fixed" />
4334 <attribute arch="skill" editor="skill name" type="string">
4335 The &lt;skill name&gt; matches the skill object that can
4336 be learned from this scroll.
4337 </attribute>
4338 </type>
4339
4340 <!--####################################################################-->
4341 <type number="21" name="Special Key">
4342 <ignore>
4343 <attribute arch="material" />
4344 </ignore>
4345 <description><![CDATA[
4346 When carrying the appropriate special key, a locked door can
4347 be opened. The key will dissapear.
4348 <br><br>
4349 This object-type can also be used for "passport"-like items:
4350 When walking onto an invetory checker, a gate for example might
4351 get opened. The "passport" will stay in the player's inventory. ]]>
4352 </description>
4353 <use><![CDATA[
4354 How to make a "passport": You take the special key arch
4355 (archetype name is "key2"), set the face to something like
4356 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4357 certainly must match with the appropiate inventory checker.
4358 <br><br>
4359 Of course you can be creative with names and faces of
4360 key-objects. A "mysterious crystal" or a "big dragon claw"
4361 (with appropriate faces) appear more interesting than just
4362 a "strange key", or "passport". ]]>
4363 </use>
4364 <attribute arch="slaying" editor="key string" type="string">
4365 This string must be identical with the &lt;key string&gt; in the
4366 locked door, then it can be unlocked. It can also be used
4367 to trigger inventory checkers.
4368 </attribute>
4369 <attribute arch="material" editor="material" type="bitmask_material">
4370 For Special Keys, material should always be unset or set
4371 to Adamantite. This prevents the key from getting
4372 burned or otherwise destroyed.
4373 </attribute>
4374 <attribute arch="unique" editor="unique item" type="bool">
4375 Unique items exist only one time on a server. If the item
4376 is taken, lost or destroyed - it's gone for good.
4377
4378 This can be used if you want to sell apartments on your
4379 map: Simply sell a unique passport/key, and place
4380 an inventory checker at the entrance of your apartment.
4381 </attribute>
4382 <attribute arch="startequip" editor="godgiven item" type="bool">
4383 A godgiven item vanishes as soon as the player
4384 drops it to the ground.
4385 </attribute>
4386 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4387 This will add a description to the object. The player can read
4388 this text by clicking on the item in his inventory. Use this
4389 message to describe what the key/passport is good for. A player
4390 might have 50 different keys on his key-ring. Don't expect
4391 players to recall their purpose just by their names.
4392 </attribute>
4393 </type>
4394
4395 <!--####################################################################-->
4396 <type number="101" name="Spell">
4397 <ignore>
4398 <ignore_list name="system_object" />
4399 </ignore>
4400 <description><![CDATA[
4401 Spell objects define a spell. When a spell is put in a spellbook,
4402 players can learn it by reading the book. Once learned, players
4403 can use the spell as often as they like. With increasing skill level
4404 of the player, spells may gain power but also increase cost.<br>
4405 Monsters can use spells which are put in their inventory (provided
4406 that certain "enabling" settings are correct). The monster's
4407 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4408 </description>
4409 <use><![CDATA[
4410 A lot of the spells' settings can be tuned and customized.
4411 When creating new spells which are accessible to players, it is
4412 important to think about balance. A single spell which is too
4413 powerful and/or too easy to use can eventually toss the whole skill
4414 and magic school system out of whack. Testing new spells is
4415 quite important therefore. ]]>
4416 </use>
4417 <attribute arch="no_drop" value="1" type="fixed" />
4418 <attribute arch="invisible" value="1" type="fixed" />
4419 <attribute arch="skill" editor="skill name" type="string">
4420 The &lt;skill name&gt; matches the skill which is needed
4421 to cast this spell. This should be one out of "sorcery",
4422 "pyromancy", "evocation", "summoning" or "praying".
4423 If you want to fiddle with these, please take care not
4424 to upset the concept and balance of the various skills.
4425 </attribute>
4426 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4427 The &lt;spell type&gt; defines the basic type of spell.
4428 Some of these types are of a more generic nature than others.
4429 </attribute>
4430 <attribute arch="level" editor="spell level" type="int">
4431 </attribute>
4432 <attribute arch="casting_time" editor="casting time" type="int">
4433 </attribute>
4434 <attribute arch="duration" editor="duration" type="int">
4435 </attribute>
4436 <attribute arch="other_arch" editor="create object" type="string">
4437 </attribute>
4438 <attribute arch="sp" editor="cost spellpoints" type="int">
4439 </attribute>
4440 <attribute arch="grace" editor="cost grace" type="int">
4441 </attribute>
4442 <attribute arch="maxsp" editor="double cost per level" type="int">
4443 </attribute>
4444 </type>
4445
4446 <!--####################################################################-->
4447 <type number="85" name="Spellbook">
4448 <description><![CDATA[
4449 By reading a spellbook, the player has a chance of learning the
4450 contained spell. Once learned from a book, the spell is available
4451 forever. Spellbooks with high level spells require some skill-level
4452 to read.<br><br>
4453 You can create widely customized spells only by adjusting the
4454 spell object in the spellbooks inventory. Refer to the description
4455 of spell objects for detailed information how to customize spells.<br>
4456 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4457 with a compilation of spells that the book may contain. ]]>
4458 </description>
4459 <use><![CDATA[
4460 Don't put any of the godgiven spells into a spellbook! These are
4461 reserved for the followers of the appropriate cults. Handing them
4462 out in a spellbook would violate the balance between different religions.
4463 <br><br>
4464 Note that there is no fundamental difference between the spellbooks
4465 of varying schools (pyromancy, sorcery, evocation, summoning, and
4466 even praying). The difference lies only in the spells they contain.
4467 It is up to you, the mapmaker, to pick the right type of book
4468 for your spells. ]]>
4469 </use>
4470 <attribute arch="skill" value="literacy" type="fixed" />
4471 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4472 There are two ways to put spells into a spellbook:
4473 1. Put a spell object in the books inventory. In this case,
4474 treasurelist must be set to &lt;none&gt;.
4475 2. Choose a treasurelist which contains spells.
4476 In that way, a spell will be chosen randomly from the list.
4477 </attribute>
4478 <attribute arch="startequip" editor="godgiven item" type="bool">
4479 A godgiven item vanishes as soon as the player
4480 drops it to the ground.
4481 </attribute>
4482 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4483 This text may contain a nice description
4484 of the spellbook's cover or something.
4485 </attribute>
4486 </type>
4487
4488 <!--####################################################################-->
4489 <type number="90" name="Spinner">
4490 <ignore>
4491 <ignore_list name="non_pickable" />
4492 </ignore>
4493 <description><![CDATA[
4494 Spinners change the direction of spell objects and other projectiles
4495 that fly past. Unlike directors, it does make a difference from what
4496 angle you shoot into the spinner. The direction of objects flying past
4497 is always changed by a certain degree. ]]>
4498 </description>
4499 <use><![CDATA[
4500 Spinners are very rarely used. I believe they are quite
4501 confusing and pointless. The only use I can think of is building
4502 some puzzle about where to shoot into spinners to shoot somewhere you
4503 otherwise couldn't.
4504
4505 When placing spinners on a map with magic walls, make sure the spell-
4506 projectiles from magic walls don't get to fly in loops. ]]>
4507 </use>
4508 <attribute arch="sp" editor="direction number" type="int">
4509 The spinner will change the direction of flying objects by
4510 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4511 positive values counter clockwise.
4512
4513 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4514 </attribute>
4515 &move_on;
4516 </type>
4517
4518 <!--####################################################################-->
4519 <type number="138" name="Swamp">
4520 <ignore>
4521 <ignore_list name="non_pickable" />
4522 </ignore>
4523 <description><![CDATA[
4524 Swamp areas show a special behaviour:
4525 When a player stands still on a swamp-square for too long,
4526 he will start to sink in and eventually drown and die.
4527 Items dropped on the swamp sink in and dissapear.
4528 Players with knowledge of the woodsman skill are a lot less likely
4529 to die in the swamp. ]]>
4530 </description>
4531 <attribute arch="is_floor" value="1" type="fixed" />
4532 <attribute arch="is_wooded" value="1" type="fixed" />
4533 <attribute arch="speed" editor="drowning speed" type="float">
4534 The higher the &lt;drowning speed&gt;, the faster will players and items
4535 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4536 and unexpected death-trap. Players should get a warning before such areas.
4537 </attribute>
4538 &speed_left;
4539 &move_on;
4540 &movement_types_terrain;
4541 <attribute arch="no_magic" editor="no spells" type="bool">
4542 If enabled, it is impossible for players to use (wizard-)
4543 spells on that spot.
4544 </attribute>
4545 <attribute arch="damned" editor="no prayers" type="bool">
4546 If enabled, it is impossible for players to use prayers
4547 on that spot. It also prevents players from saving.
4548 </attribute>
4549 </type>
4550
4551 <!--####################################################################-->
4552 <type number="41" name="Teleporter">
4553 <ignore>
4554 <ignore_list name="non_pickable" />
4555 </ignore>
4556 <description><![CDATA[
4557 When the player walks into a teleporter, he is transferred to a
4558 different location. The main difference to the object-type exit
4559 is the possibility to have teleporters connected to levers/buttons/etc.
4560 Sometimes teleporters are activated even against the players will.
4561 <br><br>
4562 Unlike exits, teleporters can also transfer items and
4563 monsters to different locations on the same map. ]]>
4564 </description>
4565 <use><![CDATA[
4566 When creating maps, I guess sooner or later you'll want to have
4567 an invisible teleporter. If using "invisible 1", the teleporter
4568 can still be discovered with the show_invisible spell. And in
4569 some cases you can't place it under the floor to prevent this.
4570 <br><br>
4571 Fortunately, there is a cool trick to make a perfectly invisible
4572 teleporter: You simply add teleporter functionality to the floor
4573 itself. That means: You take the floor arch (e.g. "flagstone"),
4574 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4575 </use>
4576 <attribute arch="slaying" editor="exit path" type="string">
4577 The exit path specifies the map that the player is transferred to.
4578 &lt;exit path&gt; can be an absolute path, beginning with '/'
4579 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4580 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4581 for example I could use the relative path "Fire1"). Use relative
4582 paths whenever possible! Note that upper/lower case must always be
4583 set correctly. However, please use lower case only.
4584
4585 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4586 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4587 monsters and items. In this case, the destined map is automatically
4588 the same map the teleporter is on.
4589 </attribute>
4590 <attribute arch="hp" editor="destination X" type="int">
4591 The exit destinations define the (x, y)-coordinates where the exit
4592 leads to.
4593
4594 If both are set to zero and &lt;exit path&gt; is empty, the player will
4595 get teleported to another, randomly chosen teleporter on the same
4596 map (Slightly confusing for the player though). Make sure there
4597 actually *is* a second one in that case.
4598
4599 If both are set to zero and &lt;exit path&gt; is set, the player will
4600 be transferred to the "default enter location" of the destined map.
4601 The latter can be set in the map-properties as "Enter X/Y". Though,
4602 please DO NOT use that. It turned out to be a source for numerous
4603 map-bugs.
4604 </attribute>
4605 <attribute arch="sp" editor="destination Y" type="int">
4606 The exit destinations define the (x, y)-coordinates where the exit
4607 leads to.
4608
4609 If both are set to zero and &lt;exit path&gt; is empty, the player will
4610 get teleported to another, randomly chosen teleporter on the same
4611 map (Slightly confusing for the player though). Make sure there
4612 actually *is* a second one in that case.
4613
4614 If both are set to zero and &lt;exit path&gt; is set, the player will
4615 be transferred to the "default enter location" of the destined map.
4616 The latter can be set in the map-properties as "Enter X/Y". Though,
4617 please DO NOT use that. It turned out to be a source for numerous
4618 map-bugs.
4619 </attribute>
4620 <attribute arch="connected" editor="connection" type="int">
4621 If a connection value is set, the teleporter will be activated
4622 whenever the connection is triggered. To use this properly,
4623 &lt;activation speed&gt; must be zero.
4624 </attribute>
4625 <attribute arch="speed" editor="activation speed" type="float">
4626 If the &lt;activation speed&gt; is nonzero, the teleporter will
4627 automatically be activated in regular time-intervals. Hence, the
4628 player can just step on it and gets teleported sooner or later.
4629 The duration between two activates depends on the given value.
4630 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4631
4632 VERY IMPORTANT: If you want to have your teleporter activated via
4633 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4634 </attribute>
4635 &speed_left;
4636 </type>
4637
4638 <!--####################################################################-->
4639 <type number="26" name="Timed Gate">
4640 <ignore>
4641 <ignore_list name="non_pickable" />
4642 </ignore>
4643 <description><![CDATA[
4644 Gates play an important role in Crossfire. Gates can be opened
4645 by activating a button/trigger, by speaking passwords (-> magic_ear)
4646 or carrying special key-objects (-> inventory checker).
4647 Unlike locked doors, gates can get shut again after a player has
4648 passed, which makes them more practical in many cases. Unlike normal
4649 gates, timed gates open when triggered but automatically close again
4650 after some time.]]>
4651 </description>
4652 <use><![CDATA[
4653 Use gates to divide your maps into separated areas. After solving
4654 area A, the player gains access to area B, and so on. Make your
4655 maps more complex than "one-way". ]]>
4656 </use>
4657 <attribute arch="no_pick" value="1" type="fixed" />
4658 <attribute arch="connected" editor="connection" type="int">
4659 Whenever the inventory checker is triggered, all objects with identical
4660 &lt;connection&gt; value get activated. This only makes sense together with
4661 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4662 after some time.
4663 </attribute>
4664 <attribute arch="wc" editor="position state" type="int">
4665 The &lt;position state&gt; defines the position of the gate:
4666 Zero means completely open/down, the "number of animation-steps" (usually
4667 about 6 or 7) means completely closed/up state. I suggest you don't
4668 mess with this value - Leave the default in place.
4669 </attribute>
4670 &movement_types_terrain;
4671 <attribute arch="no_magic" editor="restrict spells" type="bool">
4672 Restricting the use of spells to pass this gate. This has
4673 an effect only if &lt;block view&gt; is disabled.
4674 </attribute>
4675 <attribute arch="damned" editor="restrict prayers" type="bool">
4676 Restricting the use of prayers to pass this door. This has
4677 an effect only if &lt;block view&gt; is disabled.
4678 </attribute>
4679 <attribute arch="hp" editor="open duration" type="int">
4680 Defines the duration the gate remains closed. This only takes effect
4681 if the gate is not connected.
4682 </attribute>
4683 </type>
4684
4685 <!--####################################################################-->
4686 <type number="155" name="Trap">
4687 <ignore>
4688 <attribute arch="no_pick" />
4689 <attribute arch="title" />
4690 <attribute arch="name_pl" />
4691 <attribute arch="weight" />
4692 <attribute arch="value" />
4693 <attribute arch="material" />
4694 <attribute arch="unpaid" />
4695 </ignore>
4696 <description><![CDATA[
4697 A trap is a object that can either do damage or trigger another connected object
4698 when detonated. Traps are like runes except they are not magical in nature,
4699 and generally have either a physical attack or trigger a reaction.
4700 <br><br>
4701 Traps hit any monster or person who steps on them for 'dam' damage in
4702 'attacktype' attacktype and/or trigger a reaction.
4703 <br><br>
4704 Many traps are already defined in the archetypes. ]]>
4705 </description>
4706 <use><![CDATA[
4707 Avoid monsters stepping on your traps. For example, a party of orcs setting
4708 off your lightning wall and pit trap is usually a bad idea. ]]>
4709 </use>
4710 <attribute arch="no_pick" value="1" type="fixed" />
4711 &move_on;
4712 <attribute arch="level" editor="trap level" type="int">
4713 Level effects how easily a trap may be found and disarmed, and
4714 how much experience the player gets for doing so. Beware: High level
4715 traps can be quite a cheap source of experience! So either make them
4716 tough, or keep the level low.
4717 </attribute>
4718 <attribute arch="Cha" editor="visibility" type="int">
4719 This value determines what fraction of the time the trap is visible:
4720 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4721 how easily the trap may be found.
4722 </attribute>
4723 <attribute arch="hp" editor="number of charges" type="int">
4724 The trap will detonate &lt;number of charges&gt; times before disappearing.
4725 </attribute>
4726 <attribute arch="dam" editor="direct damage" type="int">
4727 &lt;direct damage&gt; specifies how much damage is done by the trap.
4728 This should be set in reasonable relation to the trap's level.
4729 </attribute>
4730 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4731 This attribute defines what attacktype to use for direct damage when
4732 the trap detonates.
4733 </attribute>
4734 <attribute arch="connected" editor="connection" type="int">
4735 When the trap is detonated, all objects with the same
4736 connection value get activated.
4737 </attribute>
4738 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4739 When the trap detonates, this text is displayed to the
4740 victim. For especially powerful or complex traps, create an appropriate
4741 and thrilling description. ;)
4742 </attribute>
4743 </type>
4744
4745 <!--####################################################################-->
4746 <type number="95" name="Trapdoor">
4747 <ignore>
4748 <ignore_list name="non_pickable" />
4749 </ignore>
4750 <description><![CDATA[
4751 Trapdoors are very similar to pits. The difference is that they
4752 can not be closed. Instead, the weight of the object on the
4753 trapdoor determines weither it slams the trapdoor open and falls through
4754 or not.<br>
4755 Once a trapdoor has been opened (by a creature or items of sufficient
4756 weight,) it remains open, acting like an opened pit. ]]>
4757 </description>
4758 <use><![CDATA[
4759 Trapdoors should be used in the same fashion as pits:
4760 They should always drop the victims to some kind of lower level. They
4761 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4762 </use>
4763 <attribute arch="no_pick" value="1" type="fixed" />
4764 &move_on;
4765 <attribute arch="weight" editor="hold weight" type="int">
4766 This value defines how much weight the trapdoor can hold.
4767 Once items or creatures are gathered on the trapdoor, with
4768 a total weight surpassing this value, then the trapdoor will
4769 open and things start falling through.
4770 </attribute>
4771 <attribute arch="hp" editor="destination X" type="int">
4772 The trapdoor will transport creatures (and items) randomly into
4773 a two-square radius of the destination coordinates.
4774 If the destination square becomes blocked, the trapdoor will act like
4775 being filled up and not work anymore!
4776 </attribute>
4777 <attribute arch="sp" editor="destination Y" type="int">
4778 The trapdoor will transport creatures (and items) randomly into
4779 a two-square radius of the destination coordinates.
4780 If the destination square becomes blocked, the trapdoor will act like
4781 being filled up and not work anymore!
4782 </attribute>
4783 </type>
4784
4785 <!--####################################################################-->
4786 <type number="4" name="Treasure">
4787 <ignore>
4788 <attribute arch="nrof" />
4789 <attribute arch="title" />
4790 <attribute arch="name_pl" />
4791 <attribute arch="weight" />
4792 <attribute arch="value" />
4793 <attribute arch="material" />
4794 </ignore>
4795 <description><![CDATA[
4796 A treasure-object turns into certain randomitems when the map is loaded
4797 into the game. ]]>
4798 </description>
4799 <use><![CDATA[
4800 About usage of the "random-artifact" treasurelist:
4801 This will generate powerful stuff like girdles, xray helmets, special
4802 swords etc. If you put this as reward to your quest, players might be
4803 motivated to do it more than once. BUT, by doing so they will get a huge
4804 number of different artifacts! Besides, players will always seek the place
4805 with the most easy-to-get random artifact and ignore all others.
4806 My advice: Don't use it! Attract players with good fighting experience
4807 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4808 </use>
4809 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4810 This entry determines what kind of treasure will appear. Look into
4811 /crossfire/share/crossfire/treasures for details about existing
4812 treasurelists.
4813 </attribute>
4814 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4815 "Auto-generate" must be set in order to have the treasure be created
4816 when the map is loaded.
4817 If you want to create a random treasure chest, you unset this flag.
4818 That way, the player has to apply the object (the chest), then the
4819 treasure is generated.
4820 </attribute>
4821 <attribute arch="hp" editor="create number" type="int">
4822 "Create number" specifies how many pieces of the given treasurelist
4823 will appear. Note that for every piece there is a chance that nothing is
4824 generated. Also, sometimes there can be stacks of items generated, like
4825 for gems/money.
4826 </attribute>
4827 <attribute arch="exp" editor="quality level" type="int">
4828 The &lt;quality level&gt; will be used for the quality of the generated
4829 treasure instead of the map difficulty (as was done with shops).
4830 If zero/unset, the map difficulty will instead be used.
4831 (Example for comparison: Shop floors generate treasure of
4832 &lt;quality level&gt; 5 per default).
4833 </attribute>
4834 </type>
4835
4836 <!--####################################################################-->
4837 <type number="52" name="Trigger Marker">
4838 <ignore>
4839 <ignore_list name="system_object" />
4840 </ignore>
4841 <description><![CDATA[
4842 A trigger marker is an object that inserts an invisible force (a mark) into a
4843 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4844 &lt;key string&gt; which can be discovered by detectors or inventory
4845 checkers. It is also possible to use markers for removing marks again.
4846 <br><br>
4847 Note that the player has no possibility to "see" his own marks,
4848 except by the effect that they cause on the maps. ]]>
4849 </description>
4850 <use><![CDATA[
4851 Markers hold real cool possibilities for map-making. I encourage
4852 you to use them frequently. However there is one negative point
4853 about markers: Players don't "see" what's going on with them. It is
4854 your task, as map-creator, to make sure the player is always well
4855 informed and never confused.
4856 <br><br>
4857 Please avoid infinite markers when they aren't needed. They're
4858 using a little space in the player file after all, so if there
4859 is no real purpose, set an expire time. ]]>
4860 </use>
4861 <attribute arch="no_pick" value="1" type="fixed" />
4862 <attribute arch="slaying" editor="key string" type="string">
4863 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4864 If the player already has a force with that &lt;key string&gt;,
4865 there won't be inserted a second one.
4866 </attribute>
4867 <attribute arch="connected" editor="connection" type="int">
4868 Unlike a regular marker this is the connection that triggers this marker to activate.
4869 </attribute>
4870 <attribute arch="food" editor="mark duration" type="int">
4871 This value defines the duration of the force it inserts.
4872 If nonzero, the duration of the player's mark is finite:
4873 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4874 means the mark will stay on the player forever.
4875 </attribute>
4876 <attribute arch="name" editor="delete mark" type="string">
4877 When the player steps onto the marker, all existing forces in
4878 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4879 will be removed. If you don't want to remove any marks, leave
4880 this textfield empty.
4881
4882 Note that the string &lt;delete mark&gt; is set as the name of
4883 this marker. So don't be confused, and remember changing the
4884 name will take effect on the marker's functionality.
4885 </attribute>
4886 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4887 In the moment when the player gets marked, this text is displayed
4888 to him. You should really set a message in any marker you create,
4889 because it's the only way for the player to notice what's going on.
4890 </attribute>
4891 </type>
4892
4893 <!--####################################################################-->
4894 <type number="0" name="Wall">
4895 <required>
4896 <attribute arch="is_floor" value="0" />
4897 <attribute arch="alive" value="0" />
4898 <attribute arch="no_pass" value="1" />
4899 </required>
4900 <ignore>
4901 <attribute arch="nrof" />
4902 <attribute arch="title" />
4903 <attribute arch="name_pl" />
4904 <attribute arch="value" />
4905 <attribute arch="unpaid" />
4906 </ignore>
4907 <description><![CDATA[
4908 Walls usually block passage and sight. ]]>
4909 </description>
4910 &movement_types_terrain;
4911 <attribute arch="can_roll" editor="moveable" type="bool">
4912 If set, the object is able to "roll", so it can be pushed around.
4913 This setting is used for boulders and barrels.
4914 </attribute>
4915 <attribute arch="no_magic" editor="restrict spells" type="bool">
4916 This takes effect only with &lt;blocksview&gt; disabled.
4917 Restricting the use of spells to pass this wall.
4918 </attribute>
4919 <attribute arch="damned" editor="restrict prayers" type="bool">
4920 This takes effect only with &lt;blocksview&gt; disabled.
4921 Restricting the use of spells to pass this wall.
4922 </attribute>
4923 </type>
4924
4925 <!--####################################################################-->
4926 <type number="109" name="Wand &amp; Staff">
4927 <description><![CDATA[
4928 Wands contain a certain spell. The player can apply (ready) and
4929 fire the wand. After a defined number of casts, the wand is
4930 "used up". It is possible to recharge a wand with scrolls of
4931 charging, but usually that isn't worth the cost. ]]>
4932 </description>
4933 <use><![CDATA[
4934 Wands are quite seldomly used. The reason prolly is that they're
4935 generally not cost-efficient. Handing out high-level wands with
4936 powerful special spells isn't a good idea either, because of
4937 the recharge ability.
4938 <br><br>
4939 For low levels, staffs of healing/cure and word of recall are
4940 quite desirable though. Ideal rewards for low level quests. ]]>
4941 </use>
4942 <attribute arch="sp" editor="spell" type="spell">
4943 The &lt;spell&gt; specifies the contained spell.
4944 </attribute>
4945 <attribute arch="level" editor="casting level" type="int">
4946 The &lt;casting level&gt; of the wand determines it's power.
4947 An average level for wands in shops is about 10.
4948 </attribute>
4949 <attribute arch="food" editor="number of charges" type="int">
4950 The wand can be used &lt;number of charges&gt; times before it is
4951 used up. It can be recharged with scrolls of charging.
4952 </attribute>
4953 <attribute arch="startequip" editor="godgiven item" type="bool">
4954 A godgiven item vanishes as soon as the player
4955 drops it to the ground.
4956 </attribute>
4957 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4958 This text may contain a description of the wand.
4959 </attribute>
4960 </type>
4961
4962 <!--####################################################################-->
4963 <type number="0" name="Weak Wall">
4964 <required>
4965 <attribute arch="is_floor" value="0" />
4966 <attribute arch="alive" value="1" />
4967 <attribute arch="tear_down" value="1" />
4968 </required>
4969 <ignore>
4970 <ignore_list name="non_pickable" />
4971 </ignore>
4972 <description><![CDATA[
4973 A weak wall is a breakable spot amidsts a solid wall. Typically
4974 these weak walls look similar to their solid "relatives" except
4975 for a small crack or little chunks of wall on the ground. ]]>
4976 </description>
4977 <use><![CDATA[
4978 If you want to create hidden rooms, using weak walls is alot
4979 better than completely indiscernible passages in a wall.<br>
4980 Anyways, there can be a lot more to weak walls than just finding
4981 them: Rising their defensive stats, weak walls can become a
4982 serious obstacle. An ice wall might only be torn down by a fire
4983 attack for example. A granite wall for instance might be very
4984 hard to destroy. ]]>
4985 </use>
4986 <attribute arch="alive" value="1" type="fixed" />
4987 <attribute arch="no_pick" value="1" type="fixed" />
4988 <attribute arch="tear_down" value="1" type="fixed" />
4989 <attribute arch="race" editor="race" type="string">
4990 For weak walls, &lt;race&gt; should always be set to "wall",
4991 unless you create something fancy like a building which
4992 is in fact meant to be a huge animal.
4993 Note that shovels slay walls, so they do tripple damage
4994 against weak walls.
4995 </attribute>
4996 <attribute arch="level" editor="level" type="int">
4997 The &lt;level&gt; of a weak wall works similar to monster levels.
4998 Due to the fact that weak walls cannot attack, the level
4999 is much less important though.
5000 </attribute>
5001 <attribute arch="hp" editor="health points" type="int">
5002 The &lt;health points&gt; of a weak wall define how long it takes to
5003 tear it down. With every successful hit from an opponent,
5004 &lt;health points&gt; get drained.
5005 </attribute>
5006 <attribute arch="maxhp" editor="max health" type="int">
5007 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5008 weak wall can have. Since walls generally don't heal, I doubt
5009 this has much real effect.
5010 </attribute>
5011 <attribute arch="ac" editor="armour class" type="int">
5012 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5013 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5014 </attribute>
5015 <section name="resistance">
5016 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5017 </attribute>
5018 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5019 </attribute>
5020 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5021 </attribute>
5022 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5023 </attribute>
5024 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5025 </attribute>
5026 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5027 </attribute>
5028 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5029 </attribute>
5030 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5031 </attribute>
5032 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5055 </attribute>
5056 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5057 </attribute>
5058 </section>
5059 </type>
5060
5061 <!--####################################################################-->
5062 <type number="15" name="Weapon">
5063 <description><![CDATA[
5064 Wielding a weapon, the object's stats will directly be inherited to the
5065 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5066 be improved with scrolls. ]]>
5067 </description>
5068 <use><![CDATA[
5069 If you create artifacts (equipment) with stats- or resistance-bonus:
5070 Keep playbalance in mind! Such items mustn't be reachable without hard
5071 fighting AND questing. ]]>
5072 </use>
5073 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5074 This number is a bitmask, specifying the weapon's attacktypes.
5075 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5076 have no more than one or two attacktypes. Keep in mind that all weapons
5077 can be blessed by the player's diety, thus adding an additional attacktype.
5078
5079 When a player hits a monster with a weapon that has more than one attacktype,
5080 then he will do as much damage as the "best" of his attacktypes does. So,
5081 the more attacktypes you've got, the better your chance to take advantage
5082 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5083 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5084 </attribute>
5085 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5086 The &lt;weapontype&gt; characterizes the weapon's type of physical
5087 attack. It could best be considered a "subclassification"
5088 of the physical attacktype. For now, this is only used for
5089 attack messages!
5090
5091 You should always set this correctly when creating new
5092 weapons for your maps.
5093 </attribute>
5094 <attribute arch="skill" editor="skill name" type="string">
5095 Matching &lt;skill name&gt; of the skill that is required
5096 to use this weapon.
5097 </attribute>
5098 <attribute arch="dam" editor="damage" type="int">
5099 The damage value is used as base value for how much damage the weapon
5100 does per hit. The actual damage involves more dependencies,
5101 like wielder's level and defender's level. Look at existing weapons
5102 to get a feel for the range of weapon damage values.
5103 </attribute>
5104 <attribute arch="slaying" editor="slaying race" type="string">
5105 Slaying means the weapon does tripple (3x) damage to monsters of the
5106 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5107 only monsters of that archtype are hit with tripple damage.
5108
5109 No god blessings are possible for weapons with a race set in this entry
5110 (That's because god blessings add tripple damage against their own
5111 enemy races). Tripple damage is very effective.
5112 </attribute>
5113 <attribute arch="last_sp" editor="weapon speed" type="int">
5114 The weapon speed determines how often the wielder can swing the weapon
5115 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5116 is best (that is lightning- fast). A typical average value is 8.
5117 Speed and damage should be kept in reasonable relation.
5118 </attribute>
5119 <attribute arch="wc" editor="weapon class" type="int">
5120 The weapon class value adds to the overall weapon class of the wielder's
5121 melee attacks. Weapon class improves the chance of hitting the opponent.
5122 </attribute>
5123 <attribute arch="magic" editor="magic bonus" type="int">
5124 For a weapon, magic bonus works just like weapon class, except that
5125 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5126 less useful than direct weapon class value on a weapon.
5127 </attribute>
5128 <attribute arch="item_power" editor="item power" type="int">
5129 The &lt;item power&gt; value measures how "powerful" an artifact is.
5130 Players will only be able to wear equipment with a certain total
5131 amount of &lt;item power&gt;, depending on their own level. This is the
5132 only way to prevent low level players to wear "undeserved" equipment
5133 (like gifts from other players or cheated items).
5134
5135 It is very important to adjust the &lt;item power&gt; value carefully
5136 for every artifact you create! If zero/unset, the CF server will
5137 calculate a provisional value at runtime, but this is never
5138 going to be an accurate measurement of &lt;item power&gt;.
5139 </attribute>
5140 <attribute arch="damned" editor="damnation" type="bool">
5141 A damned weapon cannot be unwielded unless
5142 the curse is removed. Removing damnations is
5143 a tick harder than removing curses.
5144 </attribute>
5145 <attribute arch="cursed" editor="curse" type="bool">
5146 A cursed weapon cannot be unwielded unless
5147 the curse is removed.
5148 </attribute>
5149 <attribute arch="lifesave" editor="save life" type="bool">
5150 An item with this flag enabled will save the players life
5151 for one time: When the player is wearing this item and his
5152 health points reach zero, the item disappears, replenishing
5153 half of the player's health.
5154
5155 An item with &lt;save life&gt; should not have
5156 any decent additional bonuses!
5157 </attribute>
5158 <attribute arch="unique" editor="unique item" type="bool">
5159 Unique items exist only one time on a server. If the item
5160 is taken, lost or destroyed - it's gone for good.
5161 </attribute>
5162 <attribute arch="startequip" editor="godgiven item" type="bool">
5163 A godgiven item vanishes as soon as the player
5164 drops it to the ground.
5165 </attribute>
5166 <section name="resistance">
5167 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5168 This adds physical resistance to the weapon (= armour value). The number is
5169 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5170 and what they require to do for getting this-and-that artifact.
5171 </attribute>
5172 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5173 This adds magic resistance to the weapon. The number is a percent-value in
5174 the range 0-100. Treat this with CARE. Look at other maps and what they
5175 require to do for getting this-and-that artifact.
5176 </attribute>
5177 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5178 This adds fire resistance to the weapon. The number is a percent-value in
5179 the range 0-100. Treat this with CARE. Look at other maps and what they
5180 require to do for getting this-and-that artifact.
5181 </attribute>
5182 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5183 This adds electricity resistance to the weapon. The number is a percent-value in
5184 the range 0-100. Treat this with CARE. Look at other maps and what they
5185 require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5188 This adds fire resistance to the weapon. The number is a percent-value in
5189 the range 0-100. Treat this with CARE. Look at other maps and what they
5190 require to do for getting this-and-that artifact.
5191 </attribute>
5192 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5193 This adds confusion resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Confusion resistance is not very effective
5195 unless the value comes close to 100 (= perfect immunity).
5196 </attribute>
5197 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5198 This adds acid resistance to the weapon. The number is a percent-value in
5199 the range 0-100. Treat this with CARE. Look at other maps and what they
5200 require to do for getting this-and-that artifact.
5201 </attribute>
5202 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5203 This adds draining resistance to the weapon. The number is a percent-value
5204 in the range 0-100. Draining resistance is little effective
5205 unless the value is 100 (= perfect immunity).
5206 </attribute>
5207 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5208 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5209 the range 0-100. Weaponmagic resistance generally should not exist on
5210 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5211 are not meant to be easily resisted.
5212 </attribute>
5213 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5214 This adds ghosthit resistance to the weapon. The number is a percent-value
5215 in the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5219 This adds poison resistance to the weapon. The number is a percent-value in
5220 the range 0-100. Treat this with CARE. Look at other maps and what they
5221 require to do for getting this-and-that artifact.
5222 </attribute>
5223 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5224 This adds fear resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Resistance to fear is pretty useless.
5226 </attribute>
5227 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5228 This adds paralyze resistance to the weapon. The number is a percent-value in
5229 the range 0-100. Paralyze resistance is little effective
5230 unless the value is 100 (= perfect immunity).
5231 </attribute>
5232 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5233 This adds fear resistance to the weapon. The number is a percent-value in
5234 the range 0-100. Resistance to fear is pretty useless.
5235 </attribute>
5236 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5237 This adds depletion resistance to the weapon. The number is a percent-value
5238 in the range 0-100. Depletion resistance is little effective
5239 unless the value is 100 (= perfect immunity).
5240 </attribute>
5241 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5242 This adds death-attack resistance to the weapon. The number is a
5243 percent-value in the range 0-100. Death-attack resistance is little
5244 effective unless the value is 100 (= perfect immunity).
5245 Generally, resistance to death-attack is not supposed to be
5246 available to players!
5247 </attribute>
5248 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5249 This adds chaos resistance to the weapon. The number is a percent-value in
5250 the range 0-100. Treat this with CARE. Look at other maps and what they
5251 require to do for getting this-and-that artifact.
5252 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5253 combination of other attacktypes.
5254 </attribute>
5255 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5256 This adds blinding resistance to the weapon. The number is a percent-value
5257 in the range 0-100. Treat this with CARE. Look at other maps and what they
5258 require to do for getting this-and-that artifact.
5259 </attribute>
5260 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5261 This adds holy power resistance to the weapon. The number is a percent-value
5262 in the range 0-100. Holy power is the attacktype that holyword-type spells
5263 use to hurt undead creatures. This kind of resistance is only reasonable
5264 for undead players (wraith or devourer cult).
5265 Generally, resistance to holy word should not be available for players.
5266 </attribute>
5267 </section>
5268 <section name="stats">
5269 <attribute arch="Str" editor="strength" type="int">
5270 The player's strentgh will rise/fall by the given value
5271 while wearing this weapon.
5272 </attribute>
5273 <attribute arch="Dex" editor="dexterity" type="int">
5274 The player's dexterity will rise/fall by the given value
5275 while wearing this weapon.
5276 </attribute>
5277 <attribute arch="Con" editor="constitution" type="int">
5278 The player's constitution will rise/fall by the given value
5279 while wearing this weapon.
5280 </attribute>
5281 <attribute arch="Int" editor="intelligence" type="int">
5282 The player's intelligence will rise/fall by the given value
5283 while wearing this weapon.
5284 </attribute>
5285 <attribute arch="Pow" editor="power" type="int">
5286 The player's power will rise/fall by the given value
5287 while wearing this weapon.
5288 </attribute>
5289 <attribute arch="Wis" editor="wisdom" type="int">
5290 The player's wisdom will rise/fall by the given value while
5291 wearing this weapon.
5292 </attribute>
5293 <attribute arch="Cha" editor="charisma" type="int">
5294 The player's charisma will rise/fall by the given value
5295 while wearing this weapon.
5296 </attribute>
5297 </section>
5298 <section name="misc">
5299 <attribute arch="luck" editor="luck bonus" type="int">
5300 With positive luck bonus, the player is more likely to
5301 succeed in all sorts of things (spellcasting, praying,...).
5302 Unless the &lt;luck bonus&gt; is very high, the effect will be
5303 barely visible in-game. Luck bonus on one piece of equipment
5304 should never exceed 3, and such bonus should not be too
5305 frequently available.
5306 </attribute>
5307 <attribute arch="hp" editor="health regen." type="int">
5308 Positive &lt;health regen.&gt; bonus speeds up the
5309 player's healing process. Negative values slow it down.
5310 </attribute>
5311 <attribute arch="sp" editor="mana regen." type="int">
5312 Positive &lt;mana regen.&gt; bonus speeds up the
5313 player's mana regeneration. Negative values slow it down.
5314 </attribute>
5315 <attribute arch="grace" editor="grace regen." type="int">
5316 Positive &lt;grace regen.&gt; bonus speeds up the
5317 player's grace regeneration. Negative values slow it down.
5318 Since grace can be regenerated rather easy with praying,
5319 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5320 </attribute>
5321 <attribute arch="food" editor="food bonus" type="int">
5322 Positive &lt;food bonus&gt; slows down the player's digestion,
5323 thus he consumes less food. Negative values speed it up.
5324
5325 Note that food is consumed not only for "being alive", but
5326 also for healing and mana-regeneration.
5327 &lt;food bonus&gt; only affects the amount of food consumed
5328 for "being alive". Hence, even with high &lt;food bonus&gt;,
5329 during a fight a player can run out of food quickly.
5330 </attribute>
5331 <attribute arch="xrays" editor="xray vision" type="bool">
5332 Xray vision allows the player to see through obstacles
5333 in a two-square-wide radius. This is extremely helpful and
5334 desirable, so don't give it away for cheap on equipment.
5335 </attribute>
5336 <attribute arch="stealth" editor="stealth" type="bool">
5337 Stealth allows the player to move silently.
5338 This comes to effect if a player turns himself
5339 invisible and tries to sneak around monsters.
5340 (At least that was the idea behind it)
5341 </attribute>
5342 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5343 If a player is wearing any piece of equipment with
5344 the ability to &lt;reflect spells&gt;, all kinds of
5345 spell-bullets and -beams will bounce off him.
5346 This works only about 90% of all times, to
5347 avoid players being completely immune to certain
5348 types of attacks.
5349
5350 This is a very powerful ability and it
5351 shouldn't be handed out cheap!
5352 </attribute>
5353 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5354 If a player is wearing any piece of equipment with
5355 the ability to &lt;reflect missiles&gt;, all kinds of
5356 projectiles (e.g. arrows, bolts, boulders) will
5357 bounce off him. This works only about 90% of all
5358 times, to avoid players being completely immune to
5359 certain types of attacks.
5360 </attribute>
5361 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5362 Click on the &lt;attuned paths&gt; button to select spellpaths.
5363 The player will get attuned to the specified spellpaths
5364 while wearing this weapon.
5365 </attribute>
5366 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5367 Click on the &lt;repelled paths&gt; button to select spellpaths.
5368 The player will get repelled to the specified spellpaths
5369 while wearing this weapon.
5370 </attribute>
5371 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5372 Click on the &lt;denied paths&gt; button to select spellpaths.
5373 The specified spellpaths will be denied to the player
5374 while wearing this weapon.
5375 </attribute>
5376 </section>
5377 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5378 This text describes the weapons's "story". Every decent artifact weapon
5379 should have such a description.
5380 </attribute>
5381 </type>
5382
5383 <type number="116" name="Event Connector">
5384 <description><![CDATA[
5385 Event connectors link specific events that happen to objects to
5386 a crossfire plug-in. ]]>
5387 </description>
5388 <attribute arch="subtype" editor="event type" type="list_event_type">
5389 The type of event that triggers a notify to the plug-in.
5390 </attribute>
5391 <attribute arch="title" editor="plug-in" type="string">
5392 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5393 for python and "perl" for the Crossfire-Perl plug-in.
5394 </attribute>
5395 <attribute arch="slaying" editor="extension" type="string">
5396 The name of the extension to invoke (for python, this is the path to a script,
5397 for perl this is the name of a extension package without the ".ext" extension.
5398 </attribute>
5399 <attribute arch="name" editor="options" type="string">
5400 A string that is passed unaltered to the extension above. Often used to pass
5401 options to the extension that alter its behaviour.
5402 </attribute>
5403 </type>
5404
5405 </types>