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Revision: 1.17
Committed: Wed Aug 9 21:21:53 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.16: +5 -5 lines
Log Message:
merged types to gridarta changes

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 <!ENTITY activate_on "
162 <attribute arch='activate_on_push' editor='Activate on push' type='bool'>
163 Whether the teleporter should only be activated on push.
164 </attribute>
165 <attribute arch='activate_on_release' editor='Activate on release' type='bool'>
166 Whether the teleporter should only be activated on release.
167 </attribute>
168 ">
169 ]>
170
171 <types>
172
173 <!--###################### bitmask definitions ######################-->
174
175 <bitmask name="attacktype">
176 <entry bit="0" name="Physical" />
177 <entry bit="1" name="Magical" />
178 <entry bit="2" name="Fire" />
179 <entry bit="3" name="Electricity" />
180 <entry bit="4" name="Cold" />
181 <entry bit="5" name="Confusion" />
182 <entry bit="6" name="Acid" />
183 <entry bit="7" name="Drain" />
184 <entry bit="8" name="Weaponmagic" />
185 <entry bit="9" name="Ghosthit" />
186 <entry bit="10" name="Poison" />
187 <entry bit="11" name="Slow" />
188 <entry bit="12" name="Paralyze" />
189 <entry bit="13" name="Turn Undead" />
190 <entry bit="14" name="Fear" />
191 <entry bit="15" name="Cancellation" />
192 <entry bit="16" name="Depletion" />
193 <entry bit="17" name="Death" />
194 <entry bit="18" name="Chaos" />
195 <entry bit="19" name="Counterspell" />
196 <entry bit="20" name="God Power" />
197 <entry bit="21" name="Holy Power" />
198 <entry bit="22" name="Blinding" />
199 </bitmask>
200
201 <bitmask name="material">
202 <entry bit="0" name="Paper" />
203 <entry bit="1" name="Iron" />
204 <entry bit="2" name="Glass" />
205 <entry bit="3" name="Leather" />
206 <entry bit="4" name="Wood" />
207 <entry bit="5" name="Organics" />
208 <entry bit="6" name="Stone" />
209 <entry bit="7" name="Cloth" />
210 <entry bit="8" name="Adamantite" />
211 <entry bit="9" name="Liquid" />
212 <entry bit="10" name="Soft Metal" />
213 <entry bit="11" name="Bone" />
214 <entry bit="12" name="Ice" />
215 <entry bit="13" name="(supress name on display)" />
216
217 </bitmask>
218
219 <bitmask name="spellpath">
220 <entry bit="0" name="Protection" />
221 <entry bit="1" name="Fire" />
222 <entry bit="2" name="Frost" />
223 <entry bit="3" name="Electricity" />
224 <entry bit="4" name="Missiles" />
225 <entry bit="5" name="Self" />
226 <entry bit="6" name="Summoning" />
227 <entry bit="7" name="Abjuration" />
228 <entry bit="8" name="Restoration" />
229 <entry bit="9" name="Detonation" />
230 <entry bit="10" name="Mind" />
231 <entry bit="11" name="Creation" />
232 <entry bit="12" name="Teleportation" />
233 <entry bit="13" name="Information" />
234 <entry bit="14" name="Transmutation" />
235 <entry bit="15" name="Transferrence" />
236 <entry bit="16" name="Turning" />
237 <entry bit="17" name="Wounding" />
238 <entry bit="18" name="Death" />
239 <entry bit="19" name="Light" />
240 </bitmask>
241
242 <bitmask name="will_apply">
243 <entry bit="0" name="Apply Handles" />
244 <entry bit="1" name="Open Chests" />
245 <entry bit="2" name="Break Walls" />
246 <entry bit="3" name="Open Doors" />
247 </bitmask>
248
249 <bitmask name="pick_up">
250 <entry bit="0" name="Nothing" />
251 <entry bit="1" name="Wealth" />
252 <entry bit="2" name="Food" />
253 <entry bit="3" name="Weapons" />
254 <entry bit="4" name="Armour" />
255 <entry bit="5" name="Inverse" />
256 <entry bit="6" name="All" />
257 </bitmask>
258
259 <bitmask name="movement_type">
260 <entry bit="0" name="Walk" />
261 <entry bit="1" name="Fly Low" />
262 <entry bit="2" name="Fly High" />
263 <entry bit="3" name="Swim" />
264 <entry bit="4" name="Boat" />
265 <entry bit="16" name="Other" />
266 </bitmask>
267
268 <!--###################### list definitions ######################-->
269
270 <list name="direction">
271 <entry value="0" name="&lt;none&gt;" />
272 <entry value="1" name="north" />
273 <entry value="2" name="northeast" />
274 <entry value="3" name="east" />
275 <entry value="4" name="southeast" />
276 <entry value="5" name="south" />
277 <entry value="6" name="southwest" />
278 <entry value="7" name="west" />
279 <entry value="8" name="northwest" />
280 </list>
281
282 <list name="mood">
283 <entry value="0" name="furious" />
284 <entry value="1" name="angry" />
285 <entry value="2" name="calm" />
286 <entry value="3" name="sleep" />
287 <entry value="4" name="charm" />
288 </list>
289
290 <list name="potion_effect">
291 <entry value="0" name="&lt;none&gt;" />
292 <entry value="65536" name="life restoration" />
293 <entry value="1048576" name="improvement" />
294 </list>
295
296 <list name="weapon_type">
297 <entry value="0" name="&lt;unknown&gt;" />
298 <entry value="1" name="sword" />
299 <entry value="2" name="arrows" />
300 <entry value="3" name="axe" />
301 <entry value="4" name="katana" />
302 <entry value="5" name="knife, dagger" />
303 <entry value="6" name="whip, chain" />
304 <entry value="7" name="hammer, flail" />
305 <entry value="8" name="club, stick" />
306 </list>
307
308 <list name="skill_type">
309 <entry value="1" name="lockpicking" />
310 <entry value="2" name="hiding" />
311 <entry value="3" name="smithery" />
312 <entry value="4" name="bowyer" />
313 <entry value="5" name="jeweler" />
314 <entry value="6" name="alchemy" />
315 <entry value="7" name="stealing" />
316 <entry value="8" name="literacy" />
317 <entry value="9" name="bargaining" />
318 <entry value="10" name="jumping" />
319 <entry value="11" name="detect magic" />
320 <entry value="12" name="oratory" />
321 <entry value="13" name="singing" />
322 <entry value="14" name="detect curse" />
323 <entry value="15" name="find traps" />
324 <entry value="16" name="mediatation" />
325 <entry value="17" name="punching" />
326 <entry value="18" name="flame touch" />
327 <entry value="19" name="karate" />
328 <entry value="20" name="climbing" />
329 <entry value="21" name="woodsman" />
330 <entry value="22" name="inscription" />
331 <entry value="23" name="one handed weapons" />
332 <entry value="24" name="missile weapons" />
333 <entry value="25" name="throwing" />
334 <entry value="26" name="use magic item" />
335 <entry value="27" name="disarm traps" />
336 <entry value="28" name="set traps" />
337 <entry value="29" name="thaumaturgy" />
338 <entry value="30" name="praying" />
339 <entry value="31" name="clawing" />
340 <entry value="32" name="levitation" />
341 <entry value="33" name="summoning" />
342 <entry value="34" name="pyromancy" />
343 <entry value="35" name="evocation" />
344 <entry value="36" name="sorcery" />
345 <entry value="37" name="two handed weapons" />
346 </list>
347
348 <list name="spell_type">
349 <entry value="1" name="raise dead" />
350 <entry value="2" name="rune" />
351 <entry value="3" name="make mark" />
352 <entry value="4" name="bolt" />
353 <entry value="5" name="bullet" />
354 <entry value="6" name="explosion" />
355 <entry value="7" name="cone" />
356 <entry value="8" name="bomb" />
357 <entry value="9" name="wonder" />
358 <entry value="10" name="smite" />
359 <entry value="11" name="magic missile" />
360 <entry value="12" name="summon golem" />
361 <entry value="13" name="dimension door" />
362 <entry value="14" name="magic mapping" />
363 <entry value="15" name="magic wall" />
364 <entry value="16" name="destruction" />
365 <entry value="17" name="perceive self" />
366 <entry value="18" name="word of recall" />
367 <entry value="19" name="invisible" />
368 <entry value="20" name="probe" />
369 <entry value="21" name="healing" />
370 <entry value="22" name="create food" />
371 <entry value="23" name="earth to dust" />
372 <entry value="24" name="change ability" />
373 <entry value="25" name="bless" />
374 <entry value="26" name="curse" />
375 <entry value="27" name="summon monster" />
376 <entry value="28" name="recharge" />
377 <entry value="29" name="polymorph" />
378 <entry value="30" name="alchemy" />
379 <entry value="31" name="remove curse" />
380 <entry value="32" name="identify" />
381 <entry value="33" name="detection" />
382 <entry value="34" name="mood change" />
383 <entry value="35" name="moving ball" />
384 <entry value="36" name="swarm" />
385 <entry value="37" name="charge mana" />
386 <entry value="38" name="dispel rune" />
387 <entry value="39" name="create missile" />
388 <entry value="40" name="consecrate" />
389 <entry value="41" name="animate weapon" />
390 <entry value="42" name="light" />
391 <entry value="43" name="change map light" />
392 <entry value="44" name="faery fire" />
393 <entry value="45" name="disease" />
394 <entry value="46" name="aura" />
395 <entry value="47" name="town portal" />
396 </list>
397
398 <list name="event_type">
399 <entry value="0" name="none" />
400 <entry value="1" name="apply" />
401 <entry value="2" name="attack" />
402 <entry value="3" name="death" />
403 <entry value="4" name="drop" />
404 <entry value="5" name="pickup" />
405 <entry value="6" name="say" />
406 <entry value="7" name="stop" />
407 <entry value="8" name="time" />
408 <entry value="9" name="throw" />
409 <entry value="10" name="trigger" />
410 <entry value="11" name="close" />
411 <entry value="12" name="timer" />
412 <entry value="28" name="move" />
413 </list>
414
415 <list name="attack_movement_bits_0_3">
416 <entry value="0" name="default" />
417 <entry value="1" name="attack from distance" />
418 <entry value="2" name="run away" />
419 <entry value="3" name="hit and run" />
420 <entry value="4" name="wait, then hit, then move" />
421 <entry value="5" name="rush blindly" />
422 <entry value="6" name="always run" />
423 <entry value="7" name="attack from distance if hit" />
424 <entry value="8" name="do not approach" />
425 </list>
426
427 <list name="attack_movement_bits_4_7">
428 <entry value="0" name="none" />
429 <entry value="16" name="pet" />
430 <entry value="32" name="small circle" />
431 <entry value="48" name="large circle" />
432 <entry value="64" name="small horizontal" />
433 <entry value="80" name="large horizontal" />
434 <entry value="96" name="random direction" />
435 <entry value="112" name="random movement" />
436 <entry value="128" name="small vertical" />
437 <entry value="144" name="large vertical" />
438 </list>
439
440 <!--###################### default attributes ######################-->
441
442 <!--
443 The attributes of the default_type get added to all other types by default.
444 Every type can have an 'ignore' element however, which is used to specify
445 default attributes *not* to inherit.
446 -->
447 <default_type>
448 <attribute arch="name" editor="name" type="string">
449 This is the name of the object, displayed to the player.
450 </attribute>
451 <attribute arch="name_pl" editor="plural name" type="string">
452 This is the plural name of the object. A plural name must be set for
453 all items that can be picked up and collected by the player.
454 </attribute>
455 <attribute arch="title" editor="title" type="string">
456 This is the object's title. Once an object is identified the title is
457 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
458 </attribute>
459 <attribute arch="face" editor="image" type="string">
460 The image-name defines what image is displayed for this object in-game.
461 </attribute>
462 <attribute arch="nrof" editor="number" type="int">
463 This value determines the number of objects in one stack (for example:
464 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
465 any pickable object - otherwise it won't be mergeable into a stack.
466 </attribute>
467 <attribute arch="weight" editor="weight" type="int">
468 This value defines the object's weight in grams (1000g is 1kg). Objects with
469 zero weight are not pickable for players. Still, set the "non-pickable"-flag
470 for explicitly non-pickable objects (hey, this is opensource.. you
471 never know ;) ).
472 </attribute>
473 <attribute arch="value" editor="value" type="int">
474 Determines the value of the object, in units of silver coins (one
475 platinum coin == 50 silver coins). Value for buying/selling will be
476 further modified by various factors. Hence, testing values in-game is
477 usually inevitable.
478 </attribute>
479 <attribute arch="glow_radius" editor="glow radius" type="int">
480 If &lt;glow radius&gt; is set to a value greater zero, the object
481 appears lit up on dark maps. &lt;glow radius&gt; can be a value
482 between 0 and 4, the higher, the more light does the object emit.
483 </attribute>
484 <attribute arch="material" editor="material" type="bitmask_material">
485 This bitmask-value informs the player of which material(s) the
486 object consists. Material does also affect how likely the object
487 can be destroyed by hazardous spell-effects.
488 </attribute>
489 <attribute arch="no_pick" editor="non-pickable" type="bool">
490 If set, the object cannot be picked up (Neither by players nor monsters).
491 </attribute>
492 <attribute arch="invisible" editor="invisible" type="bool">
493 Generally makes the object invisible. Depending on the object-type,
494 some can be made visible by the show_invisible spell. If in doubt, test it.
495 Putting an invisible object under the floor always prevents it from being
496 shown.
497 </attribute>
498 <attribute arch="blocksview" editor="block view" type="bool">
499 If an item is set to block view, players (and monsters) cannot
500 see byond it unless they cross it or manage to stand ontop.
501 </attribute>
502 <attribute arch="identified" editor="identified" type="bool">
503 If an item is identified, the player has full knowledge about it.
504 </attribute>
505 <attribute arch="unpaid" editor="unpaid" type="bool">
506 An &lt;unpaid&gt; item cannot be used unless a player carried it over
507 a shop mat, paying the demanded price. Setting this flag makes sense
508 only for pickable items inside shops.
509 </attribute>
510 </default_type>
511
512 <!-- This ignorelist is for all system objects which are non pickable
513 and invisible. They don't interact with players at all. -->
514 <ignore_list name="system_object">
515 <attribute arch="value" />
516 <attribute arch="nrof" />
517 <attribute arch="weight" />
518 <attribute arch="name_pl" />
519 <attribute arch="material" />
520 <attribute arch="no_pick" />
521 <attribute arch="unpaid" />
522 <attribute arch="title" />
523 <attribute arch="glow_radius" />
524 <attribute arch="identified" />
525 <attribute arch="blocksview" />
526 <attribute arch="invisible" />
527 </ignore_list>
528
529 <!-- This ignorelist is for non-pickable objects. They can be seen by
530 the player, but don't have values like material or weight. -->
531 <ignore_list name="non_pickable">
532 <attribute arch="value" />
533 <attribute arch="nrof" />
534 <attribute arch="weight" />
535 <attribute arch="name_pl" />
536 <attribute arch="material" />
537 <attribute arch="no_pick" />
538 <attribute arch="unpaid" />
539 <attribute arch="title" />
540 <attribute arch="identified" />
541 </ignore_list>
542
543 <!--####################################################################-->
544 <type number="0" name="Misc">
545 <required>
546 <!-- this is a special case: The "misc" type with type number 0 is
547 the fallback for all types which don't match any other defined types.
548 The required attribute "misc x" prevents that it gets confused with
549 other types like "monster & npc" which also have type number 0. -->
550 <attribute arch="misc" value="x" />
551 </required>
552 &movement_types_terrain;
553 <attribute arch="cursed" editor="cursed" type="bool">
554 Curses can have various effects: On equipment and food,
555 they generally harm the player in some way.
556 </attribute>
557 <attribute arch="damned" editor="damned" type="bool">
558 A damned item/floor on the ground makes it impossible for players
559 to use prayers on that spot. It also prevents players from saving.
560 Damnation on equipment works similar to a curse.
561 </attribute>
562 <attribute arch="unique" editor="unique item" type="bool">
563 Unique items exist only one time on a server. If the item
564 is taken, lost or destroyed - it's gone for good.
565 </attribute>
566 <attribute arch="startequip" editor="godgiven item" type="bool">
567 A godgiven item vanishes as soon as the player
568 drops it to the ground.
569 </attribute>
570 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
571 This text may describe the object.
572 </attribute>
573 </type>
574
575 <!--####################################################################-->
576 <type number="110" name="Ability">
577 <ignore>
578 <ignore_list name="system_object" />
579 </ignore>
580 <description><![CDATA[
581 Abilities are to be put in a monster's inventory. They grant monsters the
582 knowledge to cast spells. Spells from abilities are usually magical in
583 nature, thus adding magic attacktype to the spell-damage they produce.
584 <br><br>
585 A particularly nice feature of abilities is that they can hold two
586 spells: One for short range- and one for long range use.
587 \n\n
588 You should know that spellcasting monsters receive abilities via
589 &lt;treasurelist&gt;. ]]>
590 </description>
591 <use><![CDATA[
592 If you want to create "customized" spellcasting monsters, you
593 should use abilities (rather than spellbooks/wands or something).
594 The long/short-range spell feature can make boss-monsters more
595 interesting and challenging.
596 <br><br>
597 You should keep in mind that magic abilities allow players
598 to get better resistance. You can turn off the magic part to
599 make the spells more dangerous. However, this really shouldn't
600 be neccessary unless you work on very high level maps.
601 And what fun is a magic resistance cloak when it has no effect? ]]>
602 </use>
603 <attribute arch="invisible" value="1" type="fixed" />
604 <attribute arch="no_drop" value="1" type="fixed" />
605 <attribute arch="sp" editor="short range spell" type="spell">
606 The monster will use the specified &lt;short range spell&gt;
607 when the player is within 6-square radius (of the
608 monster's head).
609 </attribute>
610 <attribute arch="hp" editor="long range spell" type="nz_spell">
611 The monster will use the specified &lt;long range spell&gt;
612 when the player is at least 6 squares away (from the
613 monster's head).
614
615 Setting a &lt;long range spell&gt; is optional. If unset, the
616 &lt;short range spell&gt; gets used all the time.
617 </attribute>
618 <attribute arch="maxsp" editor="importance" type="int">
619 Sometimes you'll want a monster to use one ability more than others.
620 To achieve this, set the &lt;importance&gt; to a value greater than
621 one. Abilities with this value zero/unset are counted to be of
622 &lt;importance&gt; one.
623
624 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
625 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
626 times the "small fireball".
627 </attribute>
628 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
629 This flag specifies whether the ability &lt;is magical&gt; in nature.
630 If enabled, all spells produced by this ability will have magic
631 attacktype added to the usual attacktypes.
632
633 This should always be set for spell-like abilities. "Natural"
634 abilities like a dragon's firebreath are an exception.
635 Note that non-magical abilities are more dangerous because
636 magic resistance does not protect from those.</attribute>
637 </type>
638
639 <!--####################################################################-->
640 <type number="18" name="Altar">
641 <ignore>
642 <ignore_list name="non_pickable" />
643 </ignore>
644 <description><![CDATA[
645 When a player puts a defined number of certain items on the altar,
646 then either a spell is casted (on the player) or a connector is
647 triggered. If the latter is the case, the altar works only once.
648 Either way, the sacrificed item disappears. ]]>
649 </description>
650 <attribute arch="no_pick" value="1" type="fixed" />
651 &move_on;
652 <attribute arch="slaying" editor="match item name" type="string">
653 This string specifies the item that must be put on the altar to
654 activate it. It can either be the name of an archetype, or directly
655 the name of an object. Yet, titles are not recognized by altars.
656 Remember to put a note somewhere, telling the player what he is
657 expected to drop on the altar. (Often this is put in the altar's
658 name: E.g. "drop 100 platinums")
659 </attribute>
660 <attribute arch="food" editor="drop amount" type="int">
661 The drop amount specifies the amount of items (specified
662 in &lt;match item name&gt;) that must be dropped to activate the altar.
663
664 If &lt;match item name&gt; is set to "money", then the value of the
665 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
666 200 silver, 20 gold, or 4 platinum will all work.)
667
668 Note that the maximum possible for &lt;drop amount&gt; is 32767.
669 </attribute>
670 <attribute arch="connected" editor="connection" type="int">
671 If a connection value is set, the altar will trigger all objects
672 with the same value, when activated. This will only work once.
673 </attribute>
674 <attribute arch="sp" editor="spell" type="spell">
675 When activated, the selected &lt;spell&gt; will be casted (once, on the
676 player). This should work for any given spell. The altar will work
677 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
678 one altar.
679 </attribute>
680 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
681 This text will be displayed to the player
682 in the exact moment when the altar is activated.
683 </attribute>
684 </type>
685
686 <!--####################################################################-->
687 <type number="31" name="Altar Trigger">
688 <ignore>
689 <ignore_list name="non_pickable" />
690 </ignore>
691 <description><![CDATA[
692 Altar_triggers work pretty much like normal altars
693 (drop sacrifice -> connection activated), except for the fact that
694 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
695 </description>
696 <use><![CDATA[
697 Altar_triggers are very useful if you want to charge a price for...
698 <UL>
699 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
700 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
701 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
702 </UL>
703 The big advantage over normal altars is the infinite usability
704 of altar_triggers! If there are ten players on one server, they're
705 quite grateful if things work more than once. =) ]]>
706 </use>
707 <attribute arch="no_pick" value="1" type="fixed" />
708 <attribute arch="slaying" editor="match item name" type="string">
709 This string specifies the item that must be put on the altar to
710 activate it. It can either be the name of an archetype, or directly
711 the name of an object. Yet, titles are not recognized by altars.
712 Remember to put a note somewhere, telling the player what he is
713 expected to drop on the altar. (Often this is put in the altar's
714 name: E.g. "drop 100 platinums")
715 </attribute>
716 <attribute arch="food" editor="drop amount" type="int">
717 The drop amount specifies the amount of items (specified
718 in &lt;match item name&gt;) that must be dropped to activate the altar.
719
720 If &lt;match item name&gt; is set to "money", then the value of the
721 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
722 200 silver, 20 gold, or 4 platinum will all work.)
723
724 Note that the maximum possible for &lt;drop amount&gt; is 32767.
725 </attribute>
726 <attribute arch="connected" editor="connection" type="int">
727 If a connection value is set, the altar will trigger all objects
728 with the same value, when activated. This will only work once.
729 </attribute>
730 <attribute arch="sp" editor="spell" type="spell">
731 When activated, this &lt;spell&gt; will be casted (once, on the player).
732 This should work for any given spell. The altar will work infinitely
733 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
734 </attribute>
735 <attribute arch="exp" editor="reset time" type="int">
736 Being activated, the altar will reset after &lt;reset time&gt; ticks.
737 After reset, the altar is ready to be activated once again.
738 The default &lt;reset time&gt; is 30.
739 </attribute>
740 <attribute arch="last_sp" editor="ignore reset" type="bool">
741 If this attribute is enabled, the altar_trigger won't push the
742 connected value by altar reset. Only ONCE by dropping the sacrifice.
743 This is typically used when the altar is connected to a creator,
744 e.g. for selling tickets.
745
746 If this attribute is disabled (default), the altar_trigger
747 will push the connected value TWICE per sacrifice: First by
748 dropping sacrifice, second by reset. This mode is typically
749 used for altars being connected to gates, resulting in the
750 gate being opened and closed again.
751 </attribute>
752 &move_on;
753 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
754 This text will be displayed to the player
755 in the exact moment when the altar is activated.
756 </attribute>
757 </type>
758
759 <!--####################################################################-->
760 <type number="39" name="Amulet">
761 <description><![CDATA[
762 Wearing an amulet, the object's stats will directly be inherited to
763 the player. Amulets are usually meant for protection and defense. ]]>
764 </description>
765 <use><![CDATA[
766 Feel free to create your own special artifacts. However, it is very
767 important that you keep your artifact in balance with existing maps. ]]>
768 </use>
769 <attribute arch="ac" editor="armour class" type="int">
770 This value defines the amount of armour-class bonus for wearing
771 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
772 values are better. It should usually be set only for armour-like equipment.
773 </attribute>
774 <attribute arch="wc" editor="weapon class" type="int">
775 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
776 melee attacks. Weapon class improves the chance of hitting the opponent.
777 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
778 be set only for weapon-like items. Lower values are better.
779 </attribute>
780 <attribute arch="item_power" editor="item power" type="int">
781 The &lt;item power&gt; value measures how "powerful" an artifact is.
782 Players will only be able to wear equipment with a certain total
783 amount of &lt;item power&gt;, depending on their own level. This is the
784 only way to prevent low level players to wear "undeserved" equipment
785 (like gifts from other players or cheated items).
786
787 It is very important to adjust the &lt;item power&gt; value carefully
788 for every artifact you create! If zero/unset, the CF server will
789 calculate a provisional value at runtime, but this is never
790 going to be an accurate measurement of &lt;item power&gt;.
791 </attribute>
792 <attribute arch="damned" editor="damnation" type="bool">
793 A damned piece of equipment cannot be unwielded unless the curse
794 is removed. Removing damnations is a tick harder than removing curses.
795 </attribute>
796 <attribute arch="cursed" editor="curse" type="bool">
797 A cursed piece of equipment cannot be unwielded
798 unless the curse is removed.
799 </attribute>
800 <attribute arch="lifesave" editor="save life" type="bool">
801 An item with this flag enabled will save the players life
802 for one time: When the player is wearing this item and his
803 health points reach zero, the item disappears, replenishing
804 half of the player's health.
805
806 An item with &lt;save life&gt; should not have
807 any decent additional bonuses!
808 </attribute>
809 <attribute arch="unique" editor="unique item" type="bool">
810 Unique items exist only one time on a server. If the item
811 is taken, lost or destroyed - it's gone for good.
812 </attribute>
813 <attribute arch="startequip" editor="godgiven item" type="bool">
814 A godgiven item vanishes as soon as the player
815 drops it to the ground.
816 </attribute>
817 <attribute arch="applied" editor="is applied" type="bool">
818 If you put this item into the inventory of a monster, and
819 you want the monster to use/wear the item - you must set
820 &lt;is applied&gt;.
821 Enabling this flag doesn't make any sense if the item
822 is NOT in a monster's inventory.
823 </attribute>
824 <section name="resistance">
825 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
826 This adds physical resistance to the item (= armour value). The number is
827 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
828 and what they require to do for getting this-and-that artifact.
829 </attribute>
830 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
831 This adds magic resistance to the item. The number is a percent-value in
832 the range 0-100. Treat this with CARE. Look at other maps and what they
833 require to do for getting this-and-that artifact.
834 </attribute>
835 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
836 This adds fire resistance to the item. The number is a percent-value in
837 the range 0-100. Treat this with CARE. Look at other maps and what they
838 require to do for getting this-and-that artifact.
839 </attribute>
840 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
841 This adds electricity resistance to the item. The number is a percent-value in
842 the range 0-100. Treat this with CARE. Look at other maps and what they
843 require to do for getting this-and-that artifact.
844 </attribute>
845 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
846 This adds fire resistance to the item. The number is a percent-value in
847 the range 0-100. Treat this with CARE. Look at other maps and what they
848 require to do for getting this-and-that artifact.
849 </attribute>
850 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
851 This adds confusion resistance to the item. The number is a percent-value in
852 the range 0-100. Confusion resistance is not very effective
853 unless the value comes close to 100 (= perfect immunity).
854 </attribute>
855 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
856 This adds acid resistance to the item. The number is a percent-value in
857 the range 0-100. Treat this with CARE. Look at other maps and what they
858 require to do for getting this-and-that artifact.
859 </attribute>
860 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
861 This adds draining resistance to the item. The number is a percent-value
862 in the range 0-100. Draining resistance is little effective
863 unless the value is 100 (= perfect immunity).
864 </attribute>
865 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
866 This adds weaponmagic resistance to the item. The number is a percent-value in
867 the range 0-100. Weaponmagic resistance generally should not exist on
868 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
869 are not meant to be easily resisted.
870 </attribute>
871 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
872 This adds ghosthit resistance to the item. The number is a percent-value
873 in the range 0-100. Treat this with CARE. Look at other maps and what they
874 require to do for getting this-and-that artifact.
875 </attribute>
876 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
877 This adds poison resistance to the item. The number is a percent-value in
878 the range 0-100. Treat this with CARE. Look at other maps and what they
879 require to do for getting this-and-that artifact.
880 </attribute>
881 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
882 This adds fear resistance to the item. The number is a percent-value in
883 the range 0-100. Resistance to fear is pretty useless.
884 </attribute>
885 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
886 This adds paralyze resistance to the item. The number is a percent-value in
887 the range 0-100. Paralyze resistance is little effective
888 unless the value is 100 (= perfect immunity).
889 </attribute>
890 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
891 This adds fear resistance to the item. The number is a percent-value in
892 the range 0-100. Resistance to fear is pretty useless.
893 </attribute>
894 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
895 This adds depletion resistance to the item. The number is a percent-value
896 in the range 0-100. Depletion resistance is little effective
897 unless the value is 100 (= perfect immunity).
898 </attribute>
899 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
900 This adds death-attack resistance to the item. The number is a
901 percent-value in the range 0-100. Death-attack resistance is little
902 effective unless the value is 100 (= perfect immunity).
903 Generally, resistance to death-attack is not supposed to be
904 available to players!
905 </attribute>
906 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
907 This adds chaos resistance to the item. The number is a percent-value in
908 the range 0-100. Treat this with CARE. Look at other maps and what they
909 require to do for getting this-and-that artifact.
910 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
911 combination of other attacktypes.
912 </attribute>
913 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
914 This adds blinding resistance to the item. The number is a percent-value
915 in the range 0-100. Treat this with CARE. Look at other maps and what they
916 require to do for getting this-and-that artifact.
917 </attribute>
918 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
919 This adds holy power resistance to the item. The number is a percent-value
920 in the range 0-100. Holy power is the attacktype that holyword-type spells
921 use to hurt undead creatures. This kind of resistance is only reasonable
922 for undead players (wraith or devourer cult).
923 Generally, resistance to holy word should not be available for players.
924 </attribute>
925 </section>
926 <section name="stats">
927 <attribute arch="Str" editor="strength" type="int">
928 The player's strentgh will rise/fall by the given value
929 while wearing this piece of equipment.
930 </attribute>
931 <attribute arch="Dex" editor="dexterity" type="int">
932 The player's dexterity will rise/fall by the given value
933 while wearing this piece of equipment.
934 </attribute>
935 <attribute arch="Con" editor="constitution" type="int">
936 The player's constitution will rise/fall by the given value
937 while wearing this piece of equipment.
938 </attribute>
939 <attribute arch="Int" editor="intelligence" type="int">
940 The player's intelligence will rise/fall by the given value
941 while wearing this piece of equipment.
942 </attribute>
943 <attribute arch="Pow" editor="power" type="int">
944 The player's power will rise/fall by the given value
945 while wearing this piece of equipment.
946 </attribute>
947 <attribute arch="Wis" editor="wisdom" type="int">
948 The player's wisdom will rise/fall by the given value while
949 wearing this piece of equipment.
950 </attribute>
951 <attribute arch="Cha" editor="charisma" type="int">
952 The player's charisma will rise/fall by the given value
953 while wearing this piece of equipment.
954 </attribute>
955 </section>
956 <section name="misc">
957 <attribute arch="luck" editor="luck bonus" type="int">
958 With positive luck bonus, the player is more likely to
959 succeed in all sorts of things (spellcasting, praying,...).
960 Unless the &lt;luck bonus&gt; is very high, the effect will be
961 barely visible in-game. Luck bonus on one piece of equipment
962 should never exceed 3, and such bonus should not be too
963 frequently available.
964 </attribute>
965 <attribute arch="hp" editor="health regen." type="int">
966 Positive &lt;health regen.&gt; bonus speeds up the
967 player's healing process. Negative values slow it down.
968 </attribute>
969 <attribute arch="sp" editor="mana regen." type="int">
970 Positive &lt;mana regen.&gt; bonus speeds up the
971 player's mana regeneration. Negative values slow it down.
972 </attribute>
973 <attribute arch="grace" editor="grace regen." type="int">
974 Positive &lt;grace regen.&gt; bonus speeds up the
975 player's grace regeneration. Negative values slow it down.
976 Since grace can be regenerated rather easy with praying,
977 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
978 </attribute>
979 <attribute arch="food" editor="food bonus" type="int">
980 Positive &lt;food bonus&gt; slows down the player's digestion,
981 thus he consumes less food. Negative values speed it up.
982
983 Note that food is consumed not only for "being alive", but
984 also for healing and mana-regeneration.
985 &lt;food bonus&gt; only affects the amount of food consumed
986 for "being alive". Hence, even with high &lt;food bonus&gt;,
987 during a fight a player can run out of food quickly.
988 </attribute>
989 <attribute arch="xrays" editor="xray vision" type="bool">
990 Xray vision allows the player to see through obstacles
991 in a two-square-wide radius. This is extremely helpful and
992 desirable, so don't give it away for cheap on equipment.
993 </attribute>
994 <attribute arch="stealth" editor="stealth" type="bool">
995 Stealth allows the player to move silently.
996 This comes to effect if a player turns himself
997 invisible and tries to sneak around monsters.
998 (At least that was the idea behind it)
999 </attribute>
1000 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1001 If a player is wearing any piece of equipment with
1002 the ability to &lt;reflect spells&gt;, all kinds of
1003 spell-bullets and -beams will bounce off him.
1004 This works only about 90% of all times, to
1005 avoid players being completely immune to certain
1006 types of attacks.
1007
1008 This is a very powerful ability and it
1009 shouldn't be handed out cheap!
1010 </attribute>
1011 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1012 If a player is wearing any piece of equipment with
1013 the ability to &lt;reflect missiles&gt;, all kinds of
1014 projectiles (e.g. arrows, bolts, boulders) will
1015 bounce off him. This works only about 90% of all
1016 times, to avoid players being completely immune to
1017 certain types of attacks.
1018 </attribute>
1019 &move_type;
1020 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1021 Click on the &lt;attuned paths&gt; button to select spellpaths.
1022 The player will get attuned to the specified spellpaths
1023 while wearing this item.
1024 </attribute>
1025 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1026 Click on the &lt;repelled paths&gt; button to select spellpaths.
1027 The player will get repelled to the specified spellpaths
1028 while wearing this item.
1029 </attribute>
1030 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1031 Click on the &lt;denied paths&gt; button to select spellpaths.
1032 The specified spellpaths will be denied to the player
1033 while wearing this item.
1034 </attribute>
1035 </section>
1036 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1037 This text describes the item's "story". Every decent artifact
1038 should have such a description.
1039 </attribute>
1040 </type>
1041
1042 <!--####################################################################-->
1043 <type number="58" name="Battleground">
1044 <ignore>
1045 <ignore_list name="non_pickable" />
1046 </ignore>
1047 <description><![CDATA[
1048 Battleground is very special: In short, players can die on battleground
1049 without any death penalties. They don't loose or gain experience
1050 while on battleground. Acid, draining and depletion effects don't
1051 work either.
1052 When a player dies on battleground, he gets teleported to an exit
1053 location which is defined in the battleground object. ]]>
1054 </description>
1055 <use><![CDATA[
1056 Battleground is only meant for player vs. player duels. You can
1057 design combat arenas similiar to the one in scorn.<br>
1058 What should NEVER be done is placing battleground tiles in
1059 open dungeons or other free kinds of land.
1060 It must not be possible to gain significant treasure for fighting
1061 on battleground, because it bears no risk.<br><br>
1062 (Battleground will cease to work when the image or name is changed,
1063 or when it is placed beneath another floor tile.
1064 This is not a bug, it is there to prevent any attempts of placing
1065 "hidden" battleground tiles anywhere.) ]]>
1066 </use>
1067 <attribute arch="no_pick" value="1" type="fixed" />
1068 <attribute arch="is_floor" value="1" type="fixed" />
1069 <attribute arch="hp" editor="destination X" type="int">
1070 The exit destinations define the (x, y)-coordinates where players
1071 get teleported after they died on this battleground.
1072 </attribute>
1073 <attribute arch="sp" editor="destination Y" type="int">
1074 The exit destinations define the (x, y)-coordinates where players
1075 get teleported after they died on this battleground.
1076 </attribute>
1077 </type>
1078
1079 <!--####################################################################-->
1080 <type number="8" name="Book">
1081 <description><![CDATA[
1082 Applying a book, the containing message is displayed to the player. ]]>
1083 </description>
1084 <attribute arch="level" editor="literacy level" type="int">
1085 If this value is set to be greater than zero, the player needs a
1086 certain literacy level to succeed reading the book. The book can be
1087 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1088 book can be a nice idea, personally I like it when a player needs
1089 more than his fighting skills to solve a quest. However, keep the
1090 booklevel at least below 15 because it is quite hard to gain high
1091 mental levels.
1092 </attribute>
1093 <attribute arch="startequip" editor="godgiven item" type="bool">
1094 A godgiven item vanishes as soon as the player
1095 drops it to the ground.
1096 </attribute>
1097 <attribute arch="unique" editor="unique item" type="bool">
1098 Unique items exist only one time on a server. If the item
1099 is taken, lost or destroyed - it's gone for good.
1100 </attribute>
1101 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1102 This is the text that appears "written" in the book.
1103 </attribute>
1104 <attribute arch="slaying" editor="key string" type="string">
1105 This is the key string of the book. The key string is checked by an inventory checker.
1106 (This is used eg. for the gate/port passes in scorn)
1107 </attribute>
1108 </type>
1109
1110 <!--####################################################################-->
1111 <type number="99" name="Boots">
1112 <import_type name="Amulet" />
1113 <description><![CDATA[
1114 Wearing boots, the object's stats will directly be inherited to
1115 the player. Usually enhancing his speed, or granting some minor
1116 protection bonus. ]]>
1117 </description>
1118 <use><![CDATA[
1119 Feel free to create your own special artifacts. However, it is very
1120 important that you keep your artifact in balance with existing maps. ]]>
1121 </use>
1122 <attribute arch="exp" editor="speed bonus" type="int">
1123 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1124 while worn. This kind of bonus is quite desirable for players of low-
1125 and medium level. High level players usually have fastest possible
1126 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1127 Still, this bonus is good for nice artifacts - not everything has
1128 to be for highest level.
1129 </attribute>
1130 <attribute arch="magic" editor="magic bonus" type="int">
1131 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1132 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1133 than direct armour-class bonus on the boots.
1134
1135 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1136 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1137 </attribute>
1138 </type>
1139
1140 <!--####################################################################-->
1141 <type number="104" name="Bracers">
1142 <import_type name="Amulet" />
1143 <description><![CDATA[
1144 Bracers are armour-plates worn around the wrists.
1145 Wearing bracer, the object's stats will directly be inherited to
1146 the player. Usually enhancing his defense. ]]>
1147 </description>
1148 <use><![CDATA[
1149 Feel free to create your own special artifacts. However, it is very
1150 important that you keep your artifact in balance with existing maps. ]]>
1151 </use>
1152 <attribute arch="magic" editor="magic bonus" type="int">
1153 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1154 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1155 than direct armour-class bonus on the bracers.
1156 </attribute>
1157 </type>
1158
1159 <!--####################################################################-->
1160 <type number="16" name="Brestplate Armour">
1161 <import_type name="Amulet" />
1162 <description><![CDATA[
1163 Wearing an armour, the object's stats will directly be inherited to
1164 the player. Usually enhancing his defense. ]]>
1165 </description>
1166 <use><![CDATA[
1167 Feel free to create your own special artifacts. However, it is very
1168 important that you keep your artifact in balance with existing maps. ]]>
1169 </use>
1170 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1171 This poses a penalty to spell regeneration speed, for wearing the armour.
1172 The bigger the spellpoint penalty, the worse.
1173 </attribute>
1174 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1175 Slowdown penalty reduces the player's walking speed when wearing the
1176 armour. Bigger values are worse - zero is best.
1177 </attribute>
1178 <attribute arch="magic" editor="magic bonus" type="int">
1179 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1180 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1181 than direct armour-class bonus on the armour.
1182 </attribute>
1183 </type>
1184
1185 <!--####################################################################-->
1186 <type number="92" name="Button">
1187 <ignore>
1188 <ignore_list name="non_pickable" />
1189 </ignore>
1190 <description><![CDATA[
1191 When a predefined amount of weigh is placed on a button, the
1192 &lt;connection&gt; value is triggered. In most cases this happens when a
1193 player or monster steps on it. When the button is "released", the
1194 &lt;connection&gt; value get's triggered a second time. ]]>
1195 </description>
1196 &move_on;
1197 &move_off;
1198 <attribute arch="no_pick" value="1" type="fixed" />
1199 <attribute arch="weight" editor="press weight" type="int">
1200 The button is pressed (triggered), as soon as
1201 &lt;press weigh&gt; gram are placed ontop of it.
1202 </attribute>
1203 <attribute arch="connected" editor="connection" type="int">
1204 Every time the button is pressed or released, all objects
1205 with the same &lt;connection&gt; value are activated.
1206 </attribute>
1207 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1208 This text may describe the item. You can use this
1209 message to explain the button's purpose to the player.
1210 </attribute>
1211 </type>
1212
1213 <!--####################################################################-->
1214 <type number="30" name="Button Trigger">
1215 <import_type name="Button" />
1216 <ignore>
1217 <ignore_list name="non_pickable" />
1218 </ignore>
1219 <description><![CDATA[
1220 Handle buttons are buttons which reset after a short period
1221 of time. Every time it is either applied or reset, the
1222 &lt;connection&gt; value is triggered. ]]>
1223 </description>
1224 </type>
1225
1226 <!--####################################################################-->
1227 <type number="37" name="Class Changer">
1228 <ignore>
1229 <ignore_list name="non_pickable" />
1230 </ignore>
1231 <description><![CDATA[
1232 Class changer are used while creating a character. ]]>
1233 </description>
1234 <attribute arch="randomitems" editor="class items" type="treasurelist">
1235 This entry determines which initial items the character receives.
1236 </attribute>
1237 <section name="stats">
1238 <attribute arch="Str" editor="strength" type="int">
1239 The player's strength will rise by the given value if he chooses this
1240 class. (Negative values make strength fall)
1241 </attribute>
1242 <attribute arch="Dex" editor="dexterity" type="int">
1243 The player's dexterity will rise by the given value if he chooses this
1244 class. (Negative values make dexterity fall)
1245 </attribute>
1246 <attribute arch="Con" editor="constitution" type="int">
1247 The player's constitution will rise by the given value if he chooses this
1248 class. (Negative values make constitution fall)
1249 </attribute>
1250 <attribute arch="Int" editor="intelligence" type="int">
1251 The player's intelligence will rise by the given value if he chooses this
1252 class. (Negative values make intelligence fall)
1253 </attribute>
1254 <attribute arch="Pow" editor="power" type="int">
1255 The player's power will rise by the given value if he chooses this
1256 class. (Negative values make power fall)
1257 </attribute>
1258 <attribute arch="Wis" editor="wisdom" type="int">
1259 The player's wisdom will rise by the given value if he chooses this
1260 class. (Negative values make wisdom fall)
1261 </attribute>
1262 <attribute arch="Cha" editor="charisma" type="int">
1263 The player's charisma will rise by the given value if he chooses this
1264 class. (Negative values make charisma fall)
1265 </attribute>
1266 </section>
1267 </type>
1268
1269 <!--####################################################################-->
1270 <type number="87" name="Cloak">
1271 <import_type name="Amulet" />
1272 <description><![CDATA[
1273 Wearing a cloak, the object's stats will directly be inherited to
1274 the player. Cloaks usually add minor &lt;armour class&gt; and
1275 sometimes a bit of resistance. ]]>
1276 </description>
1277 <use><![CDATA[
1278 Feel free to create your own special artifacts. However, it is very
1279 important that you keep your artifact in balance with existing maps. ]]>
1280 </use>
1281 <attribute arch="magic" editor="magic bonus" type="int">
1282 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1283 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1284 than direct armour-class bonus on the cloak.
1285
1286 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1287 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1288 </attribute>
1289 </type>
1290
1291 <!--####################################################################-->
1292 <type number="9" name="Clock">
1293 <description><![CDATA[
1294 Applying a clock, the time is displayed to the player. ]]>
1295 </description>
1296 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1297 This text may describe the item
1298 </attribute>
1299 </type>
1300
1301 <!--####################################################################-->
1302 <type number="122" name="Container">
1303 <description><![CDATA[
1304 A player can put (certain kinds of) items in the container.
1305 The overall weight of items is reduced when put inside a
1306 container, depending on the settings.
1307 <br><br>
1308 A special feature of containers is the "cauldron",
1309 capable of mixing alchemical receipes. ]]>
1310 </description>
1311 <use><![CDATA[
1312 Note on chests - There are two types of chests:
1313 <UL>
1314 <LI> First the random treasure chests - Those are NOT containers
1315 (but object type Treasure), they create random treasures when
1316 applied. Archetype name is "chest".
1317 <LI> Second there are the permanent chests - Those are containers,
1318 they can be opened and closed again. Archetype name is "chest_2".
1319 </UL> ]]>
1320 </use>
1321 <attribute arch="race" editor="container class" type="string">
1322 If set, the container will hold only certain types of objects.
1323 Possible choices for &lt;container class&gt; are: "gold and jewels",
1324 "arrows" and "keys".
1325
1326 Unfortunately it is not easy to create new container
1327 classes, because items need a matching counterpiece-attribute
1328 to the &lt;container class&gt; before they can be put inside a
1329 container. This attribute ("race") is set only for the existing
1330 container classes.
1331 </attribute>
1332 <attribute arch="slaying" editor="key string" type="string">
1333 If &lt;key string&gt; is set, only players with a special key
1334 of matching &lt;key string&gt; are able to open the container.
1335 </attribute>
1336 <attribute arch="container" editor="maximum weight" type="int">
1337 The container can hold a maximum total weight of the given value
1338 in gram. Note that this weight limit is calculated *after* the
1339 weight reduction (&lt;reduce weight&gt;) has been applied.
1340 </attribute>
1341 <attribute arch="Str" editor="reduce weight %" type="int">
1342 This value determines how much the weight of items is reduced in
1343 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1344 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1345 Most default values are in the range of ten.
1346 </attribute>
1347 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1348 If set, the container can be used as alchemy-cauldron.
1349 The player can put ingredients inside, close it, cast alchemy
1350 and if his formulae is true, he'll get what he longed for.
1351 </attribute>
1352 <attribute arch="unique" editor="unique item" type="bool">
1353 Unique items exist only one time on a server. If the item
1354 is taken, lost or destroyed - it's gone for good.
1355 All contents of a unique container are unique as well.
1356 </attribute>
1357 <attribute arch="startequip" editor="godgiven item" type="bool">
1358 A godgiven item vanishes as soon as the player
1359 drops it to the ground.
1360 </attribute>
1361 <attribute arch="other_arch" editor="animation arch" type="string">
1362 This is used for a certain kind of... "animation" when
1363 opening the container. Stick to the default arches here
1364 and you won't get into trouble.
1365 </attribute>
1366 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1367 This text may contain a description of the container.
1368 </attribute>
1369 </type>
1370
1371 <!--####################################################################-->
1372 <type number="103" name="Converter">
1373 <ignore>
1374 <attribute arch="value" />
1375 <attribute arch="nrof" />
1376 <attribute arch="name_pl" />
1377 <attribute arch="no_pick" />
1378 <attribute arch="unpaid" />
1379 <attribute arch="title" />
1380 </ignore>
1381 <description><![CDATA[
1382 Converters are like "exchange tables". When the player drops a
1383 specific type of items, they get converted into other items, at a
1384 predefined exchange-ratio. ]]>
1385 </description>
1386 <use><![CDATA[
1387 Converters are better than shopping with doormats, because the
1388 converters never get sold out. For some items like food or jewels
1389 those "exchange tables" are really nice, while for the more important
1390 stuff like potions converters should not exist.
1391 <br><br>
1392 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1393 items on a converter, the stuff you get must be of equal or lesser
1394 value than before! (Except if you are using "rare" items like
1395 dragonscales for payment). The code will not check if your ratio is
1396 sane, so the player could gain infinite wealth by using your converter. ]]>
1397 </use>
1398 <attribute arch="no_pick" value="1" type="fixed" />
1399 <attribute arch="slaying" editor="cost arch" type="string">
1400 &lt;cost arch&gt; is the name of the archetype the player has to
1401 put on the converter, as payment.
1402 </attribute>
1403 <attribute arch="food" editor="cost number" type="int">
1404 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1405 on the converter, in order to get &lt;receive number&gt; items
1406 of &lt;receive arch&gt;.
1407 </attribute>
1408 <attribute arch="other_arch" editor="receive arch" type="string">
1409 &lt;receive arch&gt; is the name of the archetype to convert into.
1410 This field is ignored if the converter has items in inventory. In this
1411 case one of the inventory items is duplicated. The duplicated item is
1412 randomly chosen from all items present.
1413 </attribute>
1414 <attribute arch="sp" editor="receive number" type="int">
1415 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1416 on the converter, in order to get &lt;receive number&gt; items
1417 of &lt;receive arch&gt;.
1418 </attribute>
1419 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1420 This text may contain a description of the converter.
1421 </attribute>
1422 </type>
1423
1424 <!--####################################################################-->
1425 <type number="42" name="Creator">
1426 <ignore>
1427 <ignore_list name="system_object" />
1428 </ignore>
1429 <description><![CDATA[
1430 A creator is an object which creates another object when it
1431 is triggered. The child object can be anything. Creators are
1432 VERY useful for all kinds of map-mechanisms. ]]>
1433 </description>
1434 <use><![CDATA[
1435 Don't hesitate to hide your creators under the floor.
1436 The created items will still always appear ontop of the floor. ]]>
1437 </use>
1438 <attribute arch="no_pick" value="1" type="fixed" />
1439 <attribute arch="other_arch" editor="create arch" type="string">
1440 This string defines the object that will be created.
1441 You can choose any of the existing arches.
1442 This field is ignored if the creator has items in inventory. In this case
1443 one of the inventory items is duplicated. The duplicated item is randomly
1444 chosen from all items present.
1445 </attribute>
1446 <attribute arch="connected" editor="connection" type="int">
1447 Whenever the connection value is activated,
1448 the creator gets triggered.
1449 </attribute>
1450 &activate_on;
1451 <attribute arch="lifesave" editor="infinit uses" type="bool">
1452 If &lt;infinit uses&gt; is set, the creator will work
1453 infinitely, regardless of the value in &lt;number of uses&gt;.
1454 </attribute>
1455 <attribute arch="hp" editor="number of uses" type="int">
1456 The creator can be triggered &lt;number of uses&gt; times, thus
1457 creating that many objects, before it dissappears.
1458 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1459 </attribute>
1460 <attribute arch="slaying" editor="name of creation" type="string">
1461 The created object will bear the name and title specified in &lt;name of
1462 creation&gt;. If nothing is set, the standard name and title of the
1463 archetype is used.
1464 </attribute>
1465 <attribute arch="level" editor="level of creation" type="int">
1466 The created object will be of that level. If zero/unset,
1467 the standard level of the archetype is used.
1468 </attribute>
1469 </type>
1470
1471 <!--####################################################################-->
1472 <type number="51" name="Detector">
1473 <ignore>
1474 <ignore_list name="system_object" />
1475 </ignore>
1476 <description><![CDATA[
1477 Detectors work quite much like inv. checkers/pedestals: If the detector
1478 finds a specific object, it toggles its connected value.
1479 <br><br>
1480 What is "unique" about them, compared to inv. checkers/ pedestals?
1481 - First, detectors check their square for a match periodically, not
1482 instantly. Second, detectors check directly for object names. Third,
1483 detectors do not check the inventory of players/monsters. ]]>
1484 </description>
1485 <use><![CDATA[
1486 There is one major speciality about detectors: You can detect spells
1487 blown over a detector! To detect a lighting bolt for example, set
1488 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1489 walls, this can be very useful for map-mechanisms. ]]>
1490 </use>
1491 <attribute arch="no_pick" value="1" type="fixed" />
1492 <attribute arch="slaying" editor="match name" type="string">
1493 &lt;match name&gt; specifies the name of the object we are looking for.
1494 Actually it does also check for the &lt;key string&gt; in key-objects,
1495 but for this case inventory checkers are often more powerful to use.
1496 </attribute>
1497 <attribute arch="connected" editor="connection" type="int">
1498 When the detector is triggered, all objects with the same
1499 connection value get activated.
1500 </attribute>
1501 <attribute arch="speed" editor="detection speed" type="float">
1502 This value defines the time between two detector-checks.
1503 If you want the detector to behave almost like pedestals/buttons,
1504 set speed rather high, like &lt;detection speed&gt; 1.0.
1505 </attribute>
1506 &speed_left;
1507 <attribute arch="speed_left" editor="speed left" type="float">
1508 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1509 If it is larger than 0, the detector checks, and the speed is decremented
1510 by 1.
1511 </attribute>
1512 </type>
1513
1514 <!--####################################################################-->
1515 <type number="112" name="Director">
1516 <ignore>
1517 <ignore_list name="non_pickable" />
1518 </ignore>
1519 <description><![CDATA[
1520 Directors change the direction of spell objects and other projectiles
1521 that fly past. Unlike spinners, directors always move objects in the
1522 same direction. It does not make a difference from what angle you
1523 shoot into it.<br>
1524 Directors are visible per default. ]]>
1525 </description>
1526 <use><![CDATA[
1527 Directors are rarely used in maps. Sometimes they are placed to
1528 change the direction of spells coming out of magic walls,
1529 "channeling" spell-projectiles in some direction. When doing this,
1530 <B>never place directors facing each other with magic walls fireing
1531 into them!</B> The spell-projectiles bouncing between the directors
1532 would accumulate to huge numbers and at some point slow down the
1533 server by eating memory- and CPU-time.
1534 <br><br>
1535 You'd better not place directors in monster vs. player combat
1536 areas too much, because that freaks out wizard-type players. ]]>
1537 </use>
1538 <attribute arch="sp" editor="direction" type="list_direction">
1539 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1540 A director with direction &lt;none&gt; simply stops projectiles.
1541 (The latter works out a bit strange for some spells).
1542 </attribute>
1543 &move_on;
1544 </type>
1545
1546 <!--####################################################################-->
1547 <type number="158" name="Disease">
1548 <ignore>
1549 <ignore_list name="system_object" />
1550 </ignore>
1551 <description><![CDATA[
1552 Diseases are an intersting form of spellcraft in Crossfire.
1553 Once casted, they can spread out and infect creatures in a large
1554 area. Being infected can have various effects, from amusing farts
1555 to horrible damage - almost everything is possible. ]]>
1556 </description>
1557 <use><![CDATA[
1558 Diseases are extremely flexible and usable in a many ways.
1559 So far they are mostly used for causing bad, unwanted effects.
1560 You could just as well create a disease which helps the player
1561 (recharging mana for example).
1562 Infection with a "positive disease" could even be a quest reward. ]]>
1563 </use>
1564 <attribute arch="invisible" value="1" type="fixed" />
1565 <attribute arch="level" editor="plaque level" type="int">
1566 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1567 This mainly reflects in the &lt;damage&gt;. It has no effect on
1568 most other symptoms. Neverthless, it is a very important value for
1569 all damage-inflicting diseases.
1570 </attribute>
1571 <attribute arch="race" editor="infect race" type="string">
1572 The disease will only infect creatures of the specified &lt;race&gt;.
1573 "&lt;race&gt; *" means every creature can be infected.
1574 </attribute>
1575 <attribute arch="ac" editor="progressiveness" type="int">
1576 Every time the disease "moves" the severity of the symptoms are increased
1577 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1578 </attribute>
1579 <section name="spreading">
1580 <attribute arch="wc" editor="infectiosness" type="int">
1581 The &lt;infectiosness&gt; defines the chance of new creatures getting
1582 infected. If you set this too high, the disease is very likely to
1583 be too effective.
1584
1585 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1586 </attribute>
1587 <attribute arch="last_grace" editor="attenuation" type="int">
1588 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1589 everytime it infects someone new. This limits how many generations
1590 a disease can propagate.
1591 </attribute>
1592 <attribute arch="magic" editor="infection range" type="int">
1593 &lt;infection range&gt; sets the range at which infection may occur.
1594 If positive, the &lt;infection range&gt; is level dependant - If negative,
1595 it is not:
1596 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1597 six square range, and &lt;plaque level&gt; doesn't modify that.
1598 </attribute>
1599 <attribute arch="maxhp" editor="persistence" type="int">
1600 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1601 The disease can "move" &lt;persistence&gt; times outside a host before it
1602 vanishes. A negative value means the disease lasts for permanent
1603 (which is only recommended to use in maps without monsters).
1604 </attribute>
1605 <attribute arch="maxgrace" editor="curing duration" type="int">
1606 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1607 (Assuming the host survives and doesn't use a curing spell).
1608 After this period the disease is naturally cured, which provides the
1609 host with immunity from this particular disease of lower or equal level.
1610
1611 A negative value means the disease can never be cured naturally.
1612
1613 Note that this value can be further modulated by spell-parameters,
1614 if the disease is registered as spell in the code. Due to that,
1615 most default diseases take a lot longer to cure than it seems.
1616 </attribute>
1617 <attribute arch="speed" editor="moving speed" type="float">
1618 The &lt;speed&gt; of the disease determines how fast the disease will
1619 "move", thus how fast the symptoms strike the host.
1620 </attribute>
1621 &speed_left;
1622 </section>
1623 <section name="symptoms">
1624 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1625 The disease will attack the host with the given &lt;attacktype&gt;.
1626 Godpower attacktype is commonly used for "unresistable" diseases.
1627 </attribute>
1628 <attribute arch="dam" editor="damage" type="int">
1629 A disease with a positive &lt;damage&gt; value will strike the player for that
1630 amount of damage every time the symptoms occur.
1631 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1632 the player's health is reduced by 10% every time the symptoms strike.
1633
1634 Diseases with %-based damage can be dangerous - but not deadly -
1635 for players of all levels.
1636 </attribute>
1637 <attribute arch="other_arch" editor="create arch" type="string">
1638 If set, the specified arch is created and dropped every time the
1639 symptoms strike.
1640
1641 This can be various things: farts, body pieces, eggs ...
1642 Even monsters can be created that way. You could also make a
1643 disease where some exotic stuff like money/gems is created.
1644 </attribute>
1645 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1646 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1647 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1648 </attribute>
1649 <attribute arch="exp" editor="exp. for curing" type="int">
1650 When the player manages to cure this disease (with a curing spell),
1651 he is awarded with &lt;exp. for curing&gt; experience.
1652 </attribute>
1653 <attribute arch="maxsp" editor="mana depletion" type="int">
1654 Every time the disease "moves", the player's mana is
1655 reduced by the value of &lt;mana depletion&gt;.
1656 For negative values, a %-based amount is taken.
1657 </attribute>
1658 <attribute arch="last_eat" editor="food depletion" type="int">
1659 Every time the disease "moves", the player's food is
1660 reduced by the value of &lt;food depletion&gt;.
1661 For negative values, a %-based amount is taken.
1662 </attribute>
1663 <attribute arch="hp" editor="health regen." type="int">
1664 This value increases the player's healing rate.
1665 Negative values decrease it.
1666 </attribute>
1667 <attribute arch="sp" editor="mana regen." type="int">
1668 This value increases the player's rate of mana regeneration.
1669 Negative values decrease it.
1670 </attribute>
1671 </section>
1672 <section name="disability">
1673 <attribute arch="Str" editor="strength" type="int">
1674 The player's strength will rise by the given value
1675 while being infected. (Negative values make strength fall)
1676 </attribute>
1677 <attribute arch="Dex" editor="dexterity" type="int">
1678 The player's dexterity will rise by the given value
1679 while being infected. (Negative values make dexterity fall)
1680 </attribute>
1681 <attribute arch="Con" editor="constitution" type="int">
1682 The player's constitution will rise by the given value
1683 while being infected. (Negative values make constitution fall)
1684 </attribute>
1685 <attribute arch="Int" editor="intelligence" type="int">
1686 The player's intelligence will rise by the given value
1687 while being infected. (Negative values make intelligence fall)
1688 </attribute>
1689 <attribute arch="Pow" editor="power" type="int">
1690 The player's power will rise by the given value
1691 while being infected. (Negative values make power fall)
1692 </attribute>
1693 <attribute arch="Wis" editor="wisdom" type="int">
1694 The player's wisdom will rise by the given value
1695 while being infected. (Negative values make wisdom fall)
1696 </attribute>
1697 <attribute arch="Cha" editor="charisma" type="int">
1698 The player's charisma will rise by the given value
1699 while being infected. (Negative values make charisma fall)
1700 </attribute>
1701 </section>
1702 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1703 This text is displayed to the player every time the
1704 symptoms strike.
1705 </attribute>
1706 </type>
1707
1708 <!--####################################################################-->
1709 <type number="23" name="Door">
1710 <ignore>
1711 <ignore_list name="non_pickable" />
1712 </ignore>
1713 <description><![CDATA[
1714 A door can be opened with a normal key. It also can be broken by attacking
1715 it, and it can be defeated with the lockpicking skill. If a door is
1716 defeated, horizontally and vertically adjacent doors are automatically
1717 removed. ]]>
1718 </description>
1719 <attribute arch="no_pick" value="1" type="fixed" />
1720 <attribute arch="alive" value="1" type="fixed" />
1721 &movement_types_terrain;
1722 <attribute arch="hp" editor="hitpoints" type="int">
1723 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1724 </attribute>
1725 <attribute arch="ac" editor="armour class" type="int">
1726 Doors of high &lt;armour class&gt; are less likely to get hit.
1727 &lt;armour class&gt; can be considered the "counterpiece" to
1728 &lt;weapon class&gt;.
1729 </attribute>
1730 <attribute arch="other_arch" editor="drop arch" type="string">
1731 This string defines the object that will be created when the door was
1732 defeated.
1733 </attribute>
1734 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1735 This entry determines what kind of traps will appear in the door.
1736 </attribute>
1737 </type>
1738
1739 <!--####################################################################-->
1740 <type number="83" name="Duplicator">
1741 <ignore>
1742 <ignore_list name="system_object" />
1743 </ignore>
1744 <description><![CDATA[
1745 When activated, a duplicator can duplicate, multiply or destroy a pile of
1746 objects which lies somewhere on top of the duplicator.
1747 The duplicator has one arch name specified as &lt;target arch&gt;,
1748 and only objects of this archetype can be affected.<br>
1749 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1750 If the latter is set to zero, it will destroy objects. ]]>
1751 </description>
1752 <use><![CDATA[
1753 I hope it is clear that one must be very cautious when inserting a duplicator
1754 anywhere with &lt;multiply factor&gt; greater than one.
1755 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1756 It is <b>not acceptable</b> to allow duplication of anything other than
1757 coins, gold and jewels. Besides, it is very important that the chance to
1758 loose the input matches the chance to earn winnings.<br>
1759 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1760 loosing rate of 2/3 = 67%. ]]>
1761 </use>
1762 <attribute arch="other_arch" editor="target arch" type="string">
1763 Only objects of matching archtype, lying ontop of the duplicator will be
1764 duplicated, multiplied or removed. All other objects will be ignored.
1765 </attribute>
1766 <attribute arch="level" editor="multiply factor" type="int">
1767 The number of items in the target pile will be multiplied by the
1768 &lt;multiply factor&gt;. If it is set to zero, all target objects
1769 will be destroyed.
1770 </attribute>
1771 <attribute arch="connected" editor="connection" type="int">
1772 An activator (lever, altar, button, etc) with matching connection value
1773 is able to trigger this duplicator. Be very careful that players cannot
1774 abuse it to create endless amounts of money or other valuable stuff!
1775 </attribute>
1776 &activate_on;
1777 </type>
1778
1779 <!--####################################################################-->
1780 <type number="66" name="Exit">
1781 <ignore>
1782 <ignore_list name="non_pickable" />
1783 </ignore>
1784 <description><![CDATA[
1785 When the player applies an exit, he is transferred to a different location.
1786 (Monsters cannot use exits.) Depending on how it is set, the player applies
1787 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1788 the exit. ]]>
1789 </description>
1790 <use><![CDATA[
1791 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1792 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1793 detected with the show_invisible spell.
1794 <br><br>
1795 You can be quite creative with the outlook of secret exits (their "face").
1796 Don't forget to give the player relyable hints about them though. ]]>
1797 </use>
1798 <attribute arch="slaying" editor="exit path" type="string">
1799 The exit path defines the map that the player is transferred to.
1800 You can enter an absolute path, beginning with '/' (for example
1801 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1802 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1803 relative path "Fire1"). Use relative paths whenever possible! Note that
1804 upper/lower case must always be set correctly. However, please use lower
1805 case only.
1806 It is well possible to have an exit pointing to the same map that the exit
1807 is on. If slaying is not set in an exit, the player will see a message like
1808 "the exit is closed".
1809 </attribute>
1810 <attribute arch="hp" editor="destination X" type="int">
1811 The exit destinations define the (x, y)-coordinates where the exit
1812 leads to.
1813 If both are set to zero, the player will be transferred to the "default
1814 enter location" of the destined map. The latter can be set in the map-
1815 properties as "Enter X/Y". Though, please DO NOT use that.
1816 It turned out to be a source for numerous map-bugs.
1817 </attribute>
1818 <attribute arch="sp" editor="destination Y" type="int">
1819 The exit destinations define the (x, y)-coordinates where the exit
1820 leads to.
1821 If both are set to zero, the player will be transferred to the "default
1822 enter location" of the destined map. The latter can be set in the map-
1823 properties as "Enter X/Y". Though, please DO NOT use that.
1824 It turned out to be a source for numerous map-bugs.
1825 </attribute>
1826 &move_on;
1827 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1828 If set, this message will be displayed to the player when he applies the exit.
1829 This is quite useful to throw in some "role-play feeling": "As you enter the
1830 dark cave you hear the sound of rustling dragonscales...". Well, my english
1831 is poor, but you get the point. =)
1832 </attribute>
1833 <attribute arch="unique" editor="unique destination" type="bool">
1834 This flag defines the destined map as "personal unique map". If set,
1835 there will be a seperate version of that map for every player out there.
1836 This feature is used for the permanent apartments
1837 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1838 than apartments, since Crossfire is a *multi*player game. In such a permanent
1839 apartment don't forget to set the unique-flag for all floor tiles too
1840 (see floors).
1841 An exit pointing outside of a personal unique map must have the
1842 "unique destination"-flag unset.
1843 </attribute>
1844 </type>
1845
1846 <!--####################################################################-->
1847 <type number="72" name="Flesh">
1848 <description><![CDATA[
1849 Just like with food, the player can fill his stomache and gain a
1850 little health by eating flesh-objects. <br>
1851 For dragon players, flesh plays a very special role though: If the
1852 flesh has resistances set, a dragon player has a chance to gain resistance in
1853 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1854 Don't forget that flesh items with resistances have to be balanced
1855 according to map/monster difficulty. ]]>
1856 </description>
1857 <use><![CDATA[
1858 For dragon players, flesh items can be highly valuable. Note that many
1859 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1860 These flesh items "inherit" resistances and level from the monster they belong to.
1861 When you add special flesh items to the inventory of a monster, this is
1862 not the case - so you have to set it manually.
1863 <br><br>
1864 Generally adding special flesh-treaties for dragon players is a great thing
1865 to do. Always consider that dragon players might really not be interested
1866 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1867 out on the reward completely. ]]>
1868 </use>
1869 <attribute arch="food" editor="foodpoints" type="int">
1870 The player's stomache will get filled with this amount of foodpoints.
1871 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1872 </attribute>
1873 <attribute arch="level" editor="flesh level" type="int">
1874 The &lt;flesh level&gt; is not visible to the players and it affects only
1875 dragon players. Normally this value reflects the level of the monster
1876 from which the flesh item originates.
1877 Dragon players always search for flesh of highest level possible,
1878 because it bears the best chance to gain high resistances.
1879 </attribute>
1880 <attribute arch="startequip" editor="godgiven item" type="bool">
1881 A godgiven item vanishes as soon as the player
1882 drops it to the ground.
1883 </attribute>
1884 <section name="resistance">
1885 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1886 Resistances on flesh items make them more durable against spellcraft
1887 of the appropriate kind. It also allows dragon players to eventually gain
1888 resistance by eating it. Usually resistance should only be set for flesh
1889 items in a monster's inventory.
1890 </attribute>
1891 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1892 Resistances on flesh items make them more durable against spellcraft
1893 of the appropriate kind. It also allows dragon players to eventually gain
1894 resistance by eating it. Usually resistance should only be set for flesh
1895 items in a monster's inventory.
1896 </attribute>
1897 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1898 Resistances on flesh items make them more durable against spellcraft
1899 of the appropriate kind. It also allows dragon players to eventually gain
1900 resistance by eating it. Usually resistance should only be set for flesh
1901 items in a monster's inventory.
1902 </attribute>
1903 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1904 Resistances on flesh items make them more durable against spellcraft
1905 of the appropriate kind. It also allows dragon players to eventually gain
1906 resistance by eating it. Usually resistance should only be set for flesh
1907 items in a monster's inventory.
1908 </attribute>
1909 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1910 Resistances on flesh items make them more durable against spellcraft
1911 of the appropriate kind. It also allows dragon players to eventually gain
1912 resistance by eating it. Usually resistance should only be set for flesh
1913 items in a monster's inventory.
1914 </attribute>
1915 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1916 Resistances on flesh items make them more durable against spellcraft
1917 of the appropriate kind. It also allows dragon players to eventually gain
1918 resistance by eating it. Usually resistance should only be set for flesh
1919 items in a monster's inventory.
1920 </attribute>
1921 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1922 Resistances on flesh items make them more durable against spellcraft
1923 of the appropriate kind. It also allows dragon players to eventually gain
1924 resistance by eating it. Usually resistance should only be set for flesh
1925 items in a monster's inventory.
1926 </attribute>
1927 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1928 Resistances on flesh items make them more durable against spellcraft
1929 of the appropriate kind. It also allows dragon players to eventually gain
1930 resistance by eating it. Usually resistance should only be set for flesh
1931 items in a monster's inventory.
1932 </attribute>
1933 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1934 Resistances on flesh items make them more durable against spellcraft
1935 of the appropriate kind. It also allows dragon players to eventually gain
1936 resistance by eating it. Usually resistance should only be set for flesh
1937 items in a monster's inventory.
1938 </attribute>
1939 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1940 Resistances on flesh items make them more durable against spellcraft
1941 of the appropriate kind. It also allows dragon players to eventually gain
1942 resistance by eating it. Usually resistance should only be set for flesh
1943 items in a monster's inventory.
1944 </attribute>
1945 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1946 Resistances on flesh items make them more durable against spellcraft
1947 of the appropriate kind. It also allows dragon players to eventually gain
1948 resistance by eating it. Usually resistance should only be set for flesh
1949 items in a monster's inventory.
1950 </attribute>
1951 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1952 Resistances on flesh items make them more durable against spellcraft
1953 of the appropriate kind. It also allows dragon players to eventually gain
1954 resistance by eating it. Usually resistance should only be set for flesh
1955 items in a monster's inventory.
1956 </attribute>
1957 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1958 Resistances on flesh items make them more durable against spellcraft
1959 of the appropriate kind. It also allows dragon players to eventually gain
1960 resistance by eating it. Usually resistance should only be set for flesh
1961 items in a monster's inventory.
1962 </attribute>
1963 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1964 Resistances on flesh items make them more durable against spellcraft
1965 of the appropriate kind. It also allows dragon players to eventually gain
1966 resistance by eating it. Usually resistance should only be set for flesh
1967 items in a monster's inventory.
1968 </attribute>
1969 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1970 Resistances on flesh items make them more durable against spellcraft
1971 of the appropriate kind. It also allows dragon players to eventually gain
1972 resistance by eating it. Usually resistance should only be set for flesh
1973 items in a monster's inventory.
1974 </attribute>
1975 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1976 RResistances on flesh items make them more durable against spellcraft
1977 of the appropriate kind. It also allows dragon players to eventually gain
1978 resistance by eating it. Usually resistance should only be set for flesh
1979 items in a monster's inventory.
1980 </attribute>
1981 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1982 Resistances on flesh items make them more durable against spellcraft
1983 of the appropriate kind. It also allows dragon players to eventually gain
1984 resistance by eating it. Usually resistance should only be set for flesh
1985 items in a monster's inventory.
1986 </attribute>
1987 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1988 Resistances on flesh items make them more durable against spellcraft
1989 of the appropriate kind. It also allows dragon players to eventually gain
1990 resistance by eating it. Usually resistance should only be set for flesh
1991 items in a monster's inventory.
1992 </attribute>
1993 </section>
1994 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1995 This text may describe the item.
1996 </attribute>
1997 </type>
1998
1999 <!--####################################################################-->
2000 <type number="0" name="Floor">
2001 <required>
2002 <attribute arch="is_floor" value="1" />
2003 <attribute arch="alive" value="0" />
2004 </required>
2005 <ignore>
2006 <ignore_list name="non_pickable" />
2007 </ignore>
2008 <description><![CDATA[
2009 Floor is a very basic thing whithout too much
2010 functionality. It's a floor - you stand on it. ]]>
2011 </description>
2012 <attribute arch="is_floor" value="1" type="fixed" />
2013 <attribute arch="no_pick" value="1" type="fixed" />
2014 <section name="terrain">
2015 &movement_types_terrain;
2016 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2017 This flag indicates this spot contains wood or high grass.
2018 Players with activated woodsman skill can move faster here.
2019 </attribute>
2020 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2021 This flag indicates this spot contains hills or large rocks.
2022 Players with activated mountaineer skill can move faster here.
2023 </attribute>
2024 </section>
2025 <attribute arch="no_magic" editor="no spells" type="bool">
2026 If enabled, it is impossible for players to use (wizard-)
2027 spells on that spot.
2028 </attribute>
2029 <attribute arch="damned" editor="no prayers" type="bool">
2030 If enabled, it is impossible for players to use prayers
2031 on that spot. It also prevents players from saving.
2032 </attribute>
2033 <attribute arch="unique" editor="unique map" type="bool">
2034 Unique floor means that any items dropped on that spot
2035 will be saved byond map reset. For permanent apartments,
2036 all floor tiles must be set &lt;unique map&gt;.
2037 </attribute>
2038 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2039 This text may describe the object.
2040 </attribute>
2041 </type>
2042
2043 <!--####################################################################-->
2044 <type number="67" name="Floor (Encounter)">
2045 <ignore>
2046 <ignore_list name="non_pickable" />
2047 </ignore>
2048 <description><![CDATA[
2049 Encounter-Floor is pretty much the same as normal floor.
2050 Most outdoor floor/ground-arches are set to be "encounters".
2051 That is kind of a relict from former code: When walking over
2052 encounter-floor, players sometimes got beamed to little maps
2053 with monsters on them. Nowadays this feature is disabled -
2054 Hence encounter floor is not different from normal floor. ]]>
2055 </description>
2056 <attribute arch="is_floor" value="1" type="fixed" />
2057 <attribute arch="no_pick" value="1" type="fixed" />
2058 <section name="terrain">
2059 &movement_types_terrain;
2060 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2061 This flag indicates this spot contains wood or high grass.
2062 Players with activated woodsman skill can move faster here.
2063 </attribute>
2064 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2065 This flag indicates this spot contains hills or large rocks.
2066 Players with activated mountaineer skill can move faster here.
2067 </attribute>
2068 </section>
2069 <attribute arch="no_magic" editor="no spells" type="bool">
2070 If enabled, it is impossible for players to use (wizard-)
2071 spells on that spot.
2072 </attribute>
2073 <attribute arch="damned" editor="no prayers" type="bool">
2074 If enabled, it is impossible for players to use prayers
2075 on that spot. It also prevents players from saving.
2076 </attribute>
2077 <attribute arch="unique" editor="unique map" type="bool">
2078 Unique floor means that any items dropped on that spot
2079 will be saved byond map reset. For permanent apartments,
2080 all floor tiles must be set &lt;unique map&gt;.
2081 </attribute>
2082 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2083 This text may describe the object.
2084 </attribute>
2085 </type>
2086
2087 <!--####################################################################-->
2088 <type number="6" name="Food">
2089 <description><![CDATA[
2090 By eating/drinking food-objects, the player can fill his
2091 stomache and gain a little health. ]]>
2092 </description>
2093 <attribute arch="food" editor="foodpoints" type="int">
2094 The player's stomache will get filled with this amount of foodpoints.
2095 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2096 </attribute>
2097 <attribute arch="startequip" editor="godgiven item" type="bool">
2098 A godgiven item vanishes as soon as the player
2099 drops it to the ground.
2100 </attribute>
2101 </type>
2102
2103 <!--####################################################################-->
2104 <type number="91" name="Gate">
2105 <ignore>
2106 <ignore_list name="non_pickable" />
2107 </ignore>
2108 <description><![CDATA[
2109 Gates play an important role in Crossfire. Gates can be opened
2110 by activating a button/trigger, by speaking passwords (-> magic_ear)
2111 or carrying special key-objects (-> inventory checker).
2112 Unlike locked doors, gates can get shut again after a player has
2113 passed, which makes them more practical in many cases. ]]>
2114 </description>
2115 <use><![CDATA[
2116 Use gates to divide your maps into seperated areas. After solving
2117 area A, the player gains access to area B, and so on. Make your
2118 maps more complex than "one-way". ]]>
2119 </use>
2120 <attribute arch="no_pick" value="1" type="fixed" />
2121 <attribute arch="speed" value="1" type="float">
2122 The speed of the gate affects how fast it is closing/opening.
2123 </attribute>
2124 <attribute arch="connected" editor="connection" type="int">
2125 Whenever the inventory checker is triggered, all objects with identical
2126 &lt;connection&gt; value get activated. This only makes sense together with
2127 &lt;blocking passage&gt; disabled.
2128 </attribute>
2129 <attribute arch="wc" editor="position state" type="int">
2130 The &lt;position state&gt; defines the position of the gate:
2131 Zero means completely open/down, the "number of animation-steps" (usually
2132 about 6 or 7) means completely closed/up state. I suggest you don't
2133 mess with this value - Leave the default in place.
2134 </attribute>
2135 &movement_types_terrain;
2136 <attribute arch="no_magic" editor="restrict spells" type="bool">
2137 Restricting the use of spells to pass this gate. This has
2138 an effect only if &lt;block view&gt; is disabled.
2139 </attribute>
2140 <attribute arch="damned" editor="restrict prayers" type="bool">
2141 Restricting the use of prayers to pass this door. This has
2142 an effect only if &lt;block view&gt; is disabled.
2143 </attribute>
2144 </type>
2145
2146 <!--####################################################################-->
2147 <type number="113" name="Girdle">
2148 <import_type name="Amulet" />
2149 <description><![CDATA[
2150 Wearing a girdle, the object's stats will directly be inherited to
2151 the player. Girdles usually provide stats- or damage bonuses and no
2152 defense. ]]>
2153 </description>
2154 <use><![CDATA[
2155 Feel free to create your own special artifacts. However, it is very
2156 important that you keep your artifact in balance with existing maps. ]]>
2157 </use>
2158 <attribute arch="magic" editor="magic bonus" type="int">
2159 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2160 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2161 than direct armour-class bonus on the helmet.
2162
2163 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2164 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2165 &lt;magic bonus&gt; is pointless here.
2166 </attribute>
2167 </type>
2168
2169 <!--####################################################################-->
2170 <type number="100" name="Gloves">
2171 <import_type name="Amulet" />
2172 <description><![CDATA[
2173 Wearing gloves, the object's stats will directly be inherited to
2174 the player. Gloves can add defense or damage bonuses. ]]>
2175 </description>
2176 <use><![CDATA[
2177 Feel free to create your own special artifacts. However, it is very
2178 important that you keep your artifact in balance with existing maps. ]]>
2179 </use>
2180 <attribute arch="magic" editor="magic bonus" type="int">
2181 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2182 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2183 will increase that.
2184 </attribute>
2185 </type>
2186
2187 <!--####################################################################-->
2188 <type number="93" name="Handle">
2189 <ignore>
2190 <ignore_list name="non_pickable" />
2191 </ignore>
2192 <description><![CDATA[
2193 A handle can be applied by players and (certain) monsters.
2194 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2195 </description>
2196 <use><![CDATA[
2197 Handles are commonly used to move gates. When placing your lever,
2198 don't forget that some monsters are able to apply it.
2199 The ability to apply levers is rare among monsters -
2200 but vampires can do it for example. ]]>
2201 </use>
2202 <attribute arch="no_pick" value="1" type="fixed" />
2203 <attribute arch="connected" editor="connection" type="int">
2204 Every time the handle is applied, all objects
2205 with the same &lt;connection&gt; value are activated.
2206 </attribute>
2207 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2208 This text may describe the item. You can use this
2209 message to explain the handle's purpose to the player.
2210 </attribute>
2211 </type>
2212
2213 <!--####################################################################-->
2214 <type number="27" name="Handle Trigger">
2215 <import_type name="Handle" />
2216 <ignore>
2217 <ignore_list name="non_pickable" />
2218 </ignore>
2219 <description><![CDATA[
2220 Handle triggers are handles which reset after a short period
2221 of time. Every time it is either applied or reset, the
2222 &lt;connection&gt; value is triggered. ]]>
2223 </description>
2224 <use><![CDATA[
2225 When you connect an ordinary handle to a gate, the gate normally remains
2226 opened after the first player passed. If you want to keep the gate shut,
2227 connecting it to a handle trigger is an easy solution. ]]>
2228 </use>
2229 </type>
2230
2231 <!--####################################################################-->
2232 <type number="88" name="Hazard Floor">
2233 <required>
2234 <attribute arch="is_floor" value="1" />
2235 </required>
2236 <ignore>
2237 <ignore_list name="non_pickable" />
2238 </ignore>
2239 <description><![CDATA[
2240 The best example for Hazard Floor is lava. It works like standard
2241 floor, but damages all creatures standing on it.
2242 Damage is taken in regular time intervals. ]]>
2243 </description>
2244 <use><![CDATA[
2245 The default lava for example does minor damage. But you can turn
2246 it up so that your hazard floor poses a real threat.<br>
2247 Like magic walls, such floors add a permanent thrill to your map.
2248 You can use that to safely chase off too-weak players, or just
2249 to have something different. ]]>
2250 </use>
2251 <attribute arch="is_floor" value="1" type="fixed" />
2252 <attribute arch="lifesave" value="1" type="fixed" />
2253 &move_on;
2254 <attribute arch="no_pick" value="1" type="fixed" />
2255 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2256 This attribute specifys the attacktypes that this floor uses to
2257 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2258 If you want a real tough hazard floor, add more than just one attacktype.
2259 </attribute>
2260 <attribute arch="dam" editor="base damage" type="int">
2261 The &lt;base damage&gt; defines how much damage is inflicted to the
2262 victim per hit. The final damage is influenced by several other
2263 factors like the victim's resistance and level.
2264 </attribute>
2265 <attribute arch="wc" editor="weaponclass" type="int">
2266 &lt;weapon class&gt; improves the chance of hitting the victim.
2267 Lower values are better.
2268 Usually, hazard floors like lava are supposed to hit the
2269 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2270 to something like -30.
2271 </attribute>
2272 <attribute arch="level" editor="attack level" type="int">
2273 I guess this value is supposed to work similar to monster levels.
2274 But in fact, it does not seem to have an effect. Set any non-zero
2275 value to be on the safe side.
2276 </attribute>
2277 <section name="terrain">
2278 &movement_types_terrain;
2279 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2280 This flag indicates this spot contains wood or high grass.
2281 Players with activated woodsman skill can move faster here.
2282 </attribute>
2283 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2284 This flag indicates this spot contains hills or large rocks.
2285 Players with activated mountaineer skill can move faster here.
2286 </attribute>
2287 </section>
2288 <attribute arch="no_magic" editor="no spells" type="bool">
2289 If enabled, it is impossible for players to use (wizard-)
2290 spells on that spot.
2291 </attribute>
2292 <attribute arch="damned" editor="no prayers" type="bool">
2293 If enabled, it is impossible for players to use prayers
2294 on that spot. It also prevents players from saving.
2295 </attribute>
2296 <attribute arch="unique" editor="unique map" type="bool">
2297 Unique floor means that any items dropped on that spot
2298 will be saved byond map reset. For permanent apartments,
2299 all floor tiles must be set &lt;unique map&gt;.
2300 </attribute>
2301 </type>
2302
2303 <!--####################################################################-->
2304 <type number="34" name="Helmet">
2305 <import_type name="Amulet" />
2306 <description><![CDATA[
2307 Wearing a helmet, the object's stats will directly be inherited to
2308 the player. Normal helmets usually increase defense, while crowns
2309 add more special bonuses like stats/resistances paired with
2310 low defense. ]]>
2311 </description>
2312 <use><![CDATA[
2313 Feel free to create your own special artifacts. However, it is very
2314 important that you keep your artifact in balance with existing maps. ]]>
2315 </use>
2316 <attribute arch="magic" editor="magic bonus" type="int">
2317 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2318 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2319 than direct armour-class bonus on the helmet.
2320
2321 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2322 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2323 Crowns for instance typically provide no &lt;amour class&gt;.
2324 </attribute>
2325 </type>
2326
2327 <!--####################################################################-->
2328 <type number="56" name="Holy Altar">
2329 <ignore>
2330 <ignore_list name="non_pickable" />
2331 </ignore>
2332 <description><![CDATA[
2333 Holy_altars are altars for the various religions. Praying
2334 at a Holy_altar will make you a follower of that god, and
2335 if you already follow that god, you may get some extra bonus. ]]>
2336 </description>
2337 <attribute arch="no_pick" value="1" type="fixed" />
2338 <attribute arch="other_arch" editor="god name" type="string">
2339 The altar belongs to the god of the given name. Possible options for
2340 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2341 Gorokh, Valriel and Sorig.
2342
2343 If you want to have an unconsecrated altar, set
2344 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2345 </attribute>
2346 <attribute arch="level" editor="reconsecrate level" type="int">
2347 To re-consecrate an altar, the player's wisdom level must be as
2348 high or higher than this value. In that way, some altars can not
2349 be re-consecrated, while other altars, like those in dungeons, could be.
2350
2351 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2352 Some characters might need those altars, they would be very unhappy to
2353 see them re-consecrated to another cult.
2354 </attribute>
2355 </type>
2356
2357 <!--####################################################################-->
2358 <type number="35" name="Horn">
2359 <ignore>
2360 <attribute arch="title" />
2361 </ignore>
2362 <description><![CDATA[
2363 Horns are very similar to rods. The difference is that horns regenerate
2364 spellpoints faster and thus are more valuable than rods.
2365 <br><br>
2366 A horn contains a spell. The player can use this spell by applying and
2367 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2368 used endlessly. ]]>
2369 </description>
2370 <use><![CDATA[
2371 Horns are powerful due to their fast recharge rate. They should
2372 never contain high level attacking spells. Even curing/healing spells
2373 are almost too good on a horn. ]]>
2374 </use>
2375 <attribute arch="sp" editor="spell" type="spell">
2376 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2377 horns to players, since they can be used endlessly without any mana cost!
2378 Horns with heal/ restoration/ protection spells, IF available, MUST be
2379 very very VERY hard to get!
2380 </attribute>
2381 <attribute arch="level" editor="casting level" type="int">
2382 The casting level of the &lt;spell&gt; determines it's power.
2383 For attack spells, level should not be set too high.
2384 </attribute>
2385 <attribute arch="hp" editor="initial spellpoints" type="int">
2386 This value represents the initial amount of spellpoints in the horn.
2387 Naturally, this is quite unimportant.
2388 </attribute>
2389 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2390 When the horn is fully charged up, it will hold this maximum amount of
2391 spellpoints. Make sure it is enough to cast the contained spell at least
2392 once. But don't set the value too high, as that might make the horn way
2393 too effective.
2394 </attribute>
2395 <attribute arch="startequip" editor="godgiven item" type="bool">
2396 A godgiven item vanishes as soon as the player
2397 drops it to the ground.
2398 </attribute>
2399 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2400 This text may contain a description of the horn.
2401 </attribute>
2402 </type>
2403
2404 <!--####################################################################-->
2405 <type number="73" name="Inorganic">
2406 <description><![CDATA[
2407 Inorganic materials are generally used as ingredients for
2408 alchemical receipes. By themselves, they have no special
2409 functionalities. ]]>
2410 </description>
2411 <attribute arch="is_dust" editor="is dust" type="bool">
2412 </attribute>
2413 <section name="resistance">
2414 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2415 </attribute>
2416 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2417 </attribute>
2418 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2419 </attribute>
2420 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2421 </attribute>
2422 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2423 </attribute>
2424 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2425 </attribute>
2426 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2427 </attribute>
2428 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2429 </attribute>
2430 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2431 </attribute>
2432 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2433 </attribute>
2434 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2435 </attribute>
2436 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2437 </attribute>
2438 </section>
2439 </type>
2440
2441 <!--####################################################################-->
2442 <type number="64" name="Inventory Checker">
2443 <ignore>
2444 <ignore_list name="system_object" />
2445 </ignore>
2446 <description><![CDATA[
2447 Inventory checkers passively check the players inventory for a
2448 specific object. You can set a connected value that is triggered
2449 either if that object is present or missing (-&gt; "last_sp") when a
2450 player walks over the inv. checker. A valid option is to remove the
2451 matching object (usually not recommended, see "last_heal").
2452 <br><br>
2453 Alternatively, you can set your inv. checker to block all players
2454 that do/don't carry the matching object.
2455 <br><br>
2456 As you can see, inv. checkers are quite powerful, holding a
2457 great variety of possibilities. ]]>
2458 </description>
2459 <use><![CDATA[
2460 Putting a check_inventory space in front of a gate (one below) and
2461 one on the opposite side works reasonably well as a control mechanism.
2462 Unlike the key/door-combo, this one works infinite since it is
2463 independant from map reset. Use it to put a "structure" into your
2464 maps: Player must solve area A to gain access to area B. This concept
2465 can be found in nearly every RPG - simple but effective. ]]>
2466 </use>
2467 <attribute arch="no_pick" value="1" type="fixed" />
2468 <attribute arch="slaying" editor="match key string" type="string">
2469 This string specifies the object we are looking for: We have a match
2470 if the player does/don't carry a key object or a mark with identical
2471 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2472 this context. A typical example is the city gate mechanism of scorn.
2473 </attribute>
2474 <attribute arch="race" editor="match arch name" type="string">
2475 This string specifies the object we are looking for: We have a match
2476 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2477 </attribute>
2478 <attribute arch="hp" editor="match type" type="int">
2479 This value specifies the object we are looking for: We have a match
2480 if the player does/don't carry an object that is of type &lt;match type&gt;.
2481
2482 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2483 enabled. Now you have an inv. checker blocking all players that carry any
2484 kind of melee weapon. To pass, a player is forced to leave behind all
2485 his weaponry... bad news for a warrior. ;)
2486 </attribute>
2487 <attribute arch="last_sp" editor="match = having" type="bool">
2488 Enabled means having that object is a match.
2489 Disabled means not having that object is a match.
2490 </attribute>
2491 <attribute arch="connected" editor="connection" type="int">
2492 Whenever the inventory checker is triggered, all objects with identical
2493 &lt;connection&gt; value get activated. This only makes sense together with
2494 &lt;blocking passage&gt; disabled.
2495 </attribute>
2496 &movement_types_terrain;
2497 <attribute arch="last_heal" editor="remove match" type="bool">
2498 &lt;remove match&gt; means remove object if found. Setting this is usually not
2499 recommended because inv. checkers are in general invisible. So, unlike
2500 for altars/ locked doors, the player won't expect to lose an object when
2501 walking over that square. And he doesn't even get a message either.
2502
2503 So, *if* you enable &lt;remove match&gt;, make sure
2504 to inform the player what's going on!
2505 </attribute>
2506 </type>
2507
2508 <!--####################################################################-->
2509 <type number="163" name="Item Transformer">
2510 <description><![CDATA[
2511 An item transformer is simply applied, after having marked a 'victim'
2512 item. If the victim is suitable, it will be transformed into something
2513 else.]]>
2514 </description>
2515 <use><![CDATA[
2516 To make an item transformable, you just have to fill the 'slaying' field.
2517 The syntax is:
2518 <br>
2519 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2520 <br>
2521 with [] denoting optional part, and * any number of preceding [].
2522 'new_item' must be the name of an existing archetype.
2523 <br><br>
2524 Example, for object apple: slaying knife:2 half_apple
2525 <br><br>
2526 This means that, when applying a knife (should be an Item Transformer),
2527 one 'apple' will be transformed into 2 'half_apple'.]]>
2528 </use>
2529 <attribute arch="food" editor="number of uses" type="int">
2530 &lt;number of uses&gt; controls how many times the item transformer can
2531 be used. The value 0 means "unlimited"
2532 </attribute>
2533 <attribute arch="slaying" editor="verb" type="string">
2534 Contains the verb that is used to construct a message to the player
2535 applying the item transformer.
2536 </attribute>
2537 <attribute arch="startequip" editor="godgiven item" type="bool">
2538 A godgiven item vanishes as soon as the player
2539 drops it to the ground.
2540 </attribute>
2541 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2542 This text may contain a description of the item transformer.
2543 </attribute>
2544 </type>
2545
2546 <!--####################################################################-->
2547 <type number="60" name="Jewel">
2548 <description><![CDATA[
2549 Items of the type Gold &amp; Jewels are handled like a currency.
2550 Unlike for any other type of item, in shops, the buy- and selling
2551 prices differ only marginally. ]]>
2552 </description>
2553 <attribute arch="race" value="gold and jewels" type="fixed" />
2554 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2555 This text may describe the object.
2556 </attribute>
2557 </type>
2558
2559 <!--####################################################################-->
2560 <type number="24" name="Key">
2561 <description><![CDATA[
2562 When carrying a key, a normal door can be opened. The key will
2563 disappear. ]]>
2564 </description>
2565 <attribute arch="startequip" editor="godgiven item" type="bool">
2566 A godgiven item vanishes as soon as the player
2567 drops it to the ground.
2568 </attribute>
2569 </type>
2570
2571 <!--####################################################################-->
2572 <type number="20" name="Locked Door">
2573 <ignore>
2574 <ignore_list name="non_pickable" />
2575 </ignore>
2576 <description><![CDATA[
2577 A locked door can be opened only when carrying
2578 the appropriate special key. ]]>
2579 </description>
2580 <use><![CDATA[
2581 If you want to create a locked door that cannot be opened (no key),
2582 set a &lt;key string&gt; like "no_key_available". This will clearify things
2583 and only a fool would create a key matching that string.
2584
2585 Door-objects can not only be used for "doors". In many maps these
2586 are used with all kinds of faces/names, especially often as
2587 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2588 There you have magic forces (door objects) put under certain artifact
2589 items. To get your hands on the artifacts, you need to bring up the
2590 appropriate quest items (key objects). ]]>
2591 </use>
2592 <attribute arch="move_type" value="0" type="fixed" />
2593 <attribute arch="no_pick" value="1" type="fixed" />
2594 <attribute arch="slaying" editor="key string" type="string">
2595 The &lt;key string&gt; in the door must be identical with the
2596 &lt;key string&gt; in the special key, then the door is unlocked.
2597 It is VERY important to set the &lt;key string&gt; to something that
2598 is unique among the CF mapset.
2599
2600 DONT EVER USE the default string "set_individual_value".
2601 </attribute>
2602 <attribute arch="no_magic" editor="restrict spells" type="bool">
2603 Restricting the use of spells to pass this door.
2604 This should be set in most cases.
2605 (Don't forget that the spell "dimension door" is easily
2606 available at about wisdom level 10).
2607 </attribute>
2608 <attribute arch="damned" editor="restrict prayers" type="bool">
2609 Restricting the use of prayers to pass this door.
2610 This should be set in most cases.
2611 </attribute>
2612 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2613 When a player is trying to open the door without carrying the
2614 appropriate key, this text is displayed to the player. This is
2615 a good opportunity to place hints about the special key needed
2616 to unlock the door.
2617 </attribute>
2618 </type>
2619
2620 <!--####################################################################-->
2621 <type number="29" name="Magic Ear">
2622 <ignore>
2623 <ignore_list name="system_object" />
2624 </ignore>
2625 <description><![CDATA[
2626 Magic_ears trigger a connected value
2627 when the player speaks a specific keyword. ]]>
2628 </description>
2629 <use><![CDATA[
2630 Whenever you put magic_ears on your maps, make sure there are
2631 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2632 something like a gate that is opened by speaking "open" or
2633 "sesame", expecting the player to figure this out all by himself.
2634 <br><br>
2635 Magic_ears are typically used for interaction with NPCs. You
2636 can create the impression that the NPC actually *does* something
2637 according to his conversation with a player. Mostly this means
2638 opening a gate or handing out some item, but you could be quite
2639 creative here. ]]>
2640 </use>
2641 <attribute arch="no_pick" value="1" type="fixed" />
2642 <attribute arch="connected" editor="connection" type="int">
2643 The Magic_ear will trigger all objects with the
2644 same connection value, every time it is activated.
2645 </attribute>
2646 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2647 This textfield contains the keyword-matching-syntax. The text should
2648 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2649 Any number of keywords from one to infinite is allowed. Make sure
2650 they are seperated by a '|'.
2651
2652 Examples: "@match yes", "@match gold|treasure". The connected
2653 value will be triggerd when the player speaks any of the given
2654 keywords within a two-square radius. IMPORTANT: Upper/lower case
2655 does not make a difference!
2656 </attribute>
2657 </type>
2658
2659 <!--####################################################################-->
2660 <type number="62" name="Magic Wall">
2661 <ignore>
2662 <ignore_list name="non_pickable" />
2663 </ignore>
2664 <description><![CDATA[
2665 Magic walls fire spells in a given direction, in regular intervals.
2666 Magic walls can contain any spell. However, some spells do not
2667 operate very successfully in them. The only way to know is to test
2668 the spell you want to use with a wall.
2669 <br><br>
2670 Several types of magical walls are predefined for you in the
2671 archetypes, and can be found on the "connected" Pickmap. ]]>
2672 </description>
2673 <use><![CDATA[
2674 Spellcasting walls pose an interesting alternative to monsters.
2675 Usually they are set to be undestroyable. Thus, while monsters
2676 in a map can be cleared out, the magic walls remain. Low level
2677 characters for example will not be able to pass through their
2678 spell-area, hence they cannot loot a map that a high level character
2679 might have cleared out.
2680 <br><br>
2681 Another point of magic walls is that if the player dies, he has to face
2682 them all again. Magic walls can add a kind of "permanent thrill" to
2683 your maps.
2684 <br><br>
2685 Be careful that your magic walls don't kill the monsters on a map. If
2686 placing monsters, eventually take ones that are immune to the
2687 walls' spell(s).
2688 <br><br>
2689 It is possible to make walls rotate when triggered. But that is so
2690 confusing (and useless IMHO) that I did not mention it above. You
2691 can find a working example on the map
2692 "/pup_land/castle_eureca/castle_eureca8". ]]>
2693 </use>
2694 <attribute arch="dam" editor="spell" type="spell">
2695 The magic wall will cast this &lt;spell&gt;.
2696 </attribute>
2697 <attribute arch="level" editor="spell level" type="int">
2698 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2699 walls cast spells at minimal strength. "level 100" walls cast deadly
2700 spells. Arch default is level 1 - you should always set this value
2701 to meet the overall difficulty of your map.
2702 </attribute>
2703 <attribute arch="connected" editor="connection" type="int">
2704 Every time the &lt;connection&gt; value is triggered, the wall will cast
2705 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2706 have much visible effect.
2707 </attribute>
2708 &activate_on;
2709 <attribute arch="speed" editor="casting speed" type="float">
2710 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2711 You can fine-tune how long the duration between two casts shall
2712 be. If you want to create a wall that can be activated (cast per
2713 trigger) via connected lever/button/etc, you must set "speed 0".
2714 </attribute>
2715 &speed_left;
2716 <attribute arch="sp" editor="direction" type="list_direction">
2717 The magic wall will cast it's spells always in the specified
2718 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2719 always fire in a random direction.
2720 </attribute>
2721 &movement_types_terrain;
2722 <section name="destroyable">
2723 <attribute arch="alive" editor="is destroyable" type="bool">
2724 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2725 destroyed by the player. If disabled, all other attributes on
2726 this tab, as well as resistances, are meaningless.
2727 </attribute>
2728 <attribute arch="hp" editor="hitpoints" type="int">
2729 The more &lt;hitpoints&gt; the wall has, the longer
2730 it takes to be destroyed.
2731 </attribute>
2732 <attribute arch="maxhp" editor="max hitpoints" type="int">
2733 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2734 can have. This only makes sense if the wall can regain health.
2735 </attribute>
2736 <attribute arch="ac" editor="armour class" type="int">
2737 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2738 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2739 to &lt;weapon class&gt;.
2740 </attribute>
2741 </section>
2742 <section name="resistance">
2743 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2744 </attribute>
2745 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2746 </attribute>
2747 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2748 </attribute>
2749 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2750 </attribute>
2751 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2752 </attribute>
2753 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2754 </attribute>
2755 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2756 </attribute>
2757 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2758 </attribute>
2759 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2760 </attribute>
2761 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2762 </attribute>
2763 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2764 </attribute>
2765 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2766 </attribute>
2767 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2768 </attribute>
2769 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2770 </attribute>
2771 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2772 </attribute>
2773 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2774 </attribute>
2775 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2776 </attribute>
2777 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2778 </attribute>
2779 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2780 </attribute>
2781 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2782 </attribute>
2783 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2784 </attribute>
2785 </section>
2786 </type>
2787
2788 <!--####################################################################-->
2789 <type number="55" name="Marker">
2790 <ignore>
2791 <ignore_list name="system_object" />
2792 </ignore>
2793 <description><![CDATA[
2794 A marker is an object that inserts an invisible force (a mark) into a
2795 player stepping on it. This force does nothing except containing a
2796 &lt;key string&gt; which can be discovered by detectors or inventory
2797 checkers. It is also possible to use markers for removing marks again.
2798 <br><br>
2799 Note that the player has no possibility to "see" his own marks,
2800 except by the effect that they cause on the maps. ]]>
2801 </description>
2802 <use><![CDATA[
2803 Markers hold real cool possibilities for map-making. I encourage
2804 you to use them frequently. However there is one negative point
2805 about markers: Players don't "see" what's going on with them. It is
2806 your task, as map-creator, to make sure the player is always well
2807 informed and never confused.
2808 <br><br>
2809 Please avoid infinite markers when they aren't needed. They're
2810 using a little space in the player file after all, so if there
2811 is no real purpose, set an expire time. ]]>
2812 </use>
2813 <attribute arch="no_pick" value="1" type="fixed" />
2814 <attribute arch="slaying" editor="key string" type="string">
2815 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2816 If the player already has a force with that &lt;key string&gt;,
2817 there won't be inserted a second one.
2818 </attribute>
2819 <attribute arch="connected" editor="connection" type="int">
2820 When the detector is triggered, all objects with the same
2821 connection value get activated.
2822 </attribute>
2823 <attribute arch="speed" editor="marking speed" type="float">
2824 The &lt;marking speed&gt; defines how quickly it will mark something
2825 standing on the marker. Set this value rather high to make
2826 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2827 should do fine.
2828 </attribute>
2829 &speed_left;
2830 <attribute arch="food" editor="mark duration" type="int">
2831 This value defines the duration of the force it inserts.
2832 If nonzero, the duration of the player's mark is finite:
2833 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2834 means the mark will stay on the player forever.
2835 </attribute>
2836 <attribute arch="name" editor="delete mark" type="string">
2837 When the player steps onto the marker, all existing forces in
2838 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2839 will be removed. If you don't want to remove any marks, leave
2840 this textfield empty.
2841
2842 Note that the string &lt;delete mark&gt; is set as the name of
2843 this marker. So don't be confused, and remember changing the
2844 name will take effect on the marker's functionality.
2845 </attribute>
2846 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2847 In the moment when the player gets marked, this text is displayed
2848 to him. You should really set a message in any marker you create,
2849 because it's the only way for the player to notice what's going on.
2850 </attribute>
2851 </type>
2852
2853 <!--####################################################################-->
2854 <type number="36" name="Money">
2855 <ignore>
2856 <attribute arch="unpaid" />
2857 </ignore>
2858 <description><![CDATA[
2859 Items of the type Money are handled as currency.
2860 Money cannot be sold/bought in shops. When money is dropped
2861 in a shop, it stays the same.<br>
2862 When a player picks an item from a shop and attempts to
2863 walk over the shop mat, the item's selling-price is automatically
2864 subtracted from the player's money.
2865 <br><br>
2866 For money, always use the default arches.
2867 Don't modify them. ]]>
2868 </description>
2869 <attribute arch="race" value="gold and jewels" type="fixed" />
2870 </type>
2871
2872 <!--####################################################################-->
2873 <type number="0" name="Monster &amp; NPC">
2874 <required>
2875 <attribute arch="is_floor" value="0" />
2876 <attribute arch="alive" value="1" />
2877 <attribute arch="tear_down" value="0" />
2878 </required>
2879 <ignore>
2880 <attribute arch="material" />
2881 <attribute arch="name_pl" />
2882 <attribute arch="nrof" />
2883 <attribute arch="value" />
2884 <attribute arch="unpaid" />
2885 </ignore>
2886 <description><![CDATA[
2887 Monsters can behave in various kinds of ways.
2888 They can be aggressive, attacking the player. Or peaceful,
2889 helping the player - maybe joining him as pet.
2890 The unagressive creatures who communicate with players are
2891 usually called "NPCs" (Non Player Character), a well-known
2892 term in role-play environments. ]]>
2893 </description>
2894 <use><![CDATA[
2895 Monsters play a central role in most maps. Choosing the right
2896 combination of monsters for your map is vital:
2897 <UL>
2898 <LI> Place only monsters of slightly varying (increasing) strength.
2899 It's no fun to play for two hours just to find out the last
2900 monster is unbeatable. Similar, it's not exciting to fight orcs
2901 after passing a room of dragons.<br>
2902 This rule applies only for linear maps (one room after the other),
2903 with treasure at the end. You can sprinkle the treasure around,
2904 or make non-linear maps - That is often more entertaining.
2905 <LI> Places with high level monsters must not be easy to reach.
2906 Balrogs, Dragonmen and the likes should be at the end of a quest,
2907 not at the beginning.
2908 <LI> Don't stick monsters together that tend to kill each other.
2909 Fire- and cold dragons in one room for example is a bad idea.
2910 By weakening and killing each other they are easy prey for players,
2911 not worth the experience they hold.
2912 <LI> Create your own monsters, especially for "boss"-type monsters.
2913 Having stage-bosses guarding treasure is a lot of fun when done right.
2914 Avoid to create monsters with completely non-intuitive abilities:
2915 Don't give ice-spells to firedragons or vice versa. Don't add
2916 draining attack to trolls, etc. Additionally, you should inform the
2917 player before he bumps right into some very special/unusual monster.
2918 <LI> Last but not least: Always keep an eye on the experience your monsters
2919 hold. Design your maps in a way that high experience
2920 is always well-defended. Don't make large rooms full with only one kind
2921 of monster. Keep in mind the different abilities/techniques players
2922 can use.
2923 </UL>
2924 I know it's impossible to make the perfectly balanced map. There's always
2925 some part which is found too easy or too hard for a certain kind of player.
2926 Just give it your best shot. And listen to feedback from players if you
2927 receive some. :-) ]]>
2928 </use>
2929 <attribute arch="alive" value="1" type="fixed" />
2930 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2931 When the monster is killed, items from the treasurelist will
2932 drop to the ground. This is a common way to reward players
2933 for killing (masses of) monsters.
2934
2935 Note that you can always put items into the monster's
2936 inventory. Those will drop-at-kill just like the stuff
2937 from the &lt;treasurelist&gt;.
2938 </attribute>
2939 <attribute arch="level" editor="level" type="int">
2940 A monster's &lt;level&gt; is the most important attribute.
2941 &lt;level&gt; affects the power of a monster in various ways.
2942 </attribute>
2943 <attribute arch="race" editor="race" type="string">
2944 Every monster should have a race set to categorize it.
2945 The monster's &lt;race&gt; can have different effects:
2946 Slaying weapons inflict tripple damage against enemy races
2947 and holy word kills only enemy races of the god.
2948 </attribute>
2949 <attribute arch="exp" editor="experience" type="int">
2950 When a player kills this monster, he will get exactly this
2951 amount of &lt;experience&gt;. The experience will flow into
2952 the skill-category the player used for the kill.
2953
2954 If you create special monsters of tweaked strenght/abilities,
2955 always make sure that the &lt;experience&gt; is set to a
2956 reasonable value. Compare with existing arches to get a feeling
2957 what reasonable means. Keep in mind that spellcasting monsters
2958 are a lot harder to kill than non-spellcasters!
2959 </attribute>
2960 <attribute arch="speed" editor="speed" type="float">
2961 The &lt;speed&gt; determines how fast a monster will both move
2962 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2963 </attribute>
2964 &speed_left;
2965 <attribute arch="other_arch" editor="breed monster" type="string">
2966 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2967 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2968 can be set to any valid arch-name of a monster. Multipart monster
2969 should not be used.
2970 </attribute>
2971 <attribute arch="generator" editor="multiply" type="bool">
2972 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2973 every once in a while. Mice are a good example for this effect.
2974 If enabled, you must also set &lt;breed monster&gt; or check
2975 &lt;template generation&gt; and put other monsters in the inventory.
2976 </attribute>
2977 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2978 This only takes effect if &lt;multiply&gt; is enabled. The monster
2979 will create a new monster every once in a while by duplicating it's inventory.
2980 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2981 Each time the monster need to generate an object, it will be
2982 a randomly chosen item from the inventory. When generator is destroyed,
2983 inventory is destroyed.
2984 </attribute>
2985 &move_type;
2986 <attribute arch="undead" editor="undead" type="bool">
2987 Several spells only affect undead monsters:
2988 turn undead, banish undead, holy word, etc.
2989 </attribute>
2990 <attribute arch="carrying" editor="carries weight" type="int">
2991 If a monster has something in the inventory, this
2992 value can be set to reflect the slowdown due to
2993 the carried weight.
2994 </attribute>
2995
2996 <section name="melee">
2997 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2998 This number is a bitmask, specifying the monster's attacktypes
2999 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3000 Strong monsters often have more than just physical attacktype.
3001
3002 When a monster with multiple attacktypes hits aan oponent, it will do
3003 as much damage as the "best" of it's attacktypes does. So, the more
3004 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3005 somehow exceptions.
3006 </attribute>
3007 <attribute arch="dam" editor="damage" type="int">
3008 Among other parameters, &lt;damage&gt; affects how much melee damage
3009 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3010 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3011 take effect on the melee damage of a monster.
3012 </attribute>
3013 <attribute arch="wc" editor="weapon class" type="int">
3014 Monsters of high &lt;weapon class&gt; are more likely to really hit
3015 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3016 to &lt;armour class&gt;.
3017 </attribute>
3018 <attribute arch="hp" editor="health points" type="int">
3019 The &lt;health points&gt; of a monster define how long it takes to
3020 kill it. With every successful hit from an opponent, &lt;health points&gt;
3021 get drained - The monster dies by zero &lt;health points&gt;.
3022 </attribute>
3023 <attribute arch="maxhp" editor="max health" type="int">
3024 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3025 monster can have.
3026 </attribute>
3027 <attribute arch="ac" editor="armour class" type="int">
3028 Monsters of low &lt;armour class&gt; are less likely to get hit from
3029 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3030 to &lt;weapon class&gt;.
3031 Values typically range between +20 (very bad) to -20 (quite good).
3032 </attribute>
3033 <attribute arch="Con" editor="healing rate" type="int">
3034 Monsters regenerate this many health points each 4 ticks. Hence, the
3035 healing rate is independent of &lt;speed&gt;.
3036 </attribute>
3037 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3038 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3039 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3040 bounce off.
3041 </attribute>
3042 <attribute arch="hitback" editor="hitback" type="bool">
3043 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3044 to the amount of damage the *attacker* inflicted. This damage
3045 is additional to the regular melee damage of the monster.
3046 As far as I know, hitback uses acid attacktype, and it only takes
3047 effect if the monster actually has acid attacktype at it's disposal.
3048 Acid spheres for example use this feature.
3049 </attribute>
3050 <attribute arch="one_hit" editor="one hit only" type="bool">
3051 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3052 to a player.
3053 </attribute>
3054 </section>
3055
3056 <section name="spellcraft">
3057 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3058 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3059 Only wands/rods/etc can be used, given the appropriate abilities.
3060 </attribute>
3061 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3062 A monster with this flag has the ability to &lt;reflect spells&gt;,
3063 all kinds of spell-bullets and -beams will bounce off.
3064
3065 Generally this flag should not be set because it puts
3066 wizard-type players at an unfair disadvantage.
3067 </attribute>
3068 <attribute arch="sp" editor="spellpoints" type="int">
3069 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3070 them for both wizard- and prayer-spells. However, this value defines
3071 only the amount of *initial* spellpoints the monster starts with.
3072 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3073 and &lt;spellpoint regen.&gt; are more important than just initial
3074 &lt;spellpoints&gt;.
3075 </attribute>
3076 <attribute arch="maxsp" editor="max spellpoints" type="int">
3077 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3078 can hold. Setting this to high values has little effect unless
3079 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3080 "regenerate mana" at it's disposal.
3081 </attribute>
3082 <attribute arch="Pow" editor="spellpoint regen." type="int">
3083 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3084 spellpoint regeneration rate is independent of &lt;speed&gt;.
3085
3086 To make a real tough spellcasting monster, the rate of spellpoint
3087 regeneration is most important. If your monster is still not casting
3088 fast enough, give it the spell-ability of "regenerate mana".
3089 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3090 </attribute>
3091 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3092 Click on the &lt;attuned paths&gt; button to select spellpaths.
3093 The creature will get attuned to the specified spellpaths.
3094 </attribute>
3095 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3096 Click on the &lt;repelled paths&gt; button to select spellpaths.
3097 The creature will get repelled to the specified spellpaths.
3098 </attribute>
3099 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3100 Click on the &lt;denied paths&gt; button to select spellpaths.
3101 The creature won't be able to cast spells of the specified paths.
3102 </attribute>
3103 </section>
3104
3105 <section name="ability">
3106 <attribute arch="Int" editor="detect hidden" type="int">
3107 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3108 hidden/invisible creatures. Higher values make for better
3109 detection-skills. Enabling &lt;see invisible&gt; makes this value
3110 obsolete.
3111 </attribute>
3112 <attribute arch="see_invisible" editor="see invisible" type="bool">
3113 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3114 with by invisible or hiding players. This flag is a must-have
3115 for high-level monsters. When a monster is unable to detect
3116 invisible players, it can be killed without fighting back.
3117 </attribute>
3118 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3119 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3120 by spells of darkness or dark maps. This flag is a "should-have"
3121 for high-level monsters. When a monster is unable to see in
3122 darkness, players can cast darkness and sneak around it safely.
3123 </attribute>
3124 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3125 Monster is able to wield weapon type objects.
3126 </attribute>
3127 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3128 Monster is able to use missile-weapon type objects.
3129 </attribute>
3130 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3131 Monster is able to wear protective equipment like brestplate
3132 armour, shields, helmets etc.
3133 </attribute>
3134 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3135 Monster is able to wear rings.
3136 </attribute>
3137 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3138 Monster is able to use wands and staves.
3139 </attribute>
3140 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3141 Monster is able to use rods.
3142 </attribute>
3143 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3144 Monster is able to read scrolls.
3145 </attribute>
3146 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3147 Monster is able to use skills from it's inventory.
3148 For example, you can put a throwing skill object and some
3149 boulders into the monster's object and set &lt;can use skills&gt;.
3150 </attribute>
3151 </section>
3152
3153 <section name="behave">
3154 <attribute arch="monster" editor="monster behaviour" type="bool">
3155 When &lt;monster behaviour&gt; is enabled, this object will behave
3156 like a monster: It can move and attack enemies (which are
3157 typically players).
3158 This flag should be set for all monsters as-such.
3159 Monsters which don't move, like guards, should also have
3160 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3161 It should *not* be set for things like immobile generators.
3162 </attribute>
3163 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3164 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3165 </attribute>
3166 <attribute arch="friendly" editor="friendly" type="bool">
3167 &lt;friendly&gt; monsters help the player, attacking any
3168 non-friendly monsters in range.
3169 </attribute>
3170 <attribute arch="stand_still" editor="stand still" type="bool">
3171 Monsters which &lt;stand still&gt; won't move to leave their position.
3172 When agressive, they will attack all enemies who get close to
3173 them. This behaviour is commonly known from castle guards.
3174
3175 In older versions of Crossfire it was possible to eventually
3176 push a &lt;stand still&gt;-monster out of position by force.
3177 I believe this is no longer possible. Neverthless, you should
3178 still be cautious when lining up &lt;stand still&gt;-monster in order
3179 to "defend" something: Such monsters are rather easy to kill.
3180 It's good for low level maps, but not much more.
3181 </attribute>
3182 <attribute arch="sleep" editor="asleep" type="bool">
3183 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3184 &lt;sensing range&gt; of the monster. Usually the sensing range is
3185 larger than the players line of sight. Due to that, in most cases
3186 the player won't ever notice weither a monster was asleep or not.
3187 </attribute>
3188 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3189 This entry defines which kinds of environment actions the
3190 creature is able to perform.
3191 </attribute>
3192 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3193 Click on the &lt;pick up&gt; button and select which types of objects
3194 the creature should try to pick up.
3195
3196 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3197 etc are set, then the creature will pick up the matching items even
3198 if this is not set here.
3199 </attribute>
3200 <attribute arch="Wis" editor="sensing range" type="int">
3201 &lt;sensing range&gt; determines how close a player needs to be before
3202 the creature wakes up. This is done as a square, for reasons of speed.
3203 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3204 11x11 square of the monster will wake the monster up. If the player
3205 has stealth, the size of this square is reduced in half plus 1.
3206 </attribute>
3207 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3208 If this is set to default, the standard mode of movement will be used.
3209 </attribute>
3210 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3211 This movement is not in effect when the monster has an enemy and should
3212 only be used for non agressive monsters.
3213 </attribute>
3214 <attribute arch="run_away" editor="run at % health" type="int">
3215 This is a percentage value in the range 0-100.
3216 When the monster's health points drop below this percentage
3217 (relative to max health), it attempts to run away from the
3218 attacker.
3219 </attribute>
3220 </section>
3221
3222 <section name="resistance">
3223 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3224 </attribute>
3225 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3226 </attribute>
3227 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3228 </attribute>
3229 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3230 </attribute>
3231 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3232 </attribute>
3233 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3234 </attribute>
3235 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3236 </attribute>
3237 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3238 </attribute>
3239 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3240 </attribute>
3241 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3242 </attribute>
3243 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3244 </attribute>
3245 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3246 </attribute>
3247 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3248 </attribute>
3249 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3250 </attribute>
3251 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3252 </attribute>
3253 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3254 </attribute>
3255 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3256 </attribute>
3257 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3258 </attribute>
3259 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3260 </attribute>
3261 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3262 </attribute>
3263 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3264 </attribute>
3265 </section>
3266 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3267 </attribute>
3268 </type>
3269
3270 <!--####################################################################-->
3271 <type number="28" name="Monster (Grimreaper)">
3272 <import_type name="Monster &amp; NPC" />
3273 <ignore>
3274 <attribute arch="material" />
3275 <attribute arch="name_pl" />
3276 <attribute arch="nrof" />
3277 <attribute arch="value" />
3278 <attribute arch="unpaid" />
3279 </ignore>
3280 <description><![CDATA[
3281 A grimreaper is a monster that vanishes after it did some number of
3282 draining attacks. ]]> <!-- XXX: is this ok? -->
3283 </description>
3284 <section name="grimreaper">
3285 <attribute arch="value" editor="attacks" type="int">
3286 The object vanishes after this number of draining attacks.
3287 </attribute>
3288 </section>
3289 </type>
3290
3291 <!--####################################################################-->
3292 <type number="65" name="Mood Floor">
3293 <ignore>
3294 <ignore_list name="system_object" />
3295 </ignore>
3296 <description><![CDATA[
3297 As the name implies, mood floors can change the "mood" of
3298 a monsters/NPC. For example, an unagressive monster could be
3299 turned mad to start attacking. Similar, an agressive monster
3300 could be calmed. ]]>
3301 </description>
3302 <use><![CDATA[
3303 Mood floors are absolutely cool for NPC interaction. To make an
3304 unaggressive monster/NPC attack, put a creator with "other_arch
3305 furious_floor" under it. Connect the creator to a magic_ear, so the
3306 player speaks a keyword like "stupid sucker" - and the monster attacks.
3307 <br><br>
3308 To turn an NPC into a pet, put a charm_floor under it and connect
3309 it directly to a magic_ear. Then the player speaks a keyword like
3310 "help me" - and the NPC joins him as pet.
3311 <br><br>
3312 (Of course you must always give clear hints about keywords!
3313 And there is no reason why you couldn't use a button/lever/pedestal
3314 etc. instead of a magic_ear.) ]]>
3315 </use>
3316 <attribute arch="no_pick" value="1" type="fixed" />
3317 <attribute arch="last_sp" editor="mood" type="list_mood">
3318 &lt;mood&gt; is used to determine what will happen to the
3319 monster when affected by the mood floor:
3320
3321 &lt;mood&gt; 'furious': Makes all monsters aggressive
3322
3323 &lt;mood&gt; 'angry': As above but pets are unaffected
3324
3325 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3326
3327 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3328
3329 &lt;mood&gt; 'charm': Turns monster into a pet of person
3330 who triggers the square. This setting is not
3331 enabled for continous operation, you need to
3332 insert a &lt;connection&gt; value!
3333 </attribute>
3334 <attribute arch="connected" editor="connection" type="int">
3335 This should only be set in combination with &lt;mood number&gt; 4.
3336 Normally, monsters are affected by the mood floor as soon as they
3337 step on it. But charming (monster -&gt; pet) is too powerful,
3338 so it needs to be activated.
3339
3340 Typically it is connected to an altar, for buying a "hireling".
3341 But a powerful pet could as well be the reward for solving a
3342 quest. Or even better: It could be *part* of a quest!
3343 </attribute>
3344 <attribute arch="no_magic" editor="no spells" type="bool">
3345 If enabled, it is impossible for players to use (wizard-)
3346 spells on that spot.
3347 </attribute>
3348 <attribute arch="damned" editor="no prayers" type="bool">
3349 If enabled, it is impossible for players to use prayers
3350 on that spot. It also prevents players from saving.
3351 </attribute>
3352 </type>
3353
3354 <!--####################################################################-->
3355 <type number="40" name="Mover">
3356 <ignore>
3357 <ignore_list name="non_pickable" />
3358 </ignore>
3359 <description><![CDATA[
3360 Movers move the objects above them. However, only living objects
3361 are affected (monsters/NPCs always, players optional). Movers have
3362 a direction, so players can be made to move in a pattern, and so
3363 can monsters. Motion is involuntary. Additionally, players or
3364 monsters can be "frozen" while ontop of movers so that they MUST
3365 move along a chain of them.
3366 <br><br>
3367 Multisquare monsters can be moved as well, given
3368 enough space. Movers are usually invisible. ]]>
3369 </description>
3370 <use><![CDATA[
3371 NEVER EVER consider a mover being unpassable in the backwards
3372 direction. Setting "forced movement" makes it seemingly impossible
3373 but there is still a trick: One player can push a second player
3374 past the mover, in opposite to the mover's direction! The more
3375 movers, the more players needed. Hence, don't make a treasure
3376 room that is surrounded by movers instead of solid walls/gates.
3377 <br><br>
3378 Btw, it does not make a difference putting movers above or
3379 below the floor. Moreover, movers that are set to be invisible
3380 cannot be discovered with the show_invisible spell.
3381 <br><br>
3382 Note that Movers and Directors are seperate objects, even though
3383 they look and act similar. Directors only do spells/missiles,
3384 while movers only do living creatures (depending on how it
3385 is set: monsters and players). ]]>
3386 </use>
3387 <attribute arch="attacktype" editor="forced movement" type="bool">
3388 If forced movement is enabled, the mover "freezes" anyone it
3389 moves (so they are forced to move along a chain).
3390 For players there is no way to escape this forced movement,
3391 except being pushed by a second player.
3392 </attribute>
3393 <attribute arch="maxsp" editor="freeze duration" type="int">
3394 The player will be "frozen" for that many moves.
3395 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3396 enabled, then &lt;freeze duration&gt; gets assigned the
3397 "default value" 2 automatically.
3398 </attribute>
3399 <attribute arch="speed" editor="movement speed" type="float">
3400 The movement speed value determines how fast a chain of
3401 these movers will push a player along (default is -0.2).
3402 </attribute>
3403 &speed_left;
3404 <attribute arch="sp" editor="direction" type="list_direction">
3405 The mover will push creatures in the specified &lt;direction&gt;.
3406 A mover with direction set to &lt;none&gt; will spin clockwise,
3407 thus pushing creatures in unpredictable directions.
3408 </attribute>
3409 <attribute arch="lifesave" editor="gets used up" type="bool">
3410 If enabled, the mover gets "used up" after a certain number of moves
3411 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3412 </attribute>
3413 <attribute arch="hp" editor="number of uses" type="int">
3414 This value has only a meaning if &lt;gets used up&gt; is set:
3415 &lt;number of uses&gt; is the number of times minus one, that it
3416 will move a creature before disappearing. (It will move
3417 someone &lt;number of uses&gt;+1 times, then vanish).
3418 </attribute>
3419 <section name="targets">
3420 <attribute arch="level" editor="move players" type="bool">
3421 If &lt;move players&gt; is enabled, both players and monsters will be
3422 moved. In the arches' default it is disabled - thus ONLY monsters
3423 get moved. Remember that "monsters" includes NPCs!
3424
3425 This feature provides you with the possibility to make NPCs
3426 literally "come to life". Example: The player is talking with an
3427 NPC, speaking a certain keyword. This triggers a magic_ear and
3428 activates creators, creating (per default: monster-only) movers
3429 under the NPC's feet. The NPC starts "walking" on a predefined
3430 route! Note that it's useful to set this NPC immune to everything,
3431 preventing the player to push the NPC off his trace.
3432 </attribute>
3433 <attribute arch="move_on" editor="movement type" type="movement_type">
3434 Which movement types activate the mover.
3435 </attribute>
3436 </section>
3437 </type>
3438
3439 <!--####################################################################-->
3440 <type number="17" name="Pedestal">
3441 <ignore>
3442 <ignore_list name="non_pickable" />
3443 </ignore>
3444 <description><![CDATA[
3445 Pedestals are designed to detect certain types of living objects.
3446 When a predefined type of living creature steps on the pedestal, the
3447 connected value is triggered. ]]>
3448 </description>
3449 <use><![CDATA[
3450 If you want to create a place where only players of a certain race
3451 can enter, put a teleporter over your pedestal. So the teleporter is
3452 only activated for players of the matching race. Do not use gates,
3453 because many other players could sneak in. If you put powerful
3454 artifacts into such places, generally set "startequip 1", so that
3455 they are preserved for that one race and can't be traded to others. ]]>
3456 </use>
3457 <attribute arch="no_pick" value="1" type="fixed" />
3458 <attribute arch="slaying" editor="match race" type="string">
3459 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3460 matches the monster's or the player's race, we have a match.
3461 Yes, pedestals can detect a player's race! E.g. you could create a
3462 place where only fireborns can enter, by setting "slaying unnatural".
3463
3464 If it is set to "player", any player stepping on the pedestal
3465 is a match. Very useful if you want to open a gate for players
3466 but not for monsters.
3467 </attribute>
3468 <attribute arch="connected" editor="connection" type="int">
3469 When the pedestal is triggered, all objects with the same
3470 connection value get activated.
3471 </attribute>
3472 &move_on;
3473 </type>
3474
3475 <!--####################################################################-->
3476 <type number="94" name="Pit">
3477 <ignore>
3478 <ignore_list name="non_pickable" />
3479 </ignore>
3480 <description><![CDATA[
3481 Pits are holes, transporting the player when he walks (and falls) into them.
3482 A speciality about pits is that they don't transport the player to
3483 the exact destination, but within a two-square radius of the destination
3484 (never on blocked squares).<br>
3485 Optionally, pits can get closed and opened, similar to gates.<br><br>
3486 Monsters and items are affected by pits just as well as players.
3487 Even multipart monsters can fall through them, given enough space. ]]>
3488 </description>
3489 <use><![CDATA[
3490 Pits can add interesting effects to your map. When using them, make
3491 sure to use them in a "logical way": Pits should always drop the
3492 player to some kind of lower level. They should not be used to
3493 randomly interconnect maps like teleporters do. ]]>
3494 </use>
3495 <attribute arch="no_pick" value="1" type="fixed" />
3496 <attribute arch="connected" editor="connection" type="int">
3497 When a &lt;connection&gt; value is set, the pit can be opened/closed
3498 by activating the connection.
3499 </attribute>
3500 &activate_on;
3501 <attribute arch="hp" editor="destination X" type="int">
3502 The pit will transport creatures (and items) randomly into a two-square
3503 radius of the destination coordinates.
3504 If the destination square becomes blocked, the pit will act like
3505 being filled up and not work anymore!
3506 </attribute>
3507 <attribute arch="sp" editor="destination Y" type="int">
3508 The pit will transport creatures (and items) randomly into a two-square
3509 radius of the destination coordinates.
3510 If the destination square becomes blocked, the pit will act like
3511 being filled up and not work anymore!
3512 </attribute>
3513 <attribute arch="wc" editor="position state" type="int">
3514 The &lt;position state&gt; defines the position of the gate:
3515 Zero means completely open/down, the "number of animation-steps" (usually
3516 about 6 or 7) means completely closed/up state. I suggest you don't
3517 mess with this value - Leave the default in place.
3518 </attribute>
3519 &move_on;
3520 </type>
3521
3522 <!--####################################################################-->
3523 <type number="7" name="Poison Food">
3524 <description><![CDATA[
3525 When eating, the player's stomache is drained by 1/4 of food.
3526 If his food drops to zero, the player might even die. ]]>
3527 </description>
3528 </type>
3529
3530 <!--####################################################################-->
3531 <type number="5" name="Potion">
3532 <description><![CDATA[
3533 The player can drink these and gain various kinds of benefits
3534 (/penalties) by doing so. ]]>
3535 </description>
3536 <use><![CDATA[
3537 One potion should never give multiple benefits at once. ]]>
3538 </use>
3539 <attribute arch="level" editor="potion level" type="int">
3540 If the potion contains a spell, the spell is cast at this level.
3541 For other potions it should be set at least to 1.
3542 </attribute>
3543 <attribute arch="sp" editor="spell" type="spell">
3544 When a player drinks this potion, the selected spell
3545 will be casted (once). This should work for any given spell.
3546 E.g. heal is "sp 35", magic power is "sp 67".
3547 </attribute>
3548 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3549 There are two types of special effects for potions:
3550 'life restoration' - restore the player's stats lost by death or draining
3551 (this has nothing in common with the restoration spell!)
3552 'improvement' - increase the player's maximum health/mana/grace
3553 by a very small amount.
3554 </attribute>
3555 <attribute arch="cursed" editor="cursed" type="bool">
3556 If a potion is cursed, benefits generally turn into penalties.
3557 Note that potions can be "uncursed" by praying over an altar,
3558 with relative ease. *But* the potion must be identified to notice
3559 that it is cursed &gt;:)
3560 </attribute>
3561 <attribute arch="startequip" editor="godgiven item" type="bool">
3562 A godgiven item vanishes as soon as the player
3563 drops it to the ground.
3564 </attribute>
3565 <section name="stats">
3566 <attribute arch="Str" editor="strength" type="int">
3567 The player's strentgh 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="Dex" editor="dexterity" type="int">
3573 The player's dexterity 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="Con" editor="constitution" type="int">
3579 The player's constitution 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="Int" editor="intelligence" type="int">
3585 The player's intelligence 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="Pow" editor="power" type="int">
3591 The player's power 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 <attribute arch="Wis" editor="wisdom" type="int">
3597 The player's wisdom will rise/fall by the given value for permanent
3598 (of course there is an upper limit). Generally there shouldn't be stat
3599 potions granting more than one stat. Cursed potions will subtract the
3600 stats if positive.
3601 </attribute>
3602 <attribute arch="Cha" editor="charisma" type="int">
3603 The player's charisma will rise/fall by the given value for permanent
3604 (of course there is an upper limit). Generally there shouldn't be stat
3605 potions granting more than one stat. Cursed potions will subtract the
3606 stats if positive.
3607 </attribute>
3608 </section>
3609 <section name="resistance">
3610 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3611 The player's resistance to physical 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_magic" editor="resist magic %" length="15" type="int">
3617 The player's resistance to magic 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_fire" editor="resist fire %" length="15" type="int">
3623 The player's resistance to fire 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_electricity" editor="resist electricity %" length="15" type="int">
3629 The player's resistance to electricity 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_cold" editor="resist cold %" length="15" type="int">
3635 The player's resistance to cold 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_acid" editor="resist acid %" length="15" type="int">
3641 The player's resistance to acid 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_confusion" editor="resist confusion %" length="15" type="int">
3647 The player's resistance to confusion 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_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3653 The player's resistance to weaponmagic 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_paralyze" editor="resist paralyze %" length="15" type="int">
3659 The player's resistance to paralyze 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_drain" editor="resist draining %" length="15" type="int">
3665 The player's resistance to draining 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 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3671 The player's resistance to depletion will rise by this value in percent
3672 (range -100 till +100). The effect is only temporare, and it does NOT
3673 add on the values from the player's equipment.
3674 Cursed potions will make negative resistance.. very nasty in combat!
3675 </attribute>
3676 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3677 The player's resistance to poison will rise by this value in percent
3678 (range -100 till +100). The effect is only temporare, and it does NOT
3679 add on the values from the player's equipment.
3680 Cursed potions will make negative resistance.. very nasty in combat!
3681 </attribute>
3682 </section>
3683 </type>
3684
3685 <!--####################################################################-->
3686 <type number="156" name="Power Crystal">
3687 <description><![CDATA[
3688 Power crystals can store a player's mana:
3689 When the player applies the crystal with full mana, half of
3690 it flows into the crystal. When the player applies it with
3691 lacking mana, the crystal replenishes the player's mana. ]]>
3692 </description>
3693 <attribute arch="sp" editor="initial mana" type="int">
3694 &lt;initial mana&gt; is the amount of spellpoints that the
3695 crystal holds when the map is loaded.
3696 </attribute>
3697 <attribute arch="maxsp" editor="mana capacity" type="int">
3698 The &lt;mana capacity&gt; defines how much mana can be stored
3699 in the crystal. This is what makes the crystal interesting.
3700 Wizard-players will always seek for crystals with large
3701 capacities.
3702 </attribute>
3703 </type>
3704
3705 <!--####################################################################-->
3706 <type number="13" name="Projectile">
3707 <description><![CDATA[
3708 Projectiles like arrows/crossbow bolts are used as ammunition
3709 for shooting weapons.
3710 <br><br>
3711 It's very easy to add new pairs of weapons &amp; projectiles.
3712 Just set matching &lt;ammunition class&gt; both for shooting
3713 weapon and projectile. ]]>
3714 </description>
3715 <use><![CDATA[
3716 If you want to create new kinds of projectiles, you could
3717 add an alchemical receipe to create these.
3718
3719 Don't create new pairs of weapons &amp; projectiles unless
3720 they really fullfill a useful purpose. In fact, even bows
3721 and crossbows are rarely ever used. ]]>
3722 </use>
3723 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3724 This number is a bitmask, specifying the projectile's attacktypes.
3725 Attacktypes are: physical, magical, fire, cold.. etc.
3726 This works identical to melee weapons. Note that shooting
3727 weapons cannot have attacktypes.
3728 </attribute>
3729 <attribute arch="race" editor="ammunition class" type="string">
3730 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3731 these projectiles. For arrows set "arrows", for crossbow bolts
3732 set "crossbow bolts" (big surprise).
3733
3734 In certain cases, the ammunition class is displayed in the game.
3735 Hence, when you create a new ammunition class, choose an
3736 intuitive name like "missiles", "spirit bolts" - whatever.
3737
3738 You can also make special containers holding these projectiles
3739 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3740 </attribute>
3741 <attribute arch="slaying" editor="slaying race" type="string">
3742 Slaying means the weapon does tripple (3x) damage to monsters
3743 of the specified race. If &lt;slaying race&gt; matches an arch name,
3744 only monsters of that archtype receive tripple damage.
3745 Tripple damage is very effective.
3746 </attribute>
3747 <attribute arch="dam" editor="damage" type="int">
3748 The projectile &lt;damage&gt; significantly affects the damage
3749 done. Damage can be further increased by the shooting
3750 weapon's attributes.
3751 </attribute>
3752 <attribute arch="wc" editor="weaponclass" type="int">
3753 This value is supposed to be the base &lt;weaponclass&gt;,
3754 but it seems to have rather little effect.
3755 High values are good here, low values bad.
3756 </attribute>
3757 <attribute arch="food" editor="chance to break" type="int">
3758 The &lt;chance to break&gt; defines the breaking probability when this
3759 projectile hits an obstacle, e.g. wall or monster.
3760 The value is the %-chance to break, ranging from 0 (never breaking)
3761 to 100 (breaking at first shot).
3762 </attribute>
3763 <attribute arch="magic" editor="magic bonus" type="int">
3764 Magic bonus increases chance to hit and damage a little bit.
3765 </attribute>
3766 <attribute arch="unique" editor="unique item" type="bool">
3767 Unique items exist only one time on a server. If the item
3768 is taken, lost or destroyed - it's gone for good.
3769 </attribute>
3770 <attribute arch="startequip" editor="godgiven item" type="bool">
3771 A godgiven item vanishes as soon as the player
3772 drops it to the ground.
3773 </attribute>
3774 <attribute arch="no_drop" editor="don't drop" type="bool">
3775 When a monster carries a projectile with &lt;don't drop&gt;,
3776 this item will never drop to the ground but
3777 vanish instead. If this object is shot, it can still drop
3778 after hitting an obstacle. You can prevent this by
3779 setting &lt;chance to break&gt; 100.
3780 </attribute>
3781 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3782 This text may describe the projectile. This
3783 could be nice for very special ones.
3784 </attribute>
3785 </type>
3786
3787 <!--####################################################################-->
3788 <type number="70" name="Ring">
3789 <import_type name="Amulet" />
3790 <description><![CDATA[
3791 Rings are worn on the hands - one ring each.
3792 Wearing rings, the object's stats will directly be inherited to
3793 the player. Usually enhancing his spellcasting potential. ]]>
3794 </description>
3795 <use><![CDATA[
3796 When you create an artifact ring, never forget that players can
3797 wear <B>two</B> rings! Due to that it is extremely important to
3798 keep rings in balance with the game.
3799 <br><br>
3800 Also keep in mind that rings are generally the wizard's tools.
3801 They should primarily grant bonuses to spellcasting abilities
3802 and non-physical resistances. ]]>
3803 </use>
3804 </type>
3805
3806 <!--####################################################################-->
3807 <type number="3" name="Rod">
3808 <ignore>
3809 <attribute arch="title" />
3810 </ignore>
3811 <description><![CDATA[
3812 A rod contains a spell. The player can use this spell by applying and
3813 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3814 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3815 used endlessly. ]]>
3816 </description>
3817 <use><![CDATA[
3818 Rods with healing/curing spells are extremely powerful. Usually, potions have
3819 to be used for that purpose. Though, potions are expensive and only good for
3820 one-time-use.<br> ]]>
3821 </use>
3822 <attribute arch="sp" editor="spell" type="spell">
3823 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3824 rods to players, since they can be used endlessly without any mana cost!
3825 Rods with heal/ restoration/ protection spells, IF available, MUST be
3826 very very VERY hard to get!
3827 </attribute>
3828 <attribute arch="level" editor="casting level" type="int">
3829 The casting level of the &lt;spell&gt; determines it's power.
3830 For attack spells, level should be set to something reasonable.
3831 </attribute>
3832 <attribute arch="hp" editor="initial spellpoints" type="int">
3833 This value represents the initial amount of spellpoints in the rod.
3834 Naturally, this is quite unimportant.
3835 </attribute>
3836 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3837 When the rod is fully charged up, it will hold this maximum amount of
3838 spellpoints. Make sure it is enough to cast the contained spell at least
3839 once. But don't set the value too high, as that might make the rod
3840 too effective.
3841 </attribute>
3842 <attribute arch="startequip" editor="godgiven item" type="bool">
3843 A godgiven item vanishes as soon as the player
3844 drops it to the ground.
3845 </attribute>
3846 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3847 This text may contain a description of the rod.
3848 </attribute>
3849 </type>
3850
3851 <!--####################################################################-->
3852 <type number="154" name="Rune">
3853 <ignore>
3854 <attribute arch="no_pick" />
3855 <attribute arch="title" />
3856 <attribute arch="name_pl" />
3857 <attribute arch="weight" />
3858 <attribute arch="value" />
3859 <attribute arch="material" />
3860 <attribute arch="unpaid" />
3861 </ignore>
3862 <description><![CDATA[
3863 A rune is a magical enscription on the dungeon floor.
3864 <br><br>
3865 Runes hit any monster or person who steps on them for 'dam' damage in
3866 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3867 and will cast this spell when it detonates. Yet another kind is the
3868 "summoning rune", summoning predefined monsters of any kind, at detonation.
3869 <br><br>
3870 Many runes are already defined in the archetypes. ]]>
3871 </description>
3872 <use><![CDATA[
3873 Avoid monsters stepping on your runes. For example, summoning runes
3874 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3875 </use>
3876 <attribute arch="no_pick" value="1" type="fixed" />
3877 &move_on;
3878 <attribute arch="level" editor="rune level" type="int">
3879 This value sets the level the rune will cast the spell it contains at,
3880 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3881 (&lt;rune level&gt; 0 runes won't detonate at all!)
3882
3883 Level Also effects how easily a rune may be found and disarmed, and
3884 how much experience the player gets for doing so. Beware: High level
3885 runes can be quite a cheap source of experience! So either make them
3886 tough, or keep the level low.
3887 </attribute>
3888 <attribute arch="Cha" editor="visibility" type="int">
3889 This value determines what fraction of the time the rune is visible:
3890 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3891 how easily the rune may be found.
3892 </attribute>
3893 <attribute arch="hp" editor="number of charges" type="int">
3894 The rune will detonate &lt;number of charges&gt; times before disappearing.
3895 </attribute>
3896 <attribute arch="dam" editor="direct damage" type="int">
3897 &lt;direct damage&gt; specifies how much damage is done by the rune,
3898 if it doesn't contain a spell. This should be set in reasonable
3899 relation to the rune's level.
3900 </attribute>
3901 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3902 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3903 attribute defines what attacktype to use for direct damage when
3904 the rune detonates.
3905 </attribute>
3906 <section name="spellcraft">
3907 <attribute arch="sp" editor="spell" type="spell">
3908 The selected &lt;spell&gt; defines the spell in the rune, if any.
3909 (Many runes do direct damage).
3910 </attribute>
3911 <attribute arch="slaying" editor="spell name" type="string">
3912 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3913 but if present, overrides the &lt;spell&gt; setting.
3914 </attribute>
3915 <attribute arch="other_arch" editor="spell arch" type="string">
3916 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3917 is optional, but if present, overrides the &lt;spell&gt; setting.
3918 You can choose any of the existing arches.
3919 </attribute>
3920 <attribute arch="maxsp" editor="direction" type="list_direction">
3921 If set, the rune will cast it's containing spell (if any) in
3922 this &lt;direction&gt;.In most cases this appears useless because
3923 the spell directly hits the player.
3924 </attribute>
3925 <attribute arch="race" editor="summon monster" type="string">
3926 If this is set to the arch name of any monster, together with
3927 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3928 of those on detonation. (dam and attacktype will still be ignored
3929 in this case). Runes are even capable of summoning multi-square
3930 monsters, given enough space. You'd better test it though.
3931 </attribute>
3932 <attribute arch="maxhp" editor="summon amount" type="int">
3933 This should only be set to a summoning rune. It will then summon
3934 that many creatures of the kind &lt;summon monster&gt;.
3935 </attribute>
3936 </section>
3937 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3938 When the rune detonates, this text is displayed to the
3939 victim. For especially powerful runes, create an appropriate
3940 thrilling description. ;)
3941 </attribute>
3942 </type>
3943
3944 <!--####################################################################-->
3945 <type number="106" name="Savebed">
3946 <ignore>
3947 <ignore_list name="non_pickable" />
3948 </ignore>
3949 <description><![CDATA[
3950 When the player applies a savebed, he is not only saved. Both his
3951 respawn-after-death and his word-of-recall positions are pointing
3952 to the last-applied savebed. ]]>
3953 </description>
3954 <use><![CDATA[
3955 Put savebed locations in towns, do not put them into dungeons.
3956 It is absolutely neccessary that a place with savebeds is 100% secure.
3957 That means:
3958 <UL>
3959 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3960 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3961 <LI> Insert a relyable exit! Make sure there is no possibility that
3962 players get trapped in a savebed location.
3963 <LI> If possible, mark the whole site as no-spell area (Insert this
3964 arch called "dungeon_magic" everywhere). This is not required,
3965 but it makes the place much more safe.
3966 </UL> ]]>
3967 </use>
3968 <attribute arch="no_pick" value="1" type="fixed" />
3969 <attribute arch="no_magic" value="1" type="fixed" />
3970 <attribute arch="damned" value="1" type="fixed" />
3971 </type>
3972
3973 <!--####################################################################-->
3974 <type number="111" name="Scroll">
3975 <ignore>
3976 <attribute arch="title" />
3977 </ignore>
3978 <description><![CDATA[
3979 Scrolls contain spells (similar to spell-potions). Unlike potions,
3980 scrolls require a certain literacy skill to read successfully.
3981 Accordingly, for a successful reading, a small amount of
3982 experience is gained. Scrolls allow only one time usage, but
3983 usually they are sold in bulks. ]]>
3984 </description>
3985 <use><![CDATA[
3986 For low level quests, scrolls of healing/curing-spells
3987 can be a nice reward. At higher levels, scrolls become less
3988 and less useful. ]]>
3989 </use>
3990 <attribute arch="level" editor="casting level" type="int">
3991 The spell of the scroll will be casted at this level.
3992 This value should always be set, at least to 1.
3993 </attribute>
3994 <attribute arch="sp" editor="spell" type="spell">
3995 When a player/monster applies this scroll, the selected &lt;spell&gt;
3996 will be casted (once). This should work for any given spell.
3997 </attribute>
3998 <attribute arch="startequip" editor="godgiven item" type="bool">
3999 A godgiven item vanishes as soon as the player
4000 drops it to the ground.
4001 </attribute>
4002 </type>
4003
4004 <!--####################################################################-->
4005 <type number="33" name="Shield">
4006 <import_type name="Amulet" />
4007 <description><![CDATA[
4008 Wearing a shield, the object's stats will directly be inherited to
4009 the player. Shields usually provide good defense, only surpassed
4010 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4011 </description>
4012 <use><![CDATA[
4013 Feel free to create your own special artifacts. However, it is very
4014 important that you keep your artifact in balance with existing maps. ]]>
4015 </use>
4016 <attribute arch="magic" editor="magic bonus" type="int">
4017 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4018 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4019 than direct armour-class bonus on the shield.
4020 </attribute>
4021 </type>
4022
4023 <!--####################################################################-->
4024 <type number="14" name="Shooting Weapon">
4025 <description><![CDATA[
4026 Shooting weapons like bows/crossbows are used to shoot projectiles
4027 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4028 wielded both at the same time. Like with any other equipment,
4029 stats/bonuses from shooting weapons are directly inherited to the player.
4030 <br><br>
4031 It's very easy to add new pairs of weapons &amp; projectiles.
4032 Just set matching &lt;ammunition class&gt; both for shooting
4033 weapon and projectile. ]]>
4034 </description>
4035 <use><![CDATA[
4036 Shooting weapons should not add bonuses in general. There's already
4037 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4038 Shooting weapons should especially not add bonuses to the player
4039 that have nothing to do with schooting. A Wisdom bonus on a bow
4040 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4041 - still crap. ]]>
4042 </use>
4043 <attribute arch="race" editor="ammunition class" type="string">
4044 Only projectiles with matching &lt;ammunition class&gt; can be fired
4045 with this weapon. For normal bows set "arrows", for normal
4046 crossbows set "crossbow bolts".
4047
4048 In certain cases, the ammunition class is displayed in the game.
4049 Hence, when you create a new ammunition class, choose an
4050 intuitive name like "missiles", "spirit bolts" - whatever.
4051 </attribute>
4052 <attribute arch="sp" editor="shooting speed" type="int">
4053 After shooting a projectile, the player is frozen for a short
4054 period of time (to prevent shooting arrows machine-gun-like).
4055 The greater &lt;shooting speed&gt;, the shorter this period of time.
4056 1 is minimum (=worst) and 100 is maximum (=best) value.
4057
4058 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4059 SET IT TO ZERO! (That would freeze the player for eternety).
4060 </attribute>
4061 <attribute arch="dam" editor="base damage" type="int">
4062 The &lt;base damage&gt; significantly affects the damage done
4063 by using this weapon. This damage is added to the projectile
4064 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4065 according to the player's strength is added.
4066 </attribute>
4067 <attribute arch="wc" editor="weaponclass" type="int">
4068 This value is supposed to be the base &lt;weaponclass&gt;,
4069 but it seems to have rather little effect.
4070 High values are good here, low values bad.
4071 </attribute>
4072 <attribute arch="item_power" editor="item power" type="int">
4073 The &lt;item power&gt; value measures how "powerful" an artifact is.
4074 Players will only be able to wear equipment with a certain total
4075 amount of &lt;item power&gt;, depending on their own level. This is the
4076 only way to prevent low level players to wear "undeserved" equipment
4077 (like gifts from other players or cheated items).
4078
4079 It is very important to adjust the &lt;item power&gt; value carefully
4080 for every artifact you create! If zero/unset, the CF server will
4081 calculate a provisional value at runtime, but this is never
4082 going to be an accurate measurement of &lt;item power&gt;.
4083 </attribute>
4084 <attribute arch="no_strength" editor="ignore strength" type="bool">
4085 Usually the player's strentgh takes effect on the damage
4086 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4087 the player's strength is ignored.
4088 </attribute>
4089 <attribute arch="damned" editor="damnation" type="bool">
4090 A damned shooting weapon cannot be unwielded unless
4091 the curse is removed. Removing damnations is
4092 a tick harder than removing curses.
4093 </attribute>
4094 <attribute arch="cursed" editor="curse" type="bool">
4095 A cursed shooting weapon cannot be unwielded unless
4096 the curse is removed.
4097 </attribute>
4098 <attribute arch="unique" editor="unique item" type="bool">
4099 Unique items exist only one time on a server. If the item
4100 is taken, lost or destroyed - it's gone for good.
4101 </attribute>
4102 <attribute arch="startequip" editor="godgiven item" type="bool">
4103 A godgiven item vanishes as soon as the player
4104 drops it to the ground.
4105 </attribute>
4106 <section name="stats">
4107 <attribute arch="Str" editor="strength" type="int">
4108 The player's strentgh will rise/fall by the given value
4109 while wearing this shooting weapon.
4110 </attribute>
4111 <attribute arch="Dex" editor="dexterity" type="int">
4112 The player's dexterity will rise/fall by the given value
4113 while wearing this shooting weapon.
4114 </attribute>
4115 <attribute arch="Con" editor="constitution" type="int">
4116 The player's constitution will rise/fall by the given value
4117 while wearing this shooting weapon.
4118 </attribute>
4119 <attribute arch="Int" editor="intelligence" type="int">
4120 The player's intelligence will rise/fall by the given value
4121 while wearing this shooting weapon.
4122 </attribute>
4123 <attribute arch="Pow" editor="power" type="int">
4124 The player's power will rise/fall by the given value
4125 while wearing this shooting weapon.
4126 </attribute>
4127 <attribute arch="Wis" editor="wisdom" type="int">
4128 The player's wisdom will rise/fall by the given value while
4129 wearing this shooting weapon.
4130 </attribute>
4131 <attribute arch="Cha" editor="charisma" type="int">
4132 The player's charisma will rise/fall by the given value
4133 while wearing this shooting weapon.
4134 </attribute>
4135 </section>
4136 <section name="bonus">
4137 <attribute arch="luck" editor="luck bonus" type="int">
4138 With positive luck bonus, the player is more likely to
4139 succeed in all sorts of things (spellcasting, praying,...).
4140 Unless the &lt;luck bonus&gt; is very high, the effect will be
4141 barely visible in-game. Luck bonus on one piece of equipment
4142 should never exceed 3, and such bonus should not be too
4143 frequently available.
4144 </attribute>
4145 <attribute arch="magic" editor="magic bonus" type="int">
4146 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4147 I'm not sure what exactly is increased - maybe weaponclass?
4148 However, &lt;magic bonus&gt; seems to have a little bit of positive
4149 influence on your chance to hit.
4150 </attribute>
4151 </section>
4152 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4153 This text describes the weapons's "story". Every decent artifact weapon
4154 should have such a description.
4155 </attribute>
4156 </type>
4157
4158 <!--####################################################################-->
4159 <type number="68" name="Shop Floor">
4160 <ignore>
4161 <ignore_list name="non_pickable" />
4162 </ignore>
4163 <description><![CDATA[
4164 Shop floor is used for shops. It acts like a combination of the
4165 common floor- and the treasure type: When the map is loaded,
4166 randomitems (depending on the setings) are generated on it.
4167 These items are all flagged as unpaid.
4168 When a player drops an item onto shop floor, the item becomes
4169 unpaid and the player receives payment according to the item's
4170 selling-value.
4171 Shopfloor always prevents magic (To hinder players from burning
4172 or freezing the goods). ]]>
4173 </description>
4174 <use><![CDATA[
4175 Tile your whole shop-interior space which shop floor.
4176 (That assures players receive payment for dropping items).
4177 Place shop mats to enter/leave the shop, and make sure
4178 there is no other exit than the shop mat. ]]>
4179 </use>
4180 <attribute arch="is_floor" value="1" type="fixed" />
4181 <attribute arch="no_pick" value="1" type="fixed" />
4182 <attribute arch="no_magic" value="1" type="fixed" />
4183 <attribute arch="auto_apply" editor="generate goods" type="bool">
4184 If enabled, items will appear on this square when the map is loaded.
4185 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4186 are generated. The items will be unpaid.
4187 </attribute>
4188 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4189 This entry determines what kind of treasure will appear, when
4190 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4191 for details about existing treasurelists.
4192 </attribute>
4193 <attribute arch="exp" editor="quality level" type="int">
4194 The &lt;quality level&gt; will be used for the quality of the generated
4195 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4196 doesn't need to be set, unless you want extraordinarily good/bad
4197 quality. If you want to make a shop with very high quality, meaybe
4198 charge an entrance fee, or make the shop hard-to-come-by.
4199 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4200 and appearance of artifact-items.
4201 </attribute>
4202 <attribute arch="damned" editor="no prayers" type="bool">
4203 If enabled, it is impossible for players to use prayers
4204 on that spot. It also prevents players from saving.
4205 (Remember that &lt;no magic&gt; is always set for shop floors.)
4206 </attribute>
4207 </type>
4208
4209 <!--####################################################################-->
4210 <type number="69" name="Shop Mat">
4211 <ignore>
4212 <ignore_list name="non_pickable" />
4213 </ignore>
4214 <description><![CDATA[
4215 Shop mats are used for entering/leaving shops. You should always
4216 have exactly TWO shop mats on your shop-map: One inside the
4217 "shopping-area" and one outside. Shop mats don't use exit paths/
4218 or -destinations. When stepping onto a shopmat the player gets beamed
4219 to the nearest other mat. If the player has unpaid items in his
4220 inventory, the price gets charged from his coins automatically.
4221 If the player has insufficient coins to buy his unpaid items, he
4222 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4223 </description>
4224 <use><![CDATA[
4225 As stated above, always place TWO shop mats into your shop.
4226 Not more and not less than that. ]]>
4227 </use>
4228 <attribute arch="no_pick" value="1" type="fixed" />
4229 &move_on;
4230 </type>
4231
4232 <!--####################################################################-->
4233 <type number="98" name="Sign &amp; MagicMouth">
4234 <ignore>
4235 <ignore_list name="non_pickable" />
4236 </ignore>
4237 <description><![CDATA[
4238 The purpose of a sign or magic_mouth is to display a certain message to
4239 the player. There are three ways to have the player get this message:
4240 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4241 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4242 </description>
4243 <use><![CDATA[
4244 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4245 some true roleplay feeling to your maps, support your storyline or give
4246 hints about hidden secrets/dangers. Place signs to provide the player
4247 with all kinds of useful information for getting along in your maps. ]]>
4248 </use>
4249 <attribute arch="connected" editor="connection" type="int">
4250 When a connection value is set, the message will be printed whenever
4251 the connection is triggered. This should be used in combination with
4252 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4253 If activating your magic_mouth this way, the message will not only be
4254 printed to one player, but all players on the current map.
4255 </attribute>
4256 &activate_on;
4257 &move_on;
4258 <attribute arch="food" editor="counter" type="int">
4259 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4260 (printing the message) only that many times. For signs this really shouldn't
4261 be used, while for magic_mouths it is extremely helpful.
4262 Monsters walking over the magic_mouth do not decrease the counter.
4263
4264 Often, you might want to have a message displayed only one time. For example:
4265 The player enters your map and you put a magic_mouth to tell him about the
4266 monsters and how dangerous they look and all. Later, when all the monsters
4267 are killed and the player leaves the map, displaying the same message a
4268 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4269 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4270 </attribute>
4271 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4272 This text will be displayed to the player.
4273 </attribute>
4274 </type>
4275
4276 <!--####################################################################-->
4277 <type number="43" name="Skill">
4278 <ignore>
4279 <ignore_list name="system_object" />
4280 </ignore>
4281 <description><![CDATA[
4282 Skills are objects which exist in the player/monster inventory.
4283 Both NPC/monsters and players use the same skill archetypes. Not all skills
4284 are enabled for monster use however. ]]>
4285 </description>
4286 <use><![CDATA[
4287 For mapmaking, Skill objects serve two purposes:
4288 <p>First, the predefined skill archtypes (in the 'skills' directory)
4289 can be seen as the global skill definitions. A skill which doesn't
4290 exists as an archtype cannot be learned or used by players. When you
4291 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4292 of defined skill archtypes, because those strings are used as a reference in
4293 many skill-related objects.
4294 </p><p>
4295 Secondly, in order to enable monsters to use skills, you will need to
4296 copy default skill archtypes into the monsters' inventories.
4297 You can even customize the skills by changing stats. It is not
4298 recommended however, to use skills in your maps which are totally
4299 unrelated to any predefined skill archtype.</p> ]]>
4300 </use>
4301 <attribute arch="invisible" value="1" type="fixed" />
4302 <attribute arch="no_drop" value="1" type="fixed" />
4303 <attribute arch="skill" editor="skill name" type="string">
4304 The &lt;skill name&gt; is used for matchings. When a usable
4305 object has an identical &lt;skill name&gt;, players
4306 (or monsters) will need this skill to apply/use the object.
4307 </attribute>
4308 <attribute arch="expmul" editor="exp multiplier" type="float">
4309 This is the ratio of experience the players total should increase by
4310 when this skill is used. If this is zero, then experience only goes to
4311 to the skill. Values higher than 1 are allowed. Note that experience
4312 rewarded to the players total is in addition to that given to the
4313 skill. Eg, if player should get 500 exp for using a skill, and
4314 expmul is 1, the player will get 500 added to that skill as well as
4315 500 to their total.
4316 </attribute>
4317 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4318 The &lt;skill type&gt; defines the base functionality of the skill.
4319 Skill types are hardcoded in the Crossfire server. It isn't hard to
4320 create new skill types, but it requires a bit of server-coding.
4321 </attribute>
4322 <attribute arch="level" editor="level" type="int">
4323 </attribute>
4324 <attribute arch="exp" editor="experience" type="int">
4325 </attribute>
4326 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4327 The &lt;is native skill&gt; flag has an effect only when this
4328 skill object is placed in the inventory of a monster (or player).
4329 If it is set, the monster or player knows the skill natively, which
4330 means he does not need a skill tool to use it.
4331 </attribute>
4332 </type>
4333
4334 <!--####################################################################-->
4335 <type number="130" name="Skill Scroll">
4336 <description><![CDATA[
4337 By reading a skill scroll, a player has a chance to learn the
4338 contained skill. ]]>
4339 </description>
4340 <use><![CDATA[
4341 Skill scrolls are very much sought for by players. Currently,
4342 all skill scrolls are sold in shops randomly, which is in fact not
4343 a good system. It would be nice to have some cool quests with
4344 skill scrolls rewarded at the end. ]]>
4345 </use>
4346 <attribute arch="race" value="scrolls" type="fixed" />
4347 <attribute arch="skill" editor="skill name" type="string">
4348 The &lt;skill name&gt; matches the skill object that can
4349 be learned from this scroll.
4350 </attribute>
4351 </type>
4352
4353 <!--####################################################################-->
4354 <type number="21" name="Special Key">
4355 <ignore>
4356 <attribute arch="material" />
4357 </ignore>
4358 <description><![CDATA[
4359 When carrying the appropriate special key, a locked door can
4360 be opened. The key will dissapear.
4361 <br><br>
4362 This object-type can also be used for "passport"-like items:
4363 When walking onto an invetory checker, a gate for example might
4364 get opened. The "passport" will stay in the player's inventory. ]]>
4365 </description>
4366 <use><![CDATA[
4367 How to make a "passport": You take the special key arch
4368 (archetype name is "key2"), set the face to something like
4369 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4370 certainly must match with the appropiate inventory checker.
4371 <br><br>
4372 Of course you can be creative with names and faces of
4373 key-objects. A "mysterious crystal" or a "big dragon claw"
4374 (with appropriate faces) appear more interesting than just
4375 a "strange key", or "passport". ]]>
4376 </use>
4377 <attribute arch="slaying" editor="key string" type="string">
4378 This string must be identical with the &lt;key string&gt; in the
4379 locked door, then it can be unlocked. It can also be used
4380 to trigger inventory checkers.
4381 </attribute>
4382 <attribute arch="material" editor="material" type="bitmask_material">
4383 For Special Keys, material should always be unset or set
4384 to Adamantite. This prevents the key from getting
4385 burned or otherwise destroyed.
4386 </attribute>
4387 <attribute arch="unique" editor="unique item" type="bool">
4388 Unique items exist only one time on a server. If the item
4389 is taken, lost or destroyed - it's gone for good.
4390
4391 This can be used if you want to sell apartments on your
4392 map: Simply sell a unique passport/key, and place
4393 an inventory checker at the entrance of your apartment.
4394 </attribute>
4395 <attribute arch="startequip" editor="godgiven item" type="bool">
4396 A godgiven item vanishes as soon as the player
4397 drops it to the ground.
4398 </attribute>
4399 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4400 This will add a description to the object. The player can read
4401 this text by clicking on the item in his inventory. Use this
4402 message to describe what the key/passport is good for. A player
4403 might have 50 different keys on his key-ring. Don't expect
4404 players to recall their purpose just by their names.
4405 </attribute>
4406 </type>
4407
4408 <!--####################################################################-->
4409 <type number="101" name="Spell">
4410 <ignore>
4411 <ignore_list name="system_object" />
4412 </ignore>
4413 <description><![CDATA[
4414 Spell objects define a spell. When a spell is put in a spellbook,
4415 players can learn it by reading the book. Once learned, players
4416 can use the spell as often as they like. With increasing skill level
4417 of the player, spells may gain power but also increase cost.<br>
4418 Monsters can use spells which are put in their inventory (provided
4419 that certain "enabling" settings are correct). The monster's
4420 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4421 </description>
4422 <use><![CDATA[
4423 A lot of the spells' settings can be tuned and customized.
4424 When creating new spells which are accessible to players, it is
4425 important to think about balance. A single spell which is too
4426 powerful and/or too easy to use can eventually toss the whole skill
4427 and magic school system out of whack. Testing new spells is
4428 quite important therefore. ]]>
4429 </use>
4430 <attribute arch="no_drop" value="1" type="fixed" />
4431 <attribute arch="invisible" value="1" type="fixed" />
4432 <attribute arch="skill" editor="skill name" type="string">
4433 The &lt;skill name&gt; matches the skill which is needed
4434 to cast this spell. This should be one out of "sorcery",
4435 "pyromancy", "evocation", "summoning" or "praying".
4436 If you want to fiddle with these, please take care not
4437 to upset the concept and balance of the various skills.
4438 </attribute>
4439 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4440 The &lt;spell type&gt; defines the basic type of spell.
4441 Some of these types are of a more generic nature than others.
4442 </attribute>
4443 <attribute arch="level" editor="spell level" type="int">
4444 </attribute>
4445 <attribute arch="casting_time" editor="casting time" type="int">
4446 </attribute>
4447 <attribute arch="duration" editor="duration" type="int">
4448 </attribute>
4449 <attribute arch="other_arch" editor="create object" type="string">
4450 </attribute>
4451 <attribute arch="sp" editor="cost spellpoints" type="int">
4452 </attribute>
4453 <attribute arch="grace" editor="cost grace" type="int">
4454 </attribute>
4455 <attribute arch="maxsp" editor="double cost per level" type="int">
4456 </attribute>
4457 </type>
4458
4459 <!--####################################################################-->
4460 <type number="85" name="Spellbook">
4461 <description><![CDATA[
4462 By reading a spellbook, the player has a chance of learning the
4463 contained spell. Once learned from a book, the spell is available
4464 forever. Spellbooks with high level spells require some skill-level
4465 to read.<br><br>
4466 You can create widely customized spells only by adjusting the
4467 spell object in the spellbooks inventory. Refer to the description
4468 of spell objects for detailed information how to customize spells.<br>
4469 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4470 with a compilation of spells that the book may contain. ]]>
4471 </description>
4472 <use><![CDATA[
4473 Don't put any of the godgiven spells into a spellbook! These are
4474 reserved for the followers of the appropriate cults. Handing them
4475 out in a spellbook would violate the balance between different religions.
4476 <br><br>
4477 Note that there is no fundamental difference between the spellbooks
4478 of varying schools (pyromancy, sorcery, evocation, summoning, and
4479 even praying). The difference lies only in the spells they contain.
4480 It is up to you, the mapmaker, to pick the right type of book
4481 for your spells. ]]>
4482 </use>
4483 <attribute arch="skill" value="literacy" type="fixed" />
4484 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4485 There are two ways to put spells into a spellbook:
4486 1. Put a spell object in the books inventory. In this case,
4487 treasurelist must be set to &lt;none&gt;.
4488 2. Choose a treasurelist which contains spells.
4489 In that way, a spell will be chosen randomly from the list.
4490 </attribute>
4491 <attribute arch="startequip" editor="godgiven item" type="bool">
4492 A godgiven item vanishes as soon as the player
4493 drops it to the ground.
4494 </attribute>
4495 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4496 This text may contain a nice description
4497 of the spellbook's cover or something.
4498 </attribute>
4499 </type>
4500
4501 <!--####################################################################-->
4502 <type number="90" name="Spinner">
4503 <ignore>
4504 <ignore_list name="non_pickable" />
4505 </ignore>
4506 <description><![CDATA[
4507 Spinners change the direction of spell objects and other projectiles
4508 that fly past. Unlike directors, it does make a difference from what
4509 angle you shoot into the spinner. The direction of objects flying past
4510 is always changed by a certain degree. ]]>
4511 </description>
4512 <use><![CDATA[
4513 Spinners are very rarely used. I believe they are quite
4514 confusing and pointless. The only use I can think of is building
4515 some puzzle about where to shoot into spinners to shoot somewhere you
4516 otherwise couldn't.
4517
4518 When placing spinners on a map with magic walls, make sure the spell-
4519 projectiles from magic walls don't get to fly in loops. ]]>
4520 </use>
4521 <attribute arch="sp" editor="direction number" type="int">
4522 The spinner will change the direction of flying objects by
4523 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4524 positive values counter clockwise.
4525
4526 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4527 </attribute>
4528 &move_on;
4529 </type>
4530
4531 <!--####################################################################-->
4532 <type number="138" name="Swamp">
4533 <ignore>
4534 <ignore_list name="non_pickable" />
4535 </ignore>
4536 <description><![CDATA[
4537 Swamp areas show a special behaviour:
4538 When a player stands still on a swamp-square for too long,
4539 he will start to sink in and eventually drown and die.
4540 Items dropped on the swamp sink in and dissapear.
4541 Players with knowledge of the woodsman skill are a lot less likely
4542 to die in the swamp. ]]>
4543 </description>
4544 <attribute arch="is_floor" value="1" type="fixed" />
4545 <attribute arch="is_wooded" value="1" type="fixed" />
4546 <attribute arch="speed" editor="drowning speed" type="float">
4547 The higher the &lt;drowning speed&gt;, the faster will players and items
4548 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4549 and unexpected death-trap. Players should get a warning before such areas.
4550 </attribute>
4551 &speed_left;
4552 &move_on;
4553 &movement_types_terrain;
4554 <attribute arch="no_magic" editor="no spells" type="bool">
4555 If enabled, it is impossible for players to use (wizard-)
4556 spells on that spot.
4557 </attribute>
4558 <attribute arch="damned" editor="no prayers" type="bool">
4559 If enabled, it is impossible for players to use prayers
4560 on that spot. It also prevents players from saving.
4561 </attribute>
4562 </type>
4563
4564 <!--####################################################################-->
4565 <type number="41" name="Teleporter">
4566 <ignore>
4567 <ignore_list name="non_pickable" />
4568 </ignore>
4569 <description><![CDATA[
4570 When the player walks into a teleporter, he is transferred to a
4571 different location. The main difference to the object-type exit
4572 is the possibility to have teleporters connected to levers/buttons/etc.
4573 Sometimes teleporters are activated even against the players will.
4574 <br><br>
4575 Unlike exits, teleporters can also transfer items and
4576 monsters to different locations on the same map. ]]>
4577 </description>
4578 <use><![CDATA[
4579 When creating maps, I guess sooner or later you'll want to have
4580 an invisible teleporter. If using "invisible 1", the teleporter
4581 can still be discovered with the show_invisible spell. And in
4582 some cases you can't place it under the floor to prevent this.
4583 <br><br>
4584 Fortunately, there is a cool trick to make a perfectly invisible
4585 teleporter: You simply add teleporter functionality to the floor
4586 itself. That means: You take the floor arch (e.g. "flagstone"),
4587 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4588 </use>
4589 <attribute arch="slaying" editor="exit path" type="string">
4590 The exit path specifies the map that the player is transferred to.
4591 &lt;exit path&gt; can be an absolute path, beginning with '/'
4592 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4593 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4594 for example I could use the relative path "Fire1"). Use relative
4595 paths whenever possible! Note that upper/lower case must always be
4596 set correctly. However, please use lower case only.
4597
4598 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4599 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4600 monsters and items. In this case, the destined map is automatically
4601 the same map the teleporter is on.
4602 </attribute>
4603 <attribute arch="hp" editor="destination X" type="int">
4604 The exit destinations define the (x, y)-coordinates where the exit
4605 leads to.
4606
4607 If both are set to zero and &lt;exit path&gt; is empty, the player will
4608 get teleported to another, randomly chosen teleporter on the same
4609 map (Slightly confusing for the player though). Make sure there
4610 actually *is* a second one in that case.
4611
4612 If both are set to zero and &lt;exit path&gt; is set, the player will
4613 be transferred to the "default enter location" of the destined map.
4614 The latter can be set in the map-properties as "Enter X/Y". Though,
4615 please DO NOT use that. It turned out to be a source for numerous
4616 map-bugs.
4617 </attribute>
4618 <attribute arch="sp" editor="destination Y" type="int">
4619 The exit destinations define the (x, y)-coordinates where the exit
4620 leads to.
4621
4622 If both are set to zero and &lt;exit path&gt; is empty, the player will
4623 get teleported to another, randomly chosen teleporter on the same
4624 map (Slightly confusing for the player though). Make sure there
4625 actually *is* a second one in that case.
4626
4627 If both are set to zero and &lt;exit path&gt; is set, the player will
4628 be transferred to the "default enter location" of the destined map.
4629 The latter can be set in the map-properties as "Enter X/Y". Though,
4630 please DO NOT use that. It turned out to be a source for numerous
4631 map-bugs.
4632 </attribute>
4633 <attribute arch="connected" editor="connection" type="int">
4634 If a connection value is set, the teleporter will be activated
4635 whenever the connection is triggered. To use this properly,
4636 &lt;activation speed&gt; must be zero.
4637 </attribute>
4638 &activate_on;
4639 <attribute arch="speed" editor="activation speed" type="float">
4640 If the &lt;activation speed&gt; is nonzero, the teleporter will
4641 automatically be activated in regular time-intervals. Hence, the
4642 player can just step on it and gets teleported sooner or later.
4643 The duration between two activates depends on the given value.
4644 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4645
4646 VERY IMPORTANT: If you want to have your teleporter activated via
4647 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4648 </attribute>
4649 &speed_left;
4650 </type>
4651
4652 <!--####################################################################-->
4653 <type number="26" name="Timed Gate">
4654 <ignore>
4655 <ignore_list name="non_pickable" />
4656 </ignore>
4657 <description><![CDATA[
4658 Gates play an important role in Crossfire. Gates can be opened
4659 by activating a button/trigger, by speaking passwords (-> magic_ear)
4660 or carrying special key-objects (-> inventory checker).
4661 Unlike locked doors, gates can get shut again after a player has
4662 passed, which makes them more practical in many cases. Unlike normal
4663 gates, timed gates open when triggered but automatically close again
4664 after some time.]]>
4665 </description>
4666 <use><![CDATA[
4667 Use gates to divide your maps into separated areas. After solving
4668 area A, the player gains access to area B, and so on. Make your
4669 maps more complex than "one-way". ]]>
4670 </use>
4671 <attribute arch="no_pick" value="1" type="fixed" />
4672 <attribute arch="connected" editor="connection" type="int">
4673 Whenever the inventory checker is triggered, all objects with identical
4674 &lt;connection&gt; value get activated. This only makes sense together with
4675 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4676 after some time.
4677 </attribute>
4678 &activate_on;
4679 <attribute arch="wc" editor="position state" type="int">
4680 The &lt;position state&gt; defines the position of the gate:
4681 Zero means completely open/down, the "number of animation-steps" (usually
4682 about 6 or 7) means completely closed/up state. I suggest you don't
4683 mess with this value - Leave the default in place.
4684 </attribute>
4685 &movement_types_terrain;
4686 <attribute arch="no_magic" editor="restrict spells" type="bool">
4687 Restricting the use of spells to pass this gate. This has
4688 an effect only if &lt;block view&gt; is disabled.
4689 </attribute>
4690 <attribute arch="damned" editor="restrict prayers" type="bool">
4691 Restricting the use of prayers to pass this door. This has
4692 an effect only if &lt;block view&gt; is disabled.
4693 </attribute>
4694 <attribute arch="hp" editor="open duration" type="int">
4695 Defines the duration the gate remains closed. This only takes effect
4696 if the gate is not connected.
4697 </attribute>
4698 </type>
4699
4700 <!--####################################################################-->
4701 <type number="155" name="Trap">
4702 <ignore>
4703 <attribute arch="no_pick" />
4704 <attribute arch="title" />
4705 <attribute arch="name_pl" />
4706 <attribute arch="weight" />
4707 <attribute arch="value" />
4708 <attribute arch="material" />
4709 <attribute arch="unpaid" />
4710 </ignore>
4711 <description><![CDATA[
4712 A trap is a object that can either do damage or trigger another connected object
4713 when detonated. Traps are like runes except they are not magical in nature,
4714 and generally have either a physical attack or trigger a reaction.
4715 <br><br>
4716 Traps hit any monster or person who steps on them for 'dam' damage in
4717 'attacktype' attacktype and/or trigger a reaction.
4718 <br><br>
4719 Many traps are already defined in the archetypes. ]]>
4720 </description>
4721 <use><![CDATA[
4722 Avoid monsters stepping on your traps. For example, a party of orcs setting
4723 off your lightning wall and pit trap is usually a bad idea. ]]>
4724 </use>
4725 <attribute arch="no_pick" value="1" type="fixed" />
4726 &move_on;
4727 <attribute arch="level" editor="trap level" type="int">
4728 Level effects how easily a trap may be found and disarmed, and
4729 how much experience the player gets for doing so. Beware: High level
4730 traps can be quite a cheap source of experience! So either make them
4731 tough, or keep the level low.
4732 </attribute>
4733 <attribute arch="Cha" editor="visibility" type="int">
4734 This value determines what fraction of the time the trap is visible:
4735 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4736 how easily the trap may be found.
4737 </attribute>
4738 <attribute arch="hp" editor="number of charges" type="int">
4739 The trap will detonate &lt;number of charges&gt; times before disappearing.
4740 </attribute>
4741 <attribute arch="dam" editor="direct damage" type="int">
4742 &lt;direct damage&gt; specifies how much damage is done by the trap.
4743 This should be set in reasonable relation to the trap's level.
4744 </attribute>
4745 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4746 This attribute defines what attacktype to use for direct damage when
4747 the trap detonates.
4748 </attribute>
4749 <attribute arch="connected" editor="connection" type="int">
4750 When the trap is detonated, all objects with the same
4751 connection value get activated.
4752 </attribute>
4753 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4754 When the trap detonates, this text is displayed to the
4755 victim. For especially powerful or complex traps, create an appropriate
4756 and thrilling description. ;)
4757 </attribute>
4758 </type>
4759
4760 <!--####################################################################-->
4761 <type number="95" name="Trapdoor">
4762 <ignore>
4763 <ignore_list name="non_pickable" />
4764 </ignore>
4765 <description><![CDATA[
4766 Trapdoors are very similar to pits. The difference is that they
4767 can not be closed. Instead, the weight of the object on the
4768 trapdoor determines weither it slams the trapdoor open and falls through
4769 or not.<br>
4770 Once a trapdoor has been opened (by a creature or items of sufficient
4771 weight,) it remains open, acting like an opened pit. ]]>
4772 </description>
4773 <use><![CDATA[
4774 Trapdoors should be used in the same fashion as pits:
4775 They should always drop the victims to some kind of lower level. They
4776 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4777 </use>
4778 <attribute arch="no_pick" value="1" type="fixed" />
4779 &move_on;
4780 <attribute arch="weight" editor="hold weight" type="int">
4781 This value defines how much weight the trapdoor can hold.
4782 Once items or creatures are gathered on the trapdoor, with
4783 a total weight surpassing this value, then the trapdoor will
4784 open and things start falling through.
4785 </attribute>
4786 <attribute arch="hp" editor="destination X" type="int">
4787 The trapdoor will transport creatures (and items) randomly into
4788 a two-square radius of the destination coordinates.
4789 If the destination square becomes blocked, the trapdoor will act like
4790 being filled up and not work anymore!
4791 </attribute>
4792 <attribute arch="sp" editor="destination Y" type="int">
4793 The trapdoor will transport creatures (and items) randomly into
4794 a two-square radius of the destination coordinates.
4795 If the destination square becomes blocked, the trapdoor will act like
4796 being filled up and not work anymore!
4797 </attribute>
4798 </type>
4799
4800 <!--####################################################################-->
4801 <type number="4" name="Treasure">
4802 <ignore>
4803 <attribute arch="nrof" />
4804 <attribute arch="title" />
4805 <attribute arch="name_pl" />
4806 <attribute arch="weight" />
4807 <attribute arch="value" />
4808 <attribute arch="material" />
4809 </ignore>
4810 <description><![CDATA[
4811 A treasure-object turns into certain randomitems when the map is loaded
4812 into the game. ]]>
4813 </description>
4814 <use><![CDATA[
4815 About usage of the "random-artifact" treasurelist:
4816 This will generate powerful stuff like girdles, xray helmets, special
4817 swords etc. If you put this as reward to your quest, players might be
4818 motivated to do it more than once. BUT, by doing so they will get a huge
4819 number of different artifacts! Besides, players will always seek the place
4820 with the most easy-to-get random artifact and ignore all others.
4821 My advice: Don't use it! Attract players with good fighting experience
4822 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4823 </use>
4824 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4825 This entry determines what kind of treasure will appear. Look into
4826 /crossfire/share/crossfire/treasures for details about existing
4827 treasurelists.
4828 </attribute>
4829 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4830 "Auto-generate" must be set in order to have the treasure be created
4831 when the map is loaded.
4832 If you want to create a random treasure chest, you unset this flag.
4833 That way, the player has to apply the object (the chest), then the
4834 treasure is generated.
4835 </attribute>
4836 <attribute arch="hp" editor="create number" type="int">
4837 "Create number" specifies how many pieces of the given treasurelist
4838 will appear. Note that for every piece there is a chance that nothing is
4839 generated. Also, sometimes there can be stacks of items generated, like
4840 for gems/money.
4841 </attribute>
4842 <attribute arch="exp" editor="quality level" type="int">
4843 The &lt;quality level&gt; will be used for the quality of the generated
4844 treasure instead of the map difficulty (as was done with shops).
4845 If zero/unset, the map difficulty will instead be used.
4846 (Example for comparison: Shop floors generate treasure of
4847 &lt;quality level&gt; 5 per default).
4848 </attribute>
4849 </type>
4850
4851 <!--####################################################################-->
4852 <type number="52" name="Trigger Marker">
4853 <ignore>
4854 <ignore_list name="system_object" />
4855 </ignore>
4856 <description><![CDATA[
4857 A trigger marker is an object that inserts an invisible force (a mark) into a
4858 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4859 &lt;key string&gt; which can be discovered by detectors or inventory
4860 checkers. It is also possible to use markers for removing marks again.
4861 <br><br>
4862 Note that the player has no possibility to "see" his own marks,
4863 except by the effect that they cause on the maps. ]]>
4864 </description>
4865 <use><![CDATA[
4866 Markers hold real cool possibilities for map-making. I encourage
4867 you to use them frequently. However there is one negative point
4868 about markers: Players don't "see" what's going on with them. It is
4869 your task, as map-creator, to make sure the player is always well
4870 informed and never confused.
4871 <br><br>
4872 Please avoid infinite markers when they aren't needed. They're
4873 using a little space in the player file after all, so if there
4874 is no real purpose, set an expire time. ]]>
4875 </use>
4876 <attribute arch="no_pick" value="1" type="fixed" />
4877 <attribute arch="slaying" editor="key string" type="string">
4878 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4879 If the player already has a force with that &lt;key string&gt;,
4880 there won't be inserted a second one.
4881 </attribute>
4882 <attribute arch="connected" editor="connection" type="int">
4883 Unlike a regular marker this is the connection that triggers this marker to activate.
4884 </attribute>
4885 <attribute arch="food" editor="mark duration" type="int">
4886 This value defines the duration of the force it inserts.
4887 If nonzero, the duration of the player's mark is finite:
4888 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4889 means the mark will stay on the player forever.
4890 </attribute>
4891 <attribute arch="name" editor="delete mark" type="string">
4892 When the player steps onto the marker, all existing forces in
4893 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4894 will be removed. If you don't want to remove any marks, leave
4895 this textfield empty.
4896
4897 Note that the string &lt;delete mark&gt; is set as the name of
4898 this marker. So don't be confused, and remember changing the
4899 name will take effect on the marker's functionality.
4900 </attribute>
4901 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4902 In the moment when the player gets marked, this text is displayed
4903 to him. You should really set a message in any marker you create,
4904 because it's the only way for the player to notice what's going on.
4905 </attribute>
4906 </type>
4907
4908 <!--####################################################################-->
4909 <type number="0" name="Wall">
4910 <required>
4911 <attribute arch="is_floor" value="0" />
4912 <attribute arch="alive" value="0" />
4913 <attribute arch="no_pass" value="1" />
4914 </required>
4915 <ignore>
4916 <attribute arch="nrof" />
4917 <attribute arch="title" />
4918 <attribute arch="name_pl" />
4919 <attribute arch="value" />
4920 <attribute arch="unpaid" />
4921 </ignore>
4922 <description><![CDATA[
4923 Walls usually block passage and sight. ]]>
4924 </description>
4925 &movement_types_terrain;
4926 <attribute arch="can_roll" editor="moveable" type="bool">
4927 If set, the object is able to "roll", so it can be pushed around.
4928 This setting is used for boulders and barrels.
4929 </attribute>
4930 <attribute arch="no_magic" editor="restrict spells" type="bool">
4931 This takes effect only with &lt;blocksview&gt; disabled.
4932 Restricting the use of spells to pass this wall.
4933 </attribute>
4934 <attribute arch="damned" editor="restrict prayers" type="bool">
4935 This takes effect only with &lt;blocksview&gt; disabled.
4936 Restricting the use of spells to pass this wall.
4937 </attribute>
4938 </type>
4939
4940 <!--####################################################################-->
4941 <type number="109" name="Wand &amp; Staff">
4942 <description><![CDATA[
4943 Wands contain a certain spell. The player can apply (ready) and
4944 fire the wand. After a defined number of casts, the wand is
4945 "used up". It is possible to recharge a wand with scrolls of
4946 charging, but usually that isn't worth the cost. ]]>
4947 </description>
4948 <use><![CDATA[
4949 Wands are quite seldomly used. The reason prolly is that they're
4950 generally not cost-efficient. Handing out high-level wands with
4951 powerful special spells isn't a good idea either, because of
4952 the recharge ability.
4953 <br><br>
4954 For low levels, staffs of healing/cure and word of recall are
4955 quite desirable though. Ideal rewards for low level quests. ]]>
4956 </use>
4957 <attribute arch="sp" editor="spell" type="spell">
4958 The &lt;spell&gt; specifies the contained spell.
4959 </attribute>
4960 <attribute arch="level" editor="casting level" type="int">
4961 The &lt;casting level&gt; of the wand determines it's power.
4962 An average level for wands in shops is about 10.
4963 </attribute>
4964 <attribute arch="food" editor="number of charges" type="int">
4965 The wand can be used &lt;number of charges&gt; times before it is
4966 used up. It can be recharged with scrolls of charging.
4967 </attribute>
4968 <attribute arch="startequip" editor="godgiven item" type="bool">
4969 A godgiven item vanishes as soon as the player
4970 drops it to the ground.
4971 </attribute>
4972 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4973 This text may contain a description of the wand.
4974 </attribute>
4975 </type>
4976
4977 <!--####################################################################-->
4978 <type number="0" name="Weak Wall">
4979 <required>
4980 <attribute arch="is_floor" value="0" />
4981 <attribute arch="alive" value="1" />
4982 <attribute arch="tear_down" value="1" />
4983 </required>
4984 <ignore>
4985 <ignore_list name="non_pickable" />
4986 </ignore>
4987 <description><![CDATA[
4988 A weak wall is a breakable spot amidsts a solid wall. Typically
4989 these weak walls look similar to their solid "relatives" except
4990 for a small crack or little chunks of wall on the ground. ]]>
4991 </description>
4992 <use><![CDATA[
4993 If you want to create hidden rooms, using weak walls is alot
4994 better than completely indiscernible passages in a wall.<br>
4995 Anyways, there can be a lot more to weak walls than just finding
4996 them: Rising their defensive stats, weak walls can become a
4997 serious obstacle. An ice wall might only be torn down by a fire
4998 attack for example. A granite wall for instance might be very
4999 hard to destroy. ]]>
5000 </use>
5001 <attribute arch="alive" value="1" type="fixed" />
5002 <attribute arch="no_pick" value="1" type="fixed" />
5003 <attribute arch="tear_down" value="1" type="fixed" />
5004 <attribute arch="race" editor="race" type="string">
5005 For weak walls, &lt;race&gt; should always be set to "wall",
5006 unless you create something fancy like a building which
5007 is in fact meant to be a huge animal.
5008 Note that shovels slay walls, so they do tripple damage
5009 against weak walls.
5010 </attribute>
5011 <attribute arch="level" editor="level" type="int">
5012 The &lt;level&gt; of a weak wall works similar to monster levels.
5013 Due to the fact that weak walls cannot attack, the level
5014 is much less important though.
5015 </attribute>
5016 <attribute arch="hp" editor="health points" type="int">
5017 The &lt;health points&gt; of a weak wall define how long it takes to
5018 tear it down. With every successful hit from an opponent,
5019 &lt;health points&gt; get drained.
5020 </attribute>
5021 <attribute arch="maxhp" editor="max health" type="int">
5022 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5023 weak wall can have. Since walls generally don't heal, I doubt
5024 this has much real effect.
5025 </attribute>
5026 <attribute arch="ac" editor="armour class" type="int">
5027 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5028 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5029 </attribute>
5030 <section name="resistance">
5031 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5032 </attribute>
5033 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5034 </attribute>
5035 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5036 </attribute>
5037 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5038 </attribute>
5039 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5040 </attribute>
5041 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5042 </attribute>
5043 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5044 </attribute>
5045 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5046 </attribute>
5047 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5048 </attribute>
5049 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5050 </attribute>
5051 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5052 </attribute>
5053 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5058 </attribute>
5059 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5060 </attribute>
5061 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5062 </attribute>
5063 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5064 </attribute>
5065 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5066 </attribute>
5067 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5068 </attribute>
5069 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5070 </attribute>
5071 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5072 </attribute>
5073 </section>
5074 </type>
5075
5076 <!--####################################################################-->
5077 <type number="15" name="Weapon">
5078 <description><![CDATA[
5079 Wielding a weapon, the object's stats will directly be inherited to the
5080 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5081 be improved with scrolls. ]]>
5082 </description>
5083 <use><![CDATA[
5084 If you create artifacts (equipment) with stats- or resistance-bonus:
5085 Keep playbalance in mind! Such items mustn't be reachable without hard
5086 fighting AND questing. ]]>
5087 </use>
5088 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5089 This number is a bitmask, specifying the weapon's attacktypes.
5090 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5091 have no more than one or two attacktypes. Keep in mind that all weapons
5092 can be blessed by the player's diety, thus adding an additional attacktype.
5093
5094 When a player hits a monster with a weapon that has more than one attacktype,
5095 then he will do as much damage as the "best" of his attacktypes does. So,
5096 the more attacktypes you've got, the better your chance to take advantage
5097 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5098 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5099 </attribute>
5100 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5101 The &lt;weapontype&gt; characterizes the weapon's type of physical
5102 attack. It could best be considered a "subclassification"
5103 of the physical attacktype. For now, this is only used for
5104 attack messages!
5105
5106 You should always set this correctly when creating new
5107 weapons for your maps.
5108 </attribute>
5109 <attribute arch="skill" editor="skill name" type="string">
5110 Matching &lt;skill name&gt; of the skill that is required
5111 to use this weapon.
5112 </attribute>
5113 <attribute arch="dam" editor="damage" type="int">
5114 The damage value is used as base value for how much damage the weapon
5115 does per hit. The actual damage involves more dependencies,
5116 like wielder's level and defender's level. Look at existing weapons
5117 to get a feel for the range of weapon damage values.
5118 </attribute>
5119 <attribute arch="slaying" editor="slaying race" type="string">
5120 Slaying means the weapon does tripple (3x) damage to monsters of the
5121 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5122 only monsters of that archtype are hit with tripple damage.
5123
5124 No god blessings are possible for weapons with a race set in this entry
5125 (That's because god blessings add tripple damage against their own
5126 enemy races). Tripple damage is very effective.
5127 </attribute>
5128 <attribute arch="last_sp" editor="weapon speed" type="int">
5129 The weapon speed determines how often the wielder can swing the weapon
5130 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5131 is best (that is lightning- fast). A typical average value is 8.
5132 Speed and damage should be kept in reasonable relation.
5133 </attribute>
5134 <attribute arch="wc" editor="weapon class" type="int">
5135 The weapon class value adds to the overall weapon class of the wielder's
5136 melee attacks. Weapon class improves the chance of hitting the opponent.
5137 </attribute>
5138 <attribute arch="magic" editor="magic bonus" type="int">
5139 For a weapon, magic bonus works just like weapon class, except that
5140 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5141 less useful than direct weapon class value on a weapon.
5142 </attribute>
5143 <attribute arch="item_power" editor="item power" type="int">
5144 The &lt;item power&gt; value measures how "powerful" an artifact is.
5145 Players will only be able to wear equipment with a certain total
5146 amount of &lt;item power&gt;, depending on their own level. This is the
5147 only way to prevent low level players to wear "undeserved" equipment
5148 (like gifts from other players or cheated items).
5149
5150 It is very important to adjust the &lt;item power&gt; value carefully
5151 for every artifact you create! If zero/unset, the CF server will
5152 calculate a provisional value at runtime, but this is never
5153 going to be an accurate measurement of &lt;item power&gt;.
5154 </attribute>
5155 <attribute arch="damned" editor="damnation" type="bool">
5156 A damned weapon cannot be unwielded unless
5157 the curse is removed. Removing damnations is
5158 a tick harder than removing curses.
5159 </attribute>
5160 <attribute arch="cursed" editor="curse" type="bool">
5161 A cursed weapon cannot be unwielded unless
5162 the curse is removed.
5163 </attribute>
5164 <attribute arch="lifesave" editor="save life" type="bool">
5165 An item with this flag enabled will save the players life
5166 for one time: When the player is wearing this item and his
5167 health points reach zero, the item disappears, replenishing
5168 half of the player's health.
5169
5170 An item with &lt;save life&gt; should not have
5171 any decent additional bonuses!
5172 </attribute>
5173 <attribute arch="unique" editor="unique item" type="bool">
5174 Unique items exist only one time on a server. If the item
5175 is taken, lost or destroyed - it's gone for good.
5176 </attribute>
5177 <attribute arch="startequip" editor="godgiven item" type="bool">
5178 A godgiven item vanishes as soon as the player
5179 drops it to the ground.
5180 </attribute>
5181 <section name="resistance">
5182 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5183 This adds physical resistance to the weapon (= armour value). The number is
5184 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5185 and what they require to do for getting this-and-that artifact.
5186 </attribute>
5187 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5188 This adds magic 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_fire" editor="resist fire %" length="15" type="int">
5193 This adds fire resistance to the weapon. The number is a percent-value in
5194 the range 0-100. Treat this with CARE. Look at other maps and what they
5195 require to do for getting this-and-that artifact.
5196 </attribute>
5197 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5198 This adds electricity 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_cold" editor="resist cold %" length="15" type="int">
5203 This adds fire resistance to the weapon. The number is a percent-value in
5204 the range 0-100. Treat this with CARE. Look at other maps and what they
5205 require to do for getting this-and-that artifact.
5206 </attribute>
5207 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5208 This adds confusion resistance to the weapon. The number is a percent-value in
5209 the range 0-100. Confusion resistance is not very effective
5210 unless the value comes close to 100 (= perfect immunity).
5211 </attribute>
5212 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5213 This adds acid resistance to the weapon. The number is a percent-value in
5214 the range 0-100. Treat this with CARE. Look at other maps and what they
5215 require to do for getting this-and-that artifact.
5216 </attribute>
5217 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5218 This adds draining resistance to the weapon. The number is a percent-value
5219 in the range 0-100. Draining resistance is little effective
5220 unless the value is 100 (= perfect immunity).
5221 </attribute>
5222 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5223 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5224 the range 0-100. Weaponmagic resistance generally should not exist on
5225 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5226 are not meant to be easily resisted.
5227 </attribute>
5228 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5229 This adds ghosthit resistance to the weapon. The number is a percent-value
5230 in the range 0-100. Treat this with CARE. Look at other maps and what they
5231 require to do for getting this-and-that artifact.
5232 </attribute>
5233 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5234 This adds poison resistance to the weapon. The number is a percent-value in
5235 the range 0-100. Treat this with CARE. Look at other maps and what they
5236 require to do for getting this-and-that artifact.
5237 </attribute>
5238 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5239 This adds fear resistance to the weapon. The number is a percent-value in
5240 the range 0-100. Resistance to fear is pretty useless.
5241 </attribute>
5242 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5243 This adds paralyze resistance to the weapon. The number is a percent-value in
5244 the range 0-100. Paralyze resistance is little effective
5245 unless the value is 100 (= perfect immunity).
5246 </attribute>
5247 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5248 This adds fear resistance to the weapon. The number is a percent-value in
5249 the range 0-100. Resistance to fear is pretty useless.
5250 </attribute>
5251 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5252 This adds depletion resistance to the weapon. The number is a percent-value
5253 in the range 0-100. Depletion resistance is little effective
5254 unless the value is 100 (= perfect immunity).
5255 </attribute>
5256 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5257 This adds death-attack resistance to the weapon. The number is a
5258 percent-value in the range 0-100. Death-attack resistance is little
5259 effective unless the value is 100 (= perfect immunity).
5260 Generally, resistance to death-attack is not supposed to be
5261 available to players!
5262 </attribute>
5263 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5264 This adds chaos resistance to the weapon. The number is a percent-value in
5265 the range 0-100. Treat this with CARE. Look at other maps and what they
5266 require to do for getting this-and-that artifact.
5267 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5268 combination of other attacktypes.
5269 </attribute>
5270 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5271 This adds blinding resistance to the weapon. The number is a percent-value
5272 in the range 0-100. Treat this with CARE. Look at other maps and what they
5273 require to do for getting this-and-that artifact.
5274 </attribute>
5275 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5276 This adds holy power resistance to the weapon. The number is a percent-value
5277 in the range 0-100. Holy power is the attacktype that holyword-type spells
5278 use to hurt undead creatures. This kind of resistance is only reasonable
5279 for undead players (wraith or devourer cult).
5280 Generally, resistance to holy word should not be available for players.
5281 </attribute>
5282 </section>
5283 <section name="stats">
5284 <attribute arch="Str" editor="strength" type="int">
5285 The player's strentgh will rise/fall by the given value
5286 while wearing this weapon.
5287 </attribute>
5288 <attribute arch="Dex" editor="dexterity" type="int">
5289 The player's dexterity will rise/fall by the given value
5290 while wearing this weapon.
5291 </attribute>
5292 <attribute arch="Con" editor="constitution" type="int">
5293 The player's constitution will rise/fall by the given value
5294 while wearing this weapon.
5295 </attribute>
5296 <attribute arch="Int" editor="intelligence" type="int">
5297 The player's intelligence will rise/fall by the given value
5298 while wearing this weapon.
5299 </attribute>
5300 <attribute arch="Pow" editor="power" type="int">
5301 The player's power will rise/fall by the given value
5302 while wearing this weapon.
5303 </attribute>
5304 <attribute arch="Wis" editor="wisdom" type="int">
5305 The player's wisdom will rise/fall by the given value while
5306 wearing this weapon.
5307 </attribute>
5308 <attribute arch="Cha" editor="charisma" type="int">
5309 The player's charisma will rise/fall by the given value
5310 while wearing this weapon.
5311 </attribute>
5312 </section>
5313 <section name="misc">
5314 <attribute arch="luck" editor="luck bonus" type="int">
5315 With positive luck bonus, the player is more likely to
5316 succeed in all sorts of things (spellcasting, praying,...).
5317 Unless the &lt;luck bonus&gt; is very high, the effect will be
5318 barely visible in-game. Luck bonus on one piece of equipment
5319 should never exceed 3, and such bonus should not be too
5320 frequently available.
5321 </attribute>
5322 <attribute arch="hp" editor="health regen." type="int">
5323 Positive &lt;health regen.&gt; bonus speeds up the
5324 player's healing process. Negative values slow it down.
5325 </attribute>
5326 <attribute arch="sp" editor="mana regen." type="int">
5327 Positive &lt;mana regen.&gt; bonus speeds up the
5328 player's mana regeneration. Negative values slow it down.
5329 </attribute>
5330 <attribute arch="grace" editor="grace regen." type="int">
5331 Positive &lt;grace regen.&gt; bonus speeds up the
5332 player's grace regeneration. Negative values slow it down.
5333 Since grace can be regenerated rather easy with praying,
5334 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5335 </attribute>
5336 <attribute arch="food" editor="food bonus" type="int">
5337 Positive &lt;food bonus&gt; slows down the player's digestion,
5338 thus he consumes less food. Negative values speed it up.
5339
5340 Note that food is consumed not only for "being alive", but
5341 also for healing and mana-regeneration.
5342 &lt;food bonus&gt; only affects the amount of food consumed
5343 for "being alive". Hence, even with high &lt;food bonus&gt;,
5344 during a fight a player can run out of food quickly.
5345 </attribute>
5346 <attribute arch="xrays" editor="xray vision" type="bool">
5347 Xray vision allows the player to see through obstacles
5348 in a two-square-wide radius. This is extremely helpful and
5349 desirable, so don't give it away for cheap on equipment.
5350 </attribute>
5351 <attribute arch="stealth" editor="stealth" type="bool">
5352 Stealth allows the player to move silently.
5353 This comes to effect if a player turns himself
5354 invisible and tries to sneak around monsters.
5355 (At least that was the idea behind it)
5356 </attribute>
5357 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5358 If a player is wearing any piece of equipment with
5359 the ability to &lt;reflect spells&gt;, all kinds of
5360 spell-bullets and -beams will bounce off him.
5361 This works only about 90% of all times, to
5362 avoid players being completely immune to certain
5363 types of attacks.
5364
5365 This is a very powerful ability and it
5366 shouldn't be handed out cheap!
5367 </attribute>
5368 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5369 If a player is wearing any piece of equipment with
5370 the ability to &lt;reflect missiles&gt;, all kinds of
5371 projectiles (e.g. arrows, bolts, boulders) will
5372 bounce off him. This works only about 90% of all
5373 times, to avoid players being completely immune to
5374 certain types of attacks.
5375 </attribute>
5376 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5377 Click on the &lt;attuned paths&gt; button to select spellpaths.
5378 The player will get attuned to the specified spellpaths
5379 while wearing this weapon.
5380 </attribute>
5381 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5382 Click on the &lt;repelled paths&gt; button to select spellpaths.
5383 The player will get repelled to the specified spellpaths
5384 while wearing this weapon.
5385 </attribute>
5386 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5387 Click on the &lt;denied paths&gt; button to select spellpaths.
5388 The specified spellpaths will be denied to the player
5389 while wearing this weapon.
5390 </attribute>
5391 </section>
5392 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5393 This text describes the weapons's "story". Every decent artifact weapon
5394 should have such a description.
5395 </attribute>
5396 </type>
5397
5398 <type number="116" name="Event Connector">
5399 <description><![CDATA[
5400 Event connectors link specific events that happen to objects to
5401 a crossfire plug-in. ]]>
5402 </description>
5403 <attribute arch="subtype" editor="event type" type="list_event_type">
5404 The type of event that triggers a notify to the plug-in.
5405 </attribute>
5406 <attribute arch="title" editor="plug-in" type="string">
5407 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5408 for python and "perl" for the Crossfire-Perl plug-in.
5409 </attribute>
5410 <attribute arch="slaying" editor="extension" type="string">
5411 The name of the extension to invoke (for python, this is the path to a script,
5412 for perl this is the name of a extension package without the ".ext" extension.
5413 </attribute>
5414 <attribute arch="name" editor="options" type="string">
5415 A string that is passed unaltered to the extension above. Often used to pass
5416 options to the extension that alter its behaviour.
5417 </attribute>
5418 </type>
5419
5420 </types>