ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/Deliantra/res/types.xml
Revision: 1.18
Committed: Mon Aug 14 01:15:12 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.17: +1 -0 lines
Log Message:
added drop_on

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 <entry value="41" name="drop_on" />
414 </list>
415
416 <list name="attack_movement_bits_0_3">
417 <entry value="0" name="default" />
418 <entry value="1" name="attack from distance" />
419 <entry value="2" name="run away" />
420 <entry value="3" name="hit and run" />
421 <entry value="4" name="wait, then hit, then move" />
422 <entry value="5" name="rush blindly" />
423 <entry value="6" name="always run" />
424 <entry value="7" name="attack from distance if hit" />
425 <entry value="8" name="do not approach" />
426 </list>
427
428 <list name="attack_movement_bits_4_7">
429 <entry value="0" name="none" />
430 <entry value="16" name="pet" />
431 <entry value="32" name="small circle" />
432 <entry value="48" name="large circle" />
433 <entry value="64" name="small horizontal" />
434 <entry value="80" name="large horizontal" />
435 <entry value="96" name="random direction" />
436 <entry value="112" name="random movement" />
437 <entry value="128" name="small vertical" />
438 <entry value="144" name="large vertical" />
439 </list>
440
441 <!--###################### default attributes ######################-->
442
443 <!--
444 The attributes of the default_type get added to all other types by default.
445 Every type can have an 'ignore' element however, which is used to specify
446 default attributes *not* to inherit.
447 -->
448 <default_type>
449 <attribute arch="name" editor="name" type="string">
450 This is the name of the object, displayed to the player.
451 </attribute>
452 <attribute arch="name_pl" editor="plural name" type="string">
453 This is the plural name of the object. A plural name must be set for
454 all items that can be picked up and collected by the player.
455 </attribute>
456 <attribute arch="title" editor="title" type="string">
457 This is the object's title. Once an object is identified the title is
458 attached to the name. Typical titles are "of Mostrai", "of xray vision" etc.
459 </attribute>
460 <attribute arch="face" editor="image" type="string">
461 The image-name defines what image is displayed for this object in-game.
462 </attribute>
463 <attribute arch="nrof" editor="number" type="int">
464 This value determines the number of objects in one stack (for example:
465 100 goldcoins =&gt; "number = 100"). You should set this at least to one, for
466 any pickable object - otherwise it won't be mergeable into a stack.
467 </attribute>
468 <attribute arch="weight" editor="weight" type="int">
469 This value defines the object's weight in grams (1000g is 1kg). Objects with
470 zero weight are not pickable for players. Still, set the "non-pickable"-flag
471 for explicitly non-pickable objects (hey, this is opensource.. you
472 never know ;) ).
473 </attribute>
474 <attribute arch="value" editor="value" type="int">
475 Determines the value of the object, in units of silver coins (one
476 platinum coin == 50 silver coins). Value for buying/selling will be
477 further modified by various factors. Hence, testing values in-game is
478 usually inevitable.
479 </attribute>
480 <attribute arch="glow_radius" editor="glow radius" type="int">
481 If &lt;glow radius&gt; is set to a value greater zero, the object
482 appears lit up on dark maps. &lt;glow radius&gt; can be a value
483 between 0 and 4, the higher, the more light does the object emit.
484 </attribute>
485 <attribute arch="material" editor="material" type="bitmask_material">
486 This bitmask-value informs the player of which material(s) the
487 object consists. Material does also affect how likely the object
488 can be destroyed by hazardous spell-effects.
489 </attribute>
490 <attribute arch="no_pick" editor="non-pickable" type="bool">
491 If set, the object cannot be picked up (Neither by players nor monsters).
492 </attribute>
493 <attribute arch="invisible" editor="invisible" type="bool">
494 Generally makes the object invisible. Depending on the object-type,
495 some can be made visible by the show_invisible spell. If in doubt, test it.
496 Putting an invisible object under the floor always prevents it from being
497 shown.
498 </attribute>
499 <attribute arch="blocksview" editor="block view" type="bool">
500 If an item is set to block view, players (and monsters) cannot
501 see byond it unless they cross it or manage to stand ontop.
502 </attribute>
503 <attribute arch="identified" editor="identified" type="bool">
504 If an item is identified, the player has full knowledge about it.
505 </attribute>
506 <attribute arch="unpaid" editor="unpaid" type="bool">
507 An &lt;unpaid&gt; item cannot be used unless a player carried it over
508 a shop mat, paying the demanded price. Setting this flag makes sense
509 only for pickable items inside shops.
510 </attribute>
511 </default_type>
512
513 <!-- This ignorelist is for all system objects which are non pickable
514 and invisible. They don't interact with players at all. -->
515 <ignore_list name="system_object">
516 <attribute arch="value" />
517 <attribute arch="nrof" />
518 <attribute arch="weight" />
519 <attribute arch="name_pl" />
520 <attribute arch="material" />
521 <attribute arch="no_pick" />
522 <attribute arch="unpaid" />
523 <attribute arch="title" />
524 <attribute arch="glow_radius" />
525 <attribute arch="identified" />
526 <attribute arch="blocksview" />
527 <attribute arch="invisible" />
528 </ignore_list>
529
530 <!-- This ignorelist is for non-pickable objects. They can be seen by
531 the player, but don't have values like material or weight. -->
532 <ignore_list name="non_pickable">
533 <attribute arch="value" />
534 <attribute arch="nrof" />
535 <attribute arch="weight" />
536 <attribute arch="name_pl" />
537 <attribute arch="material" />
538 <attribute arch="no_pick" />
539 <attribute arch="unpaid" />
540 <attribute arch="title" />
541 <attribute arch="identified" />
542 </ignore_list>
543
544 <!--####################################################################-->
545 <type number="0" name="Misc">
546 <required>
547 <!-- this is a special case: The "misc" type with type number 0 is
548 the fallback for all types which don't match any other defined types.
549 The required attribute "misc x" prevents that it gets confused with
550 other types like "monster & npc" which also have type number 0. -->
551 <attribute arch="misc" value="x" />
552 </required>
553 &movement_types_terrain;
554 <attribute arch="cursed" editor="cursed" type="bool">
555 Curses can have various effects: On equipment and food,
556 they generally harm the player in some way.
557 </attribute>
558 <attribute arch="damned" editor="damned" type="bool">
559 A damned item/floor on the ground makes it impossible for players
560 to use prayers on that spot. It also prevents players from saving.
561 Damnation on equipment works similar to a curse.
562 </attribute>
563 <attribute arch="unique" editor="unique item" type="bool">
564 Unique items exist only one time on a server. If the item
565 is taken, lost or destroyed - it's gone for good.
566 </attribute>
567 <attribute arch="startequip" editor="godgiven item" type="bool">
568 A godgiven item vanishes as soon as the player
569 drops it to the ground.
570 </attribute>
571 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
572 This text may describe the object.
573 </attribute>
574 </type>
575
576 <!--####################################################################-->
577 <type number="110" name="Ability">
578 <ignore>
579 <ignore_list name="system_object" />
580 </ignore>
581 <description><![CDATA[
582 Abilities are to be put in a monster's inventory. They grant monsters the
583 knowledge to cast spells. Spells from abilities are usually magical in
584 nature, thus adding magic attacktype to the spell-damage they produce.
585 <br><br>
586 A particularly nice feature of abilities is that they can hold two
587 spells: One for short range- and one for long range use.
588 \n\n
589 You should know that spellcasting monsters receive abilities via
590 &lt;treasurelist&gt;. ]]>
591 </description>
592 <use><![CDATA[
593 If you want to create "customized" spellcasting monsters, you
594 should use abilities (rather than spellbooks/wands or something).
595 The long/short-range spell feature can make boss-monsters more
596 interesting and challenging.
597 <br><br>
598 You should keep in mind that magic abilities allow players
599 to get better resistance. You can turn off the magic part to
600 make the spells more dangerous. However, this really shouldn't
601 be neccessary unless you work on very high level maps.
602 And what fun is a magic resistance cloak when it has no effect? ]]>
603 </use>
604 <attribute arch="invisible" value="1" type="fixed" />
605 <attribute arch="no_drop" value="1" type="fixed" />
606 <attribute arch="sp" editor="short range spell" type="spell">
607 The monster will use the specified &lt;short range spell&gt;
608 when the player is within 6-square radius (of the
609 monster's head).
610 </attribute>
611 <attribute arch="hp" editor="long range spell" type="nz_spell">
612 The monster will use the specified &lt;long range spell&gt;
613 when the player is at least 6 squares away (from the
614 monster's head).
615
616 Setting a &lt;long range spell&gt; is optional. If unset, the
617 &lt;short range spell&gt; gets used all the time.
618 </attribute>
619 <attribute arch="maxsp" editor="importance" type="int">
620 Sometimes you'll want a monster to use one ability more than others.
621 To achieve this, set the &lt;importance&gt; to a value greater than
622 one. Abilities with this value zero/unset are counted to be of
623 &lt;importance&gt; one.
624
625 Example: A monster with "small fireball" of &lt;importance&gt; 3 and
626 "paralyze" of &lt;importance&gt; 1 will averagely cast three out of four
627 times the "small fireball".
628 </attribute>
629 <attribute arch="attacktype" editor="is magical" true="2" false="0" type="bool_special">
630 This flag specifies whether the ability &lt;is magical&gt; in nature.
631 If enabled, all spells produced by this ability will have magic
632 attacktype added to the usual attacktypes.
633
634 This should always be set for spell-like abilities. "Natural"
635 abilities like a dragon's firebreath are an exception.
636 Note that non-magical abilities are more dangerous because
637 magic resistance does not protect from those.</attribute>
638 </type>
639
640 <!--####################################################################-->
641 <type number="18" name="Altar">
642 <ignore>
643 <ignore_list name="non_pickable" />
644 </ignore>
645 <description><![CDATA[
646 When a player puts a defined number of certain items on the altar,
647 then either a spell is casted (on the player) or a connector is
648 triggered. If the latter is the case, the altar works only once.
649 Either way, the sacrificed item disappears. ]]>
650 </description>
651 <attribute arch="no_pick" value="1" type="fixed" />
652 &move_on;
653 <attribute arch="slaying" editor="match item name" type="string">
654 This string specifies the item that must be put on the altar to
655 activate it. It can either be the name of an archetype, or directly
656 the name of an object. Yet, titles are not recognized by altars.
657 Remember to put a note somewhere, telling the player what he is
658 expected to drop on the altar. (Often this is put in the altar's
659 name: E.g. "drop 100 platinums")
660 </attribute>
661 <attribute arch="food" editor="drop amount" type="int">
662 The drop amount specifies the amount of items (specified
663 in &lt;match item name&gt;) that must be dropped to activate the altar.
664
665 If &lt;match item name&gt; is set to "money", then the value of the
666 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
667 200 silver, 20 gold, or 4 platinum will all work.)
668
669 Note that the maximum possible for &lt;drop amount&gt; is 32767.
670 </attribute>
671 <attribute arch="connected" editor="connection" type="int">
672 If a connection value is set, the altar will trigger all objects
673 with the same value, when activated. This will only work once.
674 </attribute>
675 <attribute arch="sp" editor="spell" type="spell">
676 When activated, the selected &lt;spell&gt; will be casted (once, on the
677 player). This should work for any given spell. The altar will work
678 infinitely in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for
679 one altar.
680 </attribute>
681 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
682 This text will be displayed to the player
683 in the exact moment when the altar is activated.
684 </attribute>
685 </type>
686
687 <!--####################################################################-->
688 <type number="31" name="Altar Trigger">
689 <ignore>
690 <ignore_list name="non_pickable" />
691 </ignore>
692 <description><![CDATA[
693 Altar_triggers work pretty much like normal altars
694 (drop sacrifice -> connection activated), except for the fact that
695 they reset after usage. Hence, altar_triggers can be used infinitely. ]]>
696 </description>
697 <use><![CDATA[
698 Altar_triggers are very useful if you want to charge a price for...
699 <UL>
700 <LI> ...an item. -> Connect the altar_trigger (set "last_sp 1") to a creator.
701 <LI> ...opening a gate. -> Connect the altar_trigger (set "last_sp 0") to the gate.
702 <LI> ...information. -> Connect the altar_trigger (set "last_sp 1") to a magic_mouth.
703 </UL>
704 The big advantage over normal altars is the infinite usability
705 of altar_triggers! If there are ten players on one server, they're
706 quite grateful if things work more than once. =) ]]>
707 </use>
708 <attribute arch="no_pick" value="1" type="fixed" />
709 <attribute arch="slaying" editor="match item name" type="string">
710 This string specifies the item that must be put on the altar to
711 activate it. It can either be the name of an archetype, or directly
712 the name of an object. Yet, titles are not recognized by altars.
713 Remember to put a note somewhere, telling the player what he is
714 expected to drop on the altar. (Often this is put in the altar's
715 name: E.g. "drop 100 platinums")
716 </attribute>
717 <attribute arch="food" editor="drop amount" type="int">
718 The drop amount specifies the amount of items (specified
719 in &lt;match item name&gt;) that must be dropped to activate the altar.
720
721 If &lt;match item name&gt; is set to "money", then the value of the
722 sacrificed money must be equal to &lt;drop amount&gt; (ie, if food=200, then
723 200 silver, 20 gold, or 4 platinum will all work.)
724
725 Note that the maximum possible for &lt;drop amount&gt; is 32767.
726 </attribute>
727 <attribute arch="connected" editor="connection" type="int">
728 If a connection value is set, the altar will trigger all objects
729 with the same value, when activated. This will only work once.
730 </attribute>
731 <attribute arch="sp" editor="spell" type="spell">
732 When activated, this &lt;spell&gt; will be casted (once, on the player).
733 This should work for any given spell. The altar will work infinitely
734 in this way. Don't set both &lt;spell&gt; and &lt;connection&gt; for one altar.
735 </attribute>
736 <attribute arch="exp" editor="reset time" type="int">
737 Being activated, the altar will reset after &lt;reset time&gt; ticks.
738 After reset, the altar is ready to be activated once again.
739 The default &lt;reset time&gt; is 30.
740 </attribute>
741 <attribute arch="last_sp" editor="ignore reset" type="bool">
742 If this attribute is enabled, the altar_trigger won't push the
743 connected value by altar reset. Only ONCE by dropping the sacrifice.
744 This is typically used when the altar is connected to a creator,
745 e.g. for selling tickets.
746
747 If this attribute is disabled (default), the altar_trigger
748 will push the connected value TWICE per sacrifice: First by
749 dropping sacrifice, second by reset. This mode is typically
750 used for altars being connected to gates, resulting in the
751 gate being opened and closed again.
752 </attribute>
753 &move_on;
754 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
755 This text will be displayed to the player
756 in the exact moment when the altar is activated.
757 </attribute>
758 </type>
759
760 <!--####################################################################-->
761 <type number="39" name="Amulet">
762 <description><![CDATA[
763 Wearing an amulet, the object's stats will directly be inherited to
764 the player. Amulets are usually meant for protection and defense. ]]>
765 </description>
766 <use><![CDATA[
767 Feel free to create your own special artifacts. However, it is very
768 important that you keep your artifact in balance with existing maps. ]]>
769 </use>
770 <attribute arch="ac" editor="armour class" type="int">
771 This value defines the amount of armour-class bonus for wearing
772 this item. &lt;Armour class&gt; lessens the chance of being hit. Lower
773 values are better. It should usually be set only for armour-like equipment.
774 </attribute>
775 <attribute arch="wc" editor="weapon class" type="int">
776 The &lt;weapon class&gt; value adds to the overall weapon class of the wielder's
777 melee attacks. Weapon class improves the chance of hitting the opponent.
778 Weapon class is the "counterpiece" of &lt;armour class&gt;. It should usually
779 be set only for weapon-like items. Lower values are better.
780 </attribute>
781 <attribute arch="item_power" editor="item power" type="int">
782 The &lt;item power&gt; value measures how "powerful" an artifact is.
783 Players will only be able to wear equipment with a certain total
784 amount of &lt;item power&gt;, depending on their own level. This is the
785 only way to prevent low level players to wear "undeserved" equipment
786 (like gifts from other players or cheated items).
787
788 It is very important to adjust the &lt;item power&gt; value carefully
789 for every artifact you create! If zero/unset, the CF server will
790 calculate a provisional value at runtime, but this is never
791 going to be an accurate measurement of &lt;item power&gt;.
792 </attribute>
793 <attribute arch="damned" editor="damnation" type="bool">
794 A damned piece of equipment cannot be unwielded unless the curse
795 is removed. Removing damnations is a tick harder than removing curses.
796 </attribute>
797 <attribute arch="cursed" editor="curse" type="bool">
798 A cursed piece of equipment cannot be unwielded
799 unless the curse is removed.
800 </attribute>
801 <attribute arch="lifesave" editor="save life" type="bool">
802 An item with this flag enabled will save the players life
803 for one time: When the player is wearing this item and his
804 health points reach zero, the item disappears, replenishing
805 half of the player's health.
806
807 An item with &lt;save life&gt; should not have
808 any decent additional bonuses!
809 </attribute>
810 <attribute arch="unique" editor="unique item" type="bool">
811 Unique items exist only one time on a server. If the item
812 is taken, lost or destroyed - it's gone for good.
813 </attribute>
814 <attribute arch="startequip" editor="godgiven item" type="bool">
815 A godgiven item vanishes as soon as the player
816 drops it to the ground.
817 </attribute>
818 <attribute arch="applied" editor="is applied" type="bool">
819 If you put this item into the inventory of a monster, and
820 you want the monster to use/wear the item - you must set
821 &lt;is applied&gt;.
822 Enabling this flag doesn't make any sense if the item
823 is NOT in a monster's inventory.
824 </attribute>
825 <section name="resistance">
826 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
827 This adds physical resistance to the item (= armour value). The number is
828 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
829 and what they require to do for getting this-and-that artifact.
830 </attribute>
831 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
832 This adds magic resistance to the item. The number is a percent-value in
833 the range 0-100. Treat this with CARE. Look at other maps and what they
834 require to do for getting this-and-that artifact.
835 </attribute>
836 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
837 This adds fire resistance to the item. The number is a percent-value in
838 the range 0-100. Treat this with CARE. Look at other maps and what they
839 require to do for getting this-and-that artifact.
840 </attribute>
841 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
842 This adds electricity resistance to the item. The number is a percent-value in
843 the range 0-100. Treat this with CARE. Look at other maps and what they
844 require to do for getting this-and-that artifact.
845 </attribute>
846 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
847 This adds fire resistance to the item. The number is a percent-value in
848 the range 0-100. Treat this with CARE. Look at other maps and what they
849 require to do for getting this-and-that artifact.
850 </attribute>
851 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
852 This adds confusion resistance to the item. The number is a percent-value in
853 the range 0-100. Confusion resistance is not very effective
854 unless the value comes close to 100 (= perfect immunity).
855 </attribute>
856 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
857 This adds acid resistance to the item. The number is a percent-value in
858 the range 0-100. Treat this with CARE. Look at other maps and what they
859 require to do for getting this-and-that artifact.
860 </attribute>
861 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
862 This adds draining resistance to the item. The number is a percent-value
863 in the range 0-100. Draining resistance is little effective
864 unless the value is 100 (= perfect immunity).
865 </attribute>
866 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
867 This adds weaponmagic resistance to the item. The number is a percent-value in
868 the range 0-100. Weaponmagic resistance generally should not exist on
869 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
870 are not meant to be easily resisted.
871 </attribute>
872 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
873 This adds ghosthit resistance to the item. The number is a percent-value
874 in the range 0-100. Treat this with CARE. Look at other maps and what they
875 require to do for getting this-and-that artifact.
876 </attribute>
877 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
878 This adds poison resistance to the item. The number is a percent-value in
879 the range 0-100. Treat this with CARE. Look at other maps and what they
880 require to do for getting this-and-that artifact.
881 </attribute>
882 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
883 This adds fear resistance to the item. The number is a percent-value in
884 the range 0-100. Resistance to fear is pretty useless.
885 </attribute>
886 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
887 This adds paralyze resistance to the item. The number is a percent-value in
888 the range 0-100. Paralyze resistance is little effective
889 unless the value is 100 (= perfect immunity).
890 </attribute>
891 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
892 This adds fear resistance to the item. The number is a percent-value in
893 the range 0-100. Resistance to fear is pretty useless.
894 </attribute>
895 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
896 This adds depletion resistance to the item. The number is a percent-value
897 in the range 0-100. Depletion resistance is little effective
898 unless the value is 100 (= perfect immunity).
899 </attribute>
900 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
901 This adds death-attack resistance to the item. The number is a
902 percent-value in the range 0-100. Death-attack resistance is little
903 effective unless the value is 100 (= perfect immunity).
904 Generally, resistance to death-attack is not supposed to be
905 available to players!
906 </attribute>
907 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
908 This adds chaos resistance to the item. The number is a percent-value in
909 the range 0-100. Treat this with CARE. Look at other maps and what they
910 require to do for getting this-and-that artifact.
911 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
912 combination of other attacktypes.
913 </attribute>
914 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
915 This adds blinding resistance to the item. The number is a percent-value
916 in the range 0-100. Treat this with CARE. Look at other maps and what they
917 require to do for getting this-and-that artifact.
918 </attribute>
919 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
920 This adds holy power resistance to the item. The number is a percent-value
921 in the range 0-100. Holy power is the attacktype that holyword-type spells
922 use to hurt undead creatures. This kind of resistance is only reasonable
923 for undead players (wraith or devourer cult).
924 Generally, resistance to holy word should not be available for players.
925 </attribute>
926 </section>
927 <section name="stats">
928 <attribute arch="Str" editor="strength" type="int">
929 The player's strentgh will rise/fall by the given value
930 while wearing this piece of equipment.
931 </attribute>
932 <attribute arch="Dex" editor="dexterity" type="int">
933 The player's dexterity will rise/fall by the given value
934 while wearing this piece of equipment.
935 </attribute>
936 <attribute arch="Con" editor="constitution" type="int">
937 The player's constitution will rise/fall by the given value
938 while wearing this piece of equipment.
939 </attribute>
940 <attribute arch="Int" editor="intelligence" type="int">
941 The player's intelligence will rise/fall by the given value
942 while wearing this piece of equipment.
943 </attribute>
944 <attribute arch="Pow" editor="power" type="int">
945 The player's power will rise/fall by the given value
946 while wearing this piece of equipment.
947 </attribute>
948 <attribute arch="Wis" editor="wisdom" type="int">
949 The player's wisdom will rise/fall by the given value while
950 wearing this piece of equipment.
951 </attribute>
952 <attribute arch="Cha" editor="charisma" type="int">
953 The player's charisma will rise/fall by the given value
954 while wearing this piece of equipment.
955 </attribute>
956 </section>
957 <section name="misc">
958 <attribute arch="luck" editor="luck bonus" type="int">
959 With positive luck bonus, the player is more likely to
960 succeed in all sorts of things (spellcasting, praying,...).
961 Unless the &lt;luck bonus&gt; is very high, the effect will be
962 barely visible in-game. Luck bonus on one piece of equipment
963 should never exceed 3, and such bonus should not be too
964 frequently available.
965 </attribute>
966 <attribute arch="hp" editor="health regen." type="int">
967 Positive &lt;health regen.&gt; bonus speeds up the
968 player's healing process. Negative values slow it down.
969 </attribute>
970 <attribute arch="sp" editor="mana regen." type="int">
971 Positive &lt;mana regen.&gt; bonus speeds up the
972 player's mana regeneration. Negative values slow it down.
973 </attribute>
974 <attribute arch="grace" editor="grace regen." type="int">
975 Positive &lt;grace regen.&gt; bonus speeds up the
976 player's grace regeneration. Negative values slow it down.
977 Since grace can be regenerated rather easy with praying,
978 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
979 </attribute>
980 <attribute arch="food" editor="food bonus" type="int">
981 Positive &lt;food bonus&gt; slows down the player's digestion,
982 thus he consumes less food. Negative values speed it up.
983
984 Note that food is consumed not only for "being alive", but
985 also for healing and mana-regeneration.
986 &lt;food bonus&gt; only affects the amount of food consumed
987 for "being alive". Hence, even with high &lt;food bonus&gt;,
988 during a fight a player can run out of food quickly.
989 </attribute>
990 <attribute arch="xrays" editor="xray vision" type="bool">
991 Xray vision allows the player to see through obstacles
992 in a two-square-wide radius. This is extremely helpful and
993 desirable, so don't give it away for cheap on equipment.
994 </attribute>
995 <attribute arch="stealth" editor="stealth" type="bool">
996 Stealth allows the player to move silently.
997 This comes to effect if a player turns himself
998 invisible and tries to sneak around monsters.
999 (At least that was the idea behind it)
1000 </attribute>
1001 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
1002 If a player is wearing any piece of equipment with
1003 the ability to &lt;reflect spells&gt;, all kinds of
1004 spell-bullets and -beams will bounce off him.
1005 This works only about 90% of all times, to
1006 avoid players being completely immune to certain
1007 types of attacks.
1008
1009 This is a very powerful ability and it
1010 shouldn't be handed out cheap!
1011 </attribute>
1012 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
1013 If a player is wearing any piece of equipment with
1014 the ability to &lt;reflect missiles&gt;, all kinds of
1015 projectiles (e.g. arrows, bolts, boulders) will
1016 bounce off him. This works only about 90% of all
1017 times, to avoid players being completely immune to
1018 certain types of attacks.
1019 </attribute>
1020 &move_type;
1021 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
1022 Click on the &lt;attuned paths&gt; button to select spellpaths.
1023 The player will get attuned to the specified spellpaths
1024 while wearing this item.
1025 </attribute>
1026 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
1027 Click on the &lt;repelled paths&gt; button to select spellpaths.
1028 The player will get repelled to the specified spellpaths
1029 while wearing this item.
1030 </attribute>
1031 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
1032 Click on the &lt;denied paths&gt; button to select spellpaths.
1033 The specified spellpaths will be denied to the player
1034 while wearing this item.
1035 </attribute>
1036 </section>
1037 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1038 This text describes the item's "story". Every decent artifact
1039 should have such a description.
1040 </attribute>
1041 </type>
1042
1043 <!--####################################################################-->
1044 <type number="58" name="Battleground">
1045 <ignore>
1046 <ignore_list name="non_pickable" />
1047 </ignore>
1048 <description><![CDATA[
1049 Battleground is very special: In short, players can die on battleground
1050 without any death penalties. They don't loose or gain experience
1051 while on battleground. Acid, draining and depletion effects don't
1052 work either.
1053 When a player dies on battleground, he gets teleported to an exit
1054 location which is defined in the battleground object. ]]>
1055 </description>
1056 <use><![CDATA[
1057 Battleground is only meant for player vs. player duels. You can
1058 design combat arenas similiar to the one in scorn.<br>
1059 What should NEVER be done is placing battleground tiles in
1060 open dungeons or other free kinds of land.
1061 It must not be possible to gain significant treasure for fighting
1062 on battleground, because it bears no risk.<br><br>
1063 (Battleground will cease to work when the image or name is changed,
1064 or when it is placed beneath another floor tile.
1065 This is not a bug, it is there to prevent any attempts of placing
1066 "hidden" battleground tiles anywhere.) ]]>
1067 </use>
1068 <attribute arch="no_pick" value="1" type="fixed" />
1069 <attribute arch="is_floor" value="1" type="fixed" />
1070 <attribute arch="hp" editor="destination X" type="int">
1071 The exit destinations define the (x, y)-coordinates where players
1072 get teleported after they died on this battleground.
1073 </attribute>
1074 <attribute arch="sp" editor="destination Y" type="int">
1075 The exit destinations define the (x, y)-coordinates where players
1076 get teleported after they died on this battleground.
1077 </attribute>
1078 </type>
1079
1080 <!--####################################################################-->
1081 <type number="8" name="Book">
1082 <description><![CDATA[
1083 Applying a book, the containing message is displayed to the player. ]]>
1084 </description>
1085 <attribute arch="level" editor="literacy level" type="int">
1086 If this value is set to be greater than zero, the player needs a
1087 certain literacy level to succeed reading the book. The book can be
1088 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1089 book can be a nice idea, personally I like it when a player needs
1090 more than his fighting skills to solve a quest. However, keep the
1091 booklevel at least below 15 because it is quite hard to gain high
1092 mental levels.
1093 </attribute>
1094 <attribute arch="startequip" editor="godgiven item" type="bool">
1095 A godgiven item vanishes as soon as the player
1096 drops it to the ground.
1097 </attribute>
1098 <attribute arch="unique" editor="unique item" type="bool">
1099 Unique items exist only one time on a server. If the item
1100 is taken, lost or destroyed - it's gone for good.
1101 </attribute>
1102 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1103 This is the text that appears "written" in the book.
1104 </attribute>
1105 <attribute arch="slaying" editor="key string" type="string">
1106 This is the key string of the book. The key string is checked by an inventory checker.
1107 (This is used eg. for the gate/port passes in scorn)
1108 </attribute>
1109 </type>
1110
1111 <!--####################################################################-->
1112 <type number="99" name="Boots">
1113 <import_type name="Amulet" />
1114 <description><![CDATA[
1115 Wearing boots, the object's stats will directly be inherited to
1116 the player. Usually enhancing his speed, or granting some minor
1117 protection bonus. ]]>
1118 </description>
1119 <use><![CDATA[
1120 Feel free to create your own special artifacts. However, it is very
1121 important that you keep your artifact in balance with existing maps. ]]>
1122 </use>
1123 <attribute arch="exp" editor="speed bonus" type="int">
1124 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1125 while worn. This kind of bonus is quite desirable for players of low-
1126 and medium level. High level players usually have fastest possible
1127 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1128 Still, this bonus is good for nice artifacts - not everything has
1129 to be for highest level.
1130 </attribute>
1131 <attribute arch="magic" editor="magic bonus" type="int">
1132 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1133 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1134 than direct armour-class bonus on the boots.
1135
1136 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1137 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1138 </attribute>
1139 </type>
1140
1141 <!--####################################################################-->
1142 <type number="104" name="Bracers">
1143 <import_type name="Amulet" />
1144 <description><![CDATA[
1145 Bracers are armour-plates worn around the wrists.
1146 Wearing bracer, the object's stats will directly be inherited to
1147 the player. Usually enhancing his defense. ]]>
1148 </description>
1149 <use><![CDATA[
1150 Feel free to create your own special artifacts. However, it is very
1151 important that you keep your artifact in balance with existing maps. ]]>
1152 </use>
1153 <attribute arch="magic" editor="magic bonus" type="int">
1154 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1155 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1156 than direct armour-class bonus on the bracers.
1157 </attribute>
1158 </type>
1159
1160 <!--####################################################################-->
1161 <type number="16" name="Brestplate Armour">
1162 <import_type name="Amulet" />
1163 <description><![CDATA[
1164 Wearing an armour, the object's stats will directly be inherited to
1165 the player. Usually enhancing his defense. ]]>
1166 </description>
1167 <use><![CDATA[
1168 Feel free to create your own special artifacts. However, it is very
1169 important that you keep your artifact in balance with existing maps. ]]>
1170 </use>
1171 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1172 This poses a penalty to spell regeneration speed, for wearing the armour.
1173 The bigger the spellpoint penalty, the worse.
1174 </attribute>
1175 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1176 Slowdown penalty reduces the player's walking speed when wearing the
1177 armour. Bigger values are worse - zero is best.
1178 </attribute>
1179 <attribute arch="magic" editor="magic bonus" type="int">
1180 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1181 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1182 than direct armour-class bonus on the armour.
1183 </attribute>
1184 </type>
1185
1186 <!--####################################################################-->
1187 <type number="92" name="Button">
1188 <ignore>
1189 <ignore_list name="non_pickable" />
1190 </ignore>
1191 <description><![CDATA[
1192 When a predefined amount of weigh is placed on a button, the
1193 &lt;connection&gt; value is triggered. In most cases this happens when a
1194 player or monster steps on it. When the button is "released", the
1195 &lt;connection&gt; value get's triggered a second time. ]]>
1196 </description>
1197 &move_on;
1198 &move_off;
1199 <attribute arch="no_pick" value="1" type="fixed" />
1200 <attribute arch="weight" editor="press weight" type="int">
1201 The button is pressed (triggered), as soon as
1202 &lt;press weigh&gt; gram are placed ontop of it.
1203 </attribute>
1204 <attribute arch="connected" editor="connection" type="int">
1205 Every time the button is pressed or released, all objects
1206 with the same &lt;connection&gt; value are activated.
1207 </attribute>
1208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1209 This text may describe the item. You can use this
1210 message to explain the button's purpose to the player.
1211 </attribute>
1212 </type>
1213
1214 <!--####################################################################-->
1215 <type number="30" name="Button Trigger">
1216 <import_type name="Button" />
1217 <ignore>
1218 <ignore_list name="non_pickable" />
1219 </ignore>
1220 <description><![CDATA[
1221 Handle buttons are buttons which reset after a short period
1222 of time. Every time it is either applied or reset, the
1223 &lt;connection&gt; value is triggered. ]]>
1224 </description>
1225 </type>
1226
1227 <!--####################################################################-->
1228 <type number="37" name="Class Changer">
1229 <ignore>
1230 <ignore_list name="non_pickable" />
1231 </ignore>
1232 <description><![CDATA[
1233 Class changer are used while creating a character. ]]>
1234 </description>
1235 <attribute arch="randomitems" editor="class items" type="treasurelist">
1236 This entry determines which initial items the character receives.
1237 </attribute>
1238 <section name="stats">
1239 <attribute arch="Str" editor="strength" type="int">
1240 The player's strength will rise by the given value if he chooses this
1241 class. (Negative values make strength fall)
1242 </attribute>
1243 <attribute arch="Dex" editor="dexterity" type="int">
1244 The player's dexterity will rise by the given value if he chooses this
1245 class. (Negative values make dexterity fall)
1246 </attribute>
1247 <attribute arch="Con" editor="constitution" type="int">
1248 The player's constitution will rise by the given value if he chooses this
1249 class. (Negative values make constitution fall)
1250 </attribute>
1251 <attribute arch="Int" editor="intelligence" type="int">
1252 The player's intelligence will rise by the given value if he chooses this
1253 class. (Negative values make intelligence fall)
1254 </attribute>
1255 <attribute arch="Pow" editor="power" type="int">
1256 The player's power will rise by the given value if he chooses this
1257 class. (Negative values make power fall)
1258 </attribute>
1259 <attribute arch="Wis" editor="wisdom" type="int">
1260 The player's wisdom will rise by the given value if he chooses this
1261 class. (Negative values make wisdom fall)
1262 </attribute>
1263 <attribute arch="Cha" editor="charisma" type="int">
1264 The player's charisma will rise by the given value if he chooses this
1265 class. (Negative values make charisma fall)
1266 </attribute>
1267 </section>
1268 </type>
1269
1270 <!--####################################################################-->
1271 <type number="87" name="Cloak">
1272 <import_type name="Amulet" />
1273 <description><![CDATA[
1274 Wearing a cloak, the object's stats will directly be inherited to
1275 the player. Cloaks usually add minor &lt;armour class&gt; and
1276 sometimes a bit of resistance. ]]>
1277 </description>
1278 <use><![CDATA[
1279 Feel free to create your own special artifacts. However, it is very
1280 important that you keep your artifact in balance with existing maps. ]]>
1281 </use>
1282 <attribute arch="magic" editor="magic bonus" type="int">
1283 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1284 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1285 than direct armour-class bonus on the cloak.
1286
1287 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1288 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1289 </attribute>
1290 </type>
1291
1292 <!--####################################################################-->
1293 <type number="9" name="Clock">
1294 <description><![CDATA[
1295 Applying a clock, the time is displayed to the player. ]]>
1296 </description>
1297 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1298 This text may describe the item
1299 </attribute>
1300 </type>
1301
1302 <!--####################################################################-->
1303 <type number="122" name="Container">
1304 <description><![CDATA[
1305 A player can put (certain kinds of) items in the container.
1306 The overall weight of items is reduced when put inside a
1307 container, depending on the settings.
1308 <br><br>
1309 A special feature of containers is the "cauldron",
1310 capable of mixing alchemical receipes. ]]>
1311 </description>
1312 <use><![CDATA[
1313 Note on chests - There are two types of chests:
1314 <UL>
1315 <LI> First the random treasure chests - Those are NOT containers
1316 (but object type Treasure), they create random treasures when
1317 applied. Archetype name is "chest".
1318 <LI> Second there are the permanent chests - Those are containers,
1319 they can be opened and closed again. Archetype name is "chest_2".
1320 </UL> ]]>
1321 </use>
1322 <attribute arch="race" editor="container class" type="string">
1323 If set, the container will hold only certain types of objects.
1324 Possible choices for &lt;container class&gt; are: "gold and jewels",
1325 "arrows" and "keys".
1326
1327 Unfortunately it is not easy to create new container
1328 classes, because items need a matching counterpiece-attribute
1329 to the &lt;container class&gt; before they can be put inside a
1330 container. This attribute ("race") is set only for the existing
1331 container classes.
1332 </attribute>
1333 <attribute arch="slaying" editor="key string" type="string">
1334 If &lt;key string&gt; is set, only players with a special key
1335 of matching &lt;key string&gt; are able to open the container.
1336 </attribute>
1337 <attribute arch="container" editor="maximum weight" type="int">
1338 The container can hold a maximum total weight of the given value
1339 in gram. Note that this weight limit is calculated *after* the
1340 weight reduction (&lt;reduce weight&gt;) has been applied.
1341 </attribute>
1342 <attribute arch="Str" editor="reduce weight %" type="int">
1343 This value determines how much the weight of items is reduced in
1344 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1345 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1346 Most default values are in the range of ten.
1347 </attribute>
1348 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1349 If set, the container can be used as alchemy-cauldron.
1350 The player can put ingredients inside, close it, cast alchemy
1351 and if his formulae is true, he'll get what he longed for.
1352 </attribute>
1353 <attribute arch="unique" editor="unique item" type="bool">
1354 Unique items exist only one time on a server. If the item
1355 is taken, lost or destroyed - it's gone for good.
1356 All contents of a unique container are unique as well.
1357 </attribute>
1358 <attribute arch="startequip" editor="godgiven item" type="bool">
1359 A godgiven item vanishes as soon as the player
1360 drops it to the ground.
1361 </attribute>
1362 <attribute arch="other_arch" editor="animation arch" type="string">
1363 This is used for a certain kind of... "animation" when
1364 opening the container. Stick to the default arches here
1365 and you won't get into trouble.
1366 </attribute>
1367 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1368 This text may contain a description of the container.
1369 </attribute>
1370 </type>
1371
1372 <!--####################################################################-->
1373 <type number="103" name="Converter">
1374 <ignore>
1375 <attribute arch="value" />
1376 <attribute arch="nrof" />
1377 <attribute arch="name_pl" />
1378 <attribute arch="no_pick" />
1379 <attribute arch="unpaid" />
1380 <attribute arch="title" />
1381 </ignore>
1382 <description><![CDATA[
1383 Converters are like "exchange tables". When the player drops a
1384 specific type of items, they get converted into other items, at a
1385 predefined exchange-ratio. ]]>
1386 </description>
1387 <use><![CDATA[
1388 Converters are better than shopping with doormats, because the
1389 converters never get sold out. For some items like food or jewels
1390 those "exchange tables" are really nice, while for the more important
1391 stuff like potions converters should not exist.
1392 <br><br>
1393 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1394 items on a converter, the stuff you get must be of equal or lesser
1395 value than before! (Except if you are using "rare" items like
1396 dragonscales for payment). The code will not check if your ratio is
1397 sane, so the player could gain infinite wealth by using your converter. ]]>
1398 </use>
1399 <attribute arch="no_pick" value="1" type="fixed" />
1400 <attribute arch="slaying" editor="cost arch" type="string">
1401 &lt;cost arch&gt; is the name of the archetype the player has to
1402 put on the converter, as payment.
1403 </attribute>
1404 <attribute arch="food" editor="cost number" type="int">
1405 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1406 on the converter, in order to get &lt;receive number&gt; items
1407 of &lt;receive arch&gt;.
1408 </attribute>
1409 <attribute arch="other_arch" editor="receive arch" type="string">
1410 &lt;receive arch&gt; is the name of the archetype to convert into.
1411 This field is ignored if the converter has items in inventory. In this
1412 case one of the inventory items is duplicated. The duplicated item is
1413 randomly chosen from all items present.
1414 </attribute>
1415 <attribute arch="sp" editor="receive number" type="int">
1416 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1417 on the converter, in order to get &lt;receive number&gt; items
1418 of &lt;receive arch&gt;.
1419 </attribute>
1420 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1421 This text may contain a description of the converter.
1422 </attribute>
1423 </type>
1424
1425 <!--####################################################################-->
1426 <type number="42" name="Creator">
1427 <ignore>
1428 <ignore_list name="system_object" />
1429 </ignore>
1430 <description><![CDATA[
1431 A creator is an object which creates another object when it
1432 is triggered. The child object can be anything. Creators are
1433 VERY useful for all kinds of map-mechanisms. ]]>
1434 </description>
1435 <use><![CDATA[
1436 Don't hesitate to hide your creators under the floor.
1437 The created items will still always appear ontop of the floor. ]]>
1438 </use>
1439 <attribute arch="no_pick" value="1" type="fixed" />
1440 <attribute arch="other_arch" editor="create arch" type="string">
1441 This string defines the object that will be created.
1442 You can choose any of the existing arches.
1443 This field is ignored if the creator has items in inventory. In this case
1444 one of the inventory items is duplicated. The duplicated item is randomly
1445 chosen from all items present.
1446 </attribute>
1447 <attribute arch="connected" editor="connection" type="int">
1448 Whenever the connection value is activated,
1449 the creator gets triggered.
1450 </attribute>
1451 &activate_on;
1452 <attribute arch="lifesave" editor="infinit uses" type="bool">
1453 If &lt;infinit uses&gt; is set, the creator will work
1454 infinitely, regardless of the value in &lt;number of uses&gt;.
1455 </attribute>
1456 <attribute arch="hp" editor="number of uses" type="int">
1457 The creator can be triggered &lt;number of uses&gt; times, thus
1458 creating that many objects, before it dissappears.
1459 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1460 </attribute>
1461 <attribute arch="slaying" editor="name of creation" type="string">
1462 The created object will bear the name and title specified in &lt;name of
1463 creation&gt;. If nothing is set, the standard name and title of the
1464 archetype is used.
1465 </attribute>
1466 <attribute arch="level" editor="level of creation" type="int">
1467 The created object will be of that level. If zero/unset,
1468 the standard level of the archetype is used.
1469 </attribute>
1470 </type>
1471
1472 <!--####################################################################-->
1473 <type number="51" name="Detector">
1474 <ignore>
1475 <ignore_list name="system_object" />
1476 </ignore>
1477 <description><![CDATA[
1478 Detectors work quite much like inv. checkers/pedestals: If the detector
1479 finds a specific object, it toggles its connected value.
1480 <br><br>
1481 What is "unique" about them, compared to inv. checkers/ pedestals?
1482 - First, detectors check their square for a match periodically, not
1483 instantly. Second, detectors check directly for object names. Third,
1484 detectors do not check the inventory of players/monsters. ]]>
1485 </description>
1486 <use><![CDATA[
1487 There is one major speciality about detectors: You can detect spells
1488 blown over a detector! To detect a lighting bolt for example, set
1489 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1490 walls, this can be very useful for map-mechanisms. ]]>
1491 </use>
1492 <attribute arch="no_pick" value="1" type="fixed" />
1493 <attribute arch="slaying" editor="match name" type="string">
1494 &lt;match name&gt; specifies the name of the object we are looking for.
1495 Actually it does also check for the &lt;key string&gt; in key-objects,
1496 but for this case inventory checkers are often more powerful to use.
1497 </attribute>
1498 <attribute arch="connected" editor="connection" type="int">
1499 When the detector is triggered, all objects with the same
1500 connection value get activated.
1501 </attribute>
1502 <attribute arch="speed" editor="detection speed" type="float">
1503 This value defines the time between two detector-checks.
1504 If you want the detector to behave almost like pedestals/buttons,
1505 set speed rather high, like &lt;detection speed&gt; 1.0.
1506 </attribute>
1507 &speed_left;
1508 <attribute arch="speed_left" editor="speed left" type="float">
1509 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1510 If it is larger than 0, the detector checks, and the speed is decremented
1511 by 1.
1512 </attribute>
1513 </type>
1514
1515 <!--####################################################################-->
1516 <type number="112" name="Director">
1517 <ignore>
1518 <ignore_list name="non_pickable" />
1519 </ignore>
1520 <description><![CDATA[
1521 Directors change the direction of spell objects and other projectiles
1522 that fly past. Unlike spinners, directors always move objects in the
1523 same direction. It does not make a difference from what angle you
1524 shoot into it.<br>
1525 Directors are visible per default. ]]>
1526 </description>
1527 <use><![CDATA[
1528 Directors are rarely used in maps. Sometimes they are placed to
1529 change the direction of spells coming out of magic walls,
1530 "channeling" spell-projectiles in some direction. When doing this,
1531 <B>never place directors facing each other with magic walls fireing
1532 into them!</B> The spell-projectiles bouncing between the directors
1533 would accumulate to huge numbers and at some point slow down the
1534 server by eating memory- and CPU-time.
1535 <br><br>
1536 You'd better not place directors in monster vs. player combat
1537 areas too much, because that freaks out wizard-type players. ]]>
1538 </use>
1539 <attribute arch="sp" editor="direction" type="list_direction">
1540 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1541 A director with direction &lt;none&gt; simply stops projectiles.
1542 (The latter works out a bit strange for some spells).
1543 </attribute>
1544 &move_on;
1545 </type>
1546
1547 <!--####################################################################-->
1548 <type number="158" name="Disease">
1549 <ignore>
1550 <ignore_list name="system_object" />
1551 </ignore>
1552 <description><![CDATA[
1553 Diseases are an intersting form of spellcraft in Crossfire.
1554 Once casted, they can spread out and infect creatures in a large
1555 area. Being infected can have various effects, from amusing farts
1556 to horrible damage - almost everything is possible. ]]>
1557 </description>
1558 <use><![CDATA[
1559 Diseases are extremely flexible and usable in a many ways.
1560 So far they are mostly used for causing bad, unwanted effects.
1561 You could just as well create a disease which helps the player
1562 (recharging mana for example).
1563 Infection with a "positive disease" could even be a quest reward. ]]>
1564 </use>
1565 <attribute arch="invisible" value="1" type="fixed" />
1566 <attribute arch="level" editor="plaque level" type="int">
1567 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1568 This mainly reflects in the &lt;damage&gt;. It has no effect on
1569 most other symptoms. Neverthless, it is a very important value for
1570 all damage-inflicting diseases.
1571 </attribute>
1572 <attribute arch="race" editor="infect race" type="string">
1573 The disease will only infect creatures of the specified &lt;race&gt;.
1574 "&lt;race&gt; *" means every creature can be infected.
1575 </attribute>
1576 <attribute arch="ac" editor="progressiveness" type="int">
1577 Every time the disease "moves" the severity of the symptoms are increased
1578 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1579 </attribute>
1580 <section name="spreading">
1581 <attribute arch="wc" editor="infectiosness" type="int">
1582 The &lt;infectiosness&gt; defines the chance of new creatures getting
1583 infected. If you set this too high, the disease is very likely to
1584 be too effective.
1585
1586 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1587 </attribute>
1588 <attribute arch="last_grace" editor="attenuation" type="int">
1589 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1590 everytime it infects someone new. This limits how many generations
1591 a disease can propagate.
1592 </attribute>
1593 <attribute arch="magic" editor="infection range" type="int">
1594 &lt;infection range&gt; sets the range at which infection may occur.
1595 If positive, the &lt;infection range&gt; is level dependant - If negative,
1596 it is not:
1597 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1598 six square range, and &lt;plaque level&gt; doesn't modify that.
1599 </attribute>
1600 <attribute arch="maxhp" editor="persistence" type="int">
1601 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1602 The disease can "move" &lt;persistence&gt; times outside a host before it
1603 vanishes. A negative value means the disease lasts for permanent
1604 (which is only recommended to use in maps without monsters).
1605 </attribute>
1606 <attribute arch="maxgrace" editor="curing duration" type="int">
1607 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1608 (Assuming the host survives and doesn't use a curing spell).
1609 After this period the disease is naturally cured, which provides the
1610 host with immunity from this particular disease of lower or equal level.
1611
1612 A negative value means the disease can never be cured naturally.
1613
1614 Note that this value can be further modulated by spell-parameters,
1615 if the disease is registered as spell in the code. Due to that,
1616 most default diseases take a lot longer to cure than it seems.
1617 </attribute>
1618 <attribute arch="speed" editor="moving speed" type="float">
1619 The &lt;speed&gt; of the disease determines how fast the disease will
1620 "move", thus how fast the symptoms strike the host.
1621 </attribute>
1622 &speed_left;
1623 </section>
1624 <section name="symptoms">
1625 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1626 The disease will attack the host with the given &lt;attacktype&gt;.
1627 Godpower attacktype is commonly used for "unresistable" diseases.
1628 </attribute>
1629 <attribute arch="dam" editor="damage" type="int">
1630 A disease with a positive &lt;damage&gt; value will strike the player for that
1631 amount of damage every time the symptoms occur.
1632 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1633 the player's health is reduced by 10% every time the symptoms strike.
1634
1635 Diseases with %-based damage can be dangerous - but not deadly -
1636 for players of all levels.
1637 </attribute>
1638 <attribute arch="other_arch" editor="create arch" type="string">
1639 If set, the specified arch is created and dropped every time the
1640 symptoms strike.
1641
1642 This can be various things: farts, body pieces, eggs ...
1643 Even monsters can be created that way. You could also make a
1644 disease where some exotic stuff like money/gems is created.
1645 </attribute>
1646 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1647 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1648 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1649 </attribute>
1650 <attribute arch="exp" editor="exp. for curing" type="int">
1651 When the player manages to cure this disease (with a curing spell),
1652 he is awarded with &lt;exp. for curing&gt; experience.
1653 </attribute>
1654 <attribute arch="maxsp" editor="mana depletion" type="int">
1655 Every time the disease "moves", the player's mana is
1656 reduced by the value of &lt;mana depletion&gt;.
1657 For negative values, a %-based amount is taken.
1658 </attribute>
1659 <attribute arch="last_eat" editor="food depletion" type="int">
1660 Every time the disease "moves", the player's food is
1661 reduced by the value of &lt;food depletion&gt;.
1662 For negative values, a %-based amount is taken.
1663 </attribute>
1664 <attribute arch="hp" editor="health regen." type="int">
1665 This value increases the player's healing rate.
1666 Negative values decrease it.
1667 </attribute>
1668 <attribute arch="sp" editor="mana regen." type="int">
1669 This value increases the player's rate of mana regeneration.
1670 Negative values decrease it.
1671 </attribute>
1672 </section>
1673 <section name="disability">
1674 <attribute arch="Str" editor="strength" type="int">
1675 The player's strength will rise by the given value
1676 while being infected. (Negative values make strength fall)
1677 </attribute>
1678 <attribute arch="Dex" editor="dexterity" type="int">
1679 The player's dexterity will rise by the given value
1680 while being infected. (Negative values make dexterity fall)
1681 </attribute>
1682 <attribute arch="Con" editor="constitution" type="int">
1683 The player's constitution will rise by the given value
1684 while being infected. (Negative values make constitution fall)
1685 </attribute>
1686 <attribute arch="Int" editor="intelligence" type="int">
1687 The player's intelligence will rise by the given value
1688 while being infected. (Negative values make intelligence fall)
1689 </attribute>
1690 <attribute arch="Pow" editor="power" type="int">
1691 The player's power will rise by the given value
1692 while being infected. (Negative values make power fall)
1693 </attribute>
1694 <attribute arch="Wis" editor="wisdom" type="int">
1695 The player's wisdom will rise by the given value
1696 while being infected. (Negative values make wisdom fall)
1697 </attribute>
1698 <attribute arch="Cha" editor="charisma" type="int">
1699 The player's charisma will rise by the given value
1700 while being infected. (Negative values make charisma fall)
1701 </attribute>
1702 </section>
1703 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1704 This text is displayed to the player every time the
1705 symptoms strike.
1706 </attribute>
1707 </type>
1708
1709 <!--####################################################################-->
1710 <type number="23" name="Door">
1711 <ignore>
1712 <ignore_list name="non_pickable" />
1713 </ignore>
1714 <description><![CDATA[
1715 A door can be opened with a normal key. It also can be broken by attacking
1716 it, and it can be defeated with the lockpicking skill. If a door is
1717 defeated, horizontally and vertically adjacent doors are automatically
1718 removed. ]]>
1719 </description>
1720 <attribute arch="no_pick" value="1" type="fixed" />
1721 <attribute arch="alive" value="1" type="fixed" />
1722 &movement_types_terrain;
1723 <attribute arch="hp" editor="hitpoints" type="int">
1724 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1725 </attribute>
1726 <attribute arch="ac" editor="armour class" type="int">
1727 Doors of high &lt;armour class&gt; are less likely to get hit.
1728 &lt;armour class&gt; can be considered the "counterpiece" to
1729 &lt;weapon class&gt;.
1730 </attribute>
1731 <attribute arch="other_arch" editor="drop arch" type="string">
1732 This string defines the object that will be created when the door was
1733 defeated.
1734 </attribute>
1735 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1736 This entry determines what kind of traps will appear in the door.
1737 </attribute>
1738 </type>
1739
1740 <!--####################################################################-->
1741 <type number="83" name="Duplicator">
1742 <ignore>
1743 <ignore_list name="system_object" />
1744 </ignore>
1745 <description><![CDATA[
1746 When activated, a duplicator can duplicate, multiply or destroy a pile of
1747 objects which lies somewhere on top of the duplicator.
1748 The duplicator has one arch name specified as &lt;target arch&gt;,
1749 and only objects of this archetype can be affected.<br>
1750 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1751 If the latter is set to zero, it will destroy objects. ]]>
1752 </description>
1753 <use><![CDATA[
1754 I hope it is clear that one must be very cautious when inserting a duplicator
1755 anywhere with &lt;multiply factor&gt; greater than one.
1756 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1757 It is <b>not acceptable</b> to allow duplication of anything other than
1758 coins, gold and jewels. Besides, it is very important that the chance to
1759 loose the input matches the chance to earn winnings.<br>
1760 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1761 loosing rate of 2/3 = 67%. ]]>
1762 </use>
1763 <attribute arch="other_arch" editor="target arch" type="string">
1764 Only objects of matching archtype, lying ontop of the duplicator will be
1765 duplicated, multiplied or removed. All other objects will be ignored.
1766 </attribute>
1767 <attribute arch="level" editor="multiply factor" type="int">
1768 The number of items in the target pile will be multiplied by the
1769 &lt;multiply factor&gt;. If it is set to zero, all target objects
1770 will be destroyed.
1771 </attribute>
1772 <attribute arch="connected" editor="connection" type="int">
1773 An activator (lever, altar, button, etc) with matching connection value
1774 is able to trigger this duplicator. Be very careful that players cannot
1775 abuse it to create endless amounts of money or other valuable stuff!
1776 </attribute>
1777 &activate_on;
1778 </type>
1779
1780 <!--####################################################################-->
1781 <type number="66" name="Exit">
1782 <ignore>
1783 <ignore_list name="non_pickable" />
1784 </ignore>
1785 <description><![CDATA[
1786 When the player applies an exit, he is transferred to a different location.
1787 (Monsters cannot use exits.) Depending on how it is set, the player applies
1788 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1789 the exit. ]]>
1790 </description>
1791 <use><![CDATA[
1792 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1793 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1794 detected with the show_invisible spell.
1795 <br><br>
1796 You can be quite creative with the outlook of secret exits (their "face").
1797 Don't forget to give the player relyable hints about them though. ]]>
1798 </use>
1799 <attribute arch="slaying" editor="exit path" type="string">
1800 The exit path defines the map that the player is transferred to.
1801 You can enter an absolute path, beginning with '/' (for example
1802 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1803 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1804 relative path "Fire1"). Use relative paths whenever possible! Note that
1805 upper/lower case must always be set correctly. However, please use lower
1806 case only.
1807 It is well possible to have an exit pointing to the same map that the exit
1808 is on. If slaying is not set in an exit, the player will see a message like
1809 "the exit is closed".
1810 </attribute>
1811 <attribute arch="hp" editor="destination X" type="int">
1812 The exit destinations define the (x, y)-coordinates where the exit
1813 leads to.
1814 If both are set to zero, the player will be transferred to the "default
1815 enter location" of the destined map. The latter can be set in the map-
1816 properties as "Enter X/Y". Though, please DO NOT use that.
1817 It turned out to be a source for numerous map-bugs.
1818 </attribute>
1819 <attribute arch="sp" editor="destination Y" type="int">
1820 The exit destinations define the (x, y)-coordinates where the exit
1821 leads to.
1822 If both are set to zero, the player will be transferred to the "default
1823 enter location" of the destined map. The latter can be set in the map-
1824 properties as "Enter X/Y". Though, please DO NOT use that.
1825 It turned out to be a source for numerous map-bugs.
1826 </attribute>
1827 &move_on;
1828 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1829 If set, this message will be displayed to the player when he applies the exit.
1830 This is quite useful to throw in some "role-play feeling": "As you enter the
1831 dark cave you hear the sound of rustling dragonscales...". Well, my english
1832 is poor, but you get the point. =)
1833 </attribute>
1834 <attribute arch="unique" editor="unique destination" type="bool">
1835 This flag defines the destined map as "personal unique map". If set,
1836 there will be a seperate version of that map for every player out there.
1837 This feature is used for the permanent apartments
1838 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1839 than apartments, since Crossfire is a *multi*player game. In such a permanent
1840 apartment don't forget to set the unique-flag for all floor tiles too
1841 (see floors).
1842 An exit pointing outside of a personal unique map must have the
1843 "unique destination"-flag unset.
1844 </attribute>
1845 </type>
1846
1847 <!--####################################################################-->
1848 <type number="72" name="Flesh">
1849 <description><![CDATA[
1850 Just like with food, the player can fill his stomache and gain a
1851 little health by eating flesh-objects. <br>
1852 For dragon players, flesh plays a very special role though: If the
1853 flesh has resistances set, a dragon player has a chance to gain resistance in
1854 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1855 Don't forget that flesh items with resistances have to be balanced
1856 according to map/monster difficulty. ]]>
1857 </description>
1858 <use><![CDATA[
1859 For dragon players, flesh items can be highly valuable. Note that many
1860 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1861 These flesh items "inherit" resistances and level from the monster they belong to.
1862 When you add special flesh items to the inventory of a monster, this is
1863 not the case - so you have to set it manually.
1864 <br><br>
1865 Generally adding special flesh-treaties for dragon players is a great thing
1866 to do. Always consider that dragon players might really not be interested
1867 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1868 out on the reward completely. ]]>
1869 </use>
1870 <attribute arch="food" editor="foodpoints" type="int">
1871 The player's stomache will get filled with this amount of foodpoints.
1872 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1873 </attribute>
1874 <attribute arch="level" editor="flesh level" type="int">
1875 The &lt;flesh level&gt; is not visible to the players and it affects only
1876 dragon players. Normally this value reflects the level of the monster
1877 from which the flesh item originates.
1878 Dragon players always search for flesh of highest level possible,
1879 because it bears the best chance to gain high resistances.
1880 </attribute>
1881 <attribute arch="startequip" editor="godgiven item" type="bool">
1882 A godgiven item vanishes as soon as the player
1883 drops it to the ground.
1884 </attribute>
1885 <section name="resistance">
1886 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1887 Resistances on flesh items make them more durable against spellcraft
1888 of the appropriate kind. It also allows dragon players to eventually gain
1889 resistance by eating it. Usually resistance should only be set for flesh
1890 items in a monster's inventory.
1891 </attribute>
1892 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1893 Resistances on flesh items make them more durable against spellcraft
1894 of the appropriate kind. It also allows dragon players to eventually gain
1895 resistance by eating it. Usually resistance should only be set for flesh
1896 items in a monster's inventory.
1897 </attribute>
1898 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1899 Resistances on flesh items make them more durable against spellcraft
1900 of the appropriate kind. It also allows dragon players to eventually gain
1901 resistance by eating it. Usually resistance should only be set for flesh
1902 items in a monster's inventory.
1903 </attribute>
1904 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1905 Resistances on flesh items make them more durable against spellcraft
1906 of the appropriate kind. It also allows dragon players to eventually gain
1907 resistance by eating it. Usually resistance should only be set for flesh
1908 items in a monster's inventory.
1909 </attribute>
1910 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1911 Resistances on flesh items make them more durable against spellcraft
1912 of the appropriate kind. It also allows dragon players to eventually gain
1913 resistance by eating it. Usually resistance should only be set for flesh
1914 items in a monster's inventory.
1915 </attribute>
1916 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1917 Resistances on flesh items make them more durable against spellcraft
1918 of the appropriate kind. It also allows dragon players to eventually gain
1919 resistance by eating it. Usually resistance should only be set for flesh
1920 items in a monster's inventory.
1921 </attribute>
1922 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1923 Resistances on flesh items make them more durable against spellcraft
1924 of the appropriate kind. It also allows dragon players to eventually gain
1925 resistance by eating it. Usually resistance should only be set for flesh
1926 items in a monster's inventory.
1927 </attribute>
1928 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1929 Resistances on flesh items make them more durable against spellcraft
1930 of the appropriate kind. It also allows dragon players to eventually gain
1931 resistance by eating it. Usually resistance should only be set for flesh
1932 items in a monster's inventory.
1933 </attribute>
1934 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1935 Resistances on flesh items make them more durable against spellcraft
1936 of the appropriate kind. It also allows dragon players to eventually gain
1937 resistance by eating it. Usually resistance should only be set for flesh
1938 items in a monster's inventory.
1939 </attribute>
1940 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1941 Resistances on flesh items make them more durable against spellcraft
1942 of the appropriate kind. It also allows dragon players to eventually gain
1943 resistance by eating it. Usually resistance should only be set for flesh
1944 items in a monster's inventory.
1945 </attribute>
1946 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1947 Resistances on flesh items make them more durable against spellcraft
1948 of the appropriate kind. It also allows dragon players to eventually gain
1949 resistance by eating it. Usually resistance should only be set for flesh
1950 items in a monster's inventory.
1951 </attribute>
1952 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1953 Resistances on flesh items make them more durable against spellcraft
1954 of the appropriate kind. It also allows dragon players to eventually gain
1955 resistance by eating it. Usually resistance should only be set for flesh
1956 items in a monster's inventory.
1957 </attribute>
1958 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1959 Resistances on flesh items make them more durable against spellcraft
1960 of the appropriate kind. It also allows dragon players to eventually gain
1961 resistance by eating it. Usually resistance should only be set for flesh
1962 items in a monster's inventory.
1963 </attribute>
1964 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1965 Resistances on flesh items make them more durable against spellcraft
1966 of the appropriate kind. It also allows dragon players to eventually gain
1967 resistance by eating it. Usually resistance should only be set for flesh
1968 items in a monster's inventory.
1969 </attribute>
1970 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1971 Resistances on flesh items make them more durable against spellcraft
1972 of the appropriate kind. It also allows dragon players to eventually gain
1973 resistance by eating it. Usually resistance should only be set for flesh
1974 items in a monster's inventory.
1975 </attribute>
1976 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1977 RResistances on flesh items make them more durable against spellcraft
1978 of the appropriate kind. It also allows dragon players to eventually gain
1979 resistance by eating it. Usually resistance should only be set for flesh
1980 items in a monster's inventory.
1981 </attribute>
1982 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
1983 Resistances on flesh items make them more durable against spellcraft
1984 of the appropriate kind. It also allows dragon players to eventually gain
1985 resistance by eating it. Usually resistance should only be set for flesh
1986 items in a monster's inventory.
1987 </attribute>
1988 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
1989 Resistances on flesh items make them more durable against spellcraft
1990 of the appropriate kind. It also allows dragon players to eventually gain
1991 resistance by eating it. Usually resistance should only be set for flesh
1992 items in a monster's inventory.
1993 </attribute>
1994 </section>
1995 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1996 This text may describe the item.
1997 </attribute>
1998 </type>
1999
2000 <!--####################################################################-->
2001 <type number="0" name="Floor">
2002 <required>
2003 <attribute arch="is_floor" value="1" />
2004 <attribute arch="alive" value="0" />
2005 </required>
2006 <ignore>
2007 <ignore_list name="non_pickable" />
2008 </ignore>
2009 <description><![CDATA[
2010 Floor is a very basic thing whithout too much
2011 functionality. It's a floor - you stand on it. ]]>
2012 </description>
2013 <attribute arch="is_floor" value="1" type="fixed" />
2014 <attribute arch="no_pick" value="1" type="fixed" />
2015 <section name="terrain">
2016 &movement_types_terrain;
2017 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2018 This flag indicates this spot contains wood or high grass.
2019 Players with activated woodsman skill can move faster here.
2020 </attribute>
2021 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2022 This flag indicates this spot contains hills or large rocks.
2023 Players with activated mountaineer skill can move faster here.
2024 </attribute>
2025 </section>
2026 <attribute arch="no_magic" editor="no spells" type="bool">
2027 If enabled, it is impossible for players to use (wizard-)
2028 spells on that spot.
2029 </attribute>
2030 <attribute arch="damned" editor="no prayers" type="bool">
2031 If enabled, it is impossible for players to use prayers
2032 on that spot. It also prevents players from saving.
2033 </attribute>
2034 <attribute arch="unique" editor="unique map" type="bool">
2035 Unique floor means that any items dropped on that spot
2036 will be saved byond map reset. For permanent apartments,
2037 all floor tiles must be set &lt;unique map&gt;.
2038 </attribute>
2039 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2040 This text may describe the object.
2041 </attribute>
2042 </type>
2043
2044 <!--####################################################################-->
2045 <type number="67" name="Floor (Encounter)">
2046 <ignore>
2047 <ignore_list name="non_pickable" />
2048 </ignore>
2049 <description><![CDATA[
2050 Encounter-Floor is pretty much the same as normal floor.
2051 Most outdoor floor/ground-arches are set to be "encounters".
2052 That is kind of a relict from former code: When walking over
2053 encounter-floor, players sometimes got beamed to little maps
2054 with monsters on them. Nowadays this feature is disabled -
2055 Hence encounter floor is not different from normal floor. ]]>
2056 </description>
2057 <attribute arch="is_floor" value="1" type="fixed" />
2058 <attribute arch="no_pick" value="1" type="fixed" />
2059 <section name="terrain">
2060 &movement_types_terrain;
2061 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2062 This flag indicates this spot contains wood or high grass.
2063 Players with activated woodsman skill can move faster here.
2064 </attribute>
2065 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2066 This flag indicates this spot contains hills or large rocks.
2067 Players with activated mountaineer skill can move faster here.
2068 </attribute>
2069 </section>
2070 <attribute arch="no_magic" editor="no spells" type="bool">
2071 If enabled, it is impossible for players to use (wizard-)
2072 spells on that spot.
2073 </attribute>
2074 <attribute arch="damned" editor="no prayers" type="bool">
2075 If enabled, it is impossible for players to use prayers
2076 on that spot. It also prevents players from saving.
2077 </attribute>
2078 <attribute arch="unique" editor="unique map" type="bool">
2079 Unique floor means that any items dropped on that spot
2080 will be saved byond map reset. For permanent apartments,
2081 all floor tiles must be set &lt;unique map&gt;.
2082 </attribute>
2083 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2084 This text may describe the object.
2085 </attribute>
2086 </type>
2087
2088 <!--####################################################################-->
2089 <type number="6" name="Food">
2090 <description><![CDATA[
2091 By eating/drinking food-objects, the player can fill his
2092 stomache and gain a little health. ]]>
2093 </description>
2094 <attribute arch="food" editor="foodpoints" type="int">
2095 The player's stomache will get filled with this amount of foodpoints.
2096 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2097 </attribute>
2098 <attribute arch="startequip" editor="godgiven item" type="bool">
2099 A godgiven item vanishes as soon as the player
2100 drops it to the ground.
2101 </attribute>
2102 </type>
2103
2104 <!--####################################################################-->
2105 <type number="91" name="Gate">
2106 <ignore>
2107 <ignore_list name="non_pickable" />
2108 </ignore>
2109 <description><![CDATA[
2110 Gates play an important role in Crossfire. Gates can be opened
2111 by activating a button/trigger, by speaking passwords (-> magic_ear)
2112 or carrying special key-objects (-> inventory checker).
2113 Unlike locked doors, gates can get shut again after a player has
2114 passed, which makes them more practical in many cases. ]]>
2115 </description>
2116 <use><![CDATA[
2117 Use gates to divide your maps into seperated areas. After solving
2118 area A, the player gains access to area B, and so on. Make your
2119 maps more complex than "one-way". ]]>
2120 </use>
2121 <attribute arch="no_pick" value="1" type="fixed" />
2122 <attribute arch="speed" value="1" type="float">
2123 The speed of the gate affects how fast it is closing/opening.
2124 </attribute>
2125 <attribute arch="connected" editor="connection" type="int">
2126 Whenever the inventory checker is triggered, all objects with identical
2127 &lt;connection&gt; value get activated. This only makes sense together with
2128 &lt;blocking passage&gt; disabled.
2129 </attribute>
2130 <attribute arch="wc" editor="position state" type="int">
2131 The &lt;position state&gt; defines the position of the gate:
2132 Zero means completely open/down, the "number of animation-steps" (usually
2133 about 6 or 7) means completely closed/up state. I suggest you don't
2134 mess with this value - Leave the default in place.
2135 </attribute>
2136 &movement_types_terrain;
2137 <attribute arch="no_magic" editor="restrict spells" type="bool">
2138 Restricting the use of spells to pass this gate. This has
2139 an effect only if &lt;block view&gt; is disabled.
2140 </attribute>
2141 <attribute arch="damned" editor="restrict prayers" type="bool">
2142 Restricting the use of prayers to pass this door. This has
2143 an effect only if &lt;block view&gt; is disabled.
2144 </attribute>
2145 </type>
2146
2147 <!--####################################################################-->
2148 <type number="113" name="Girdle">
2149 <import_type name="Amulet" />
2150 <description><![CDATA[
2151 Wearing a girdle, the object's stats will directly be inherited to
2152 the player. Girdles usually provide stats- or damage bonuses and no
2153 defense. ]]>
2154 </description>
2155 <use><![CDATA[
2156 Feel free to create your own special artifacts. However, it is very
2157 important that you keep your artifact in balance with existing maps. ]]>
2158 </use>
2159 <attribute arch="magic" editor="magic bonus" type="int">
2160 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2161 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2162 than direct armour-class bonus on the helmet.
2163
2164 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2165 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2166 &lt;magic bonus&gt; is pointless here.
2167 </attribute>
2168 </type>
2169
2170 <!--####################################################################-->
2171 <type number="100" name="Gloves">
2172 <import_type name="Amulet" />
2173 <description><![CDATA[
2174 Wearing gloves, the object's stats will directly be inherited to
2175 the player. Gloves can add defense or damage bonuses. ]]>
2176 </description>
2177 <use><![CDATA[
2178 Feel free to create your own special artifacts. However, it is very
2179 important that you keep your artifact in balance with existing maps. ]]>
2180 </use>
2181 <attribute arch="magic" editor="magic bonus" type="int">
2182 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2183 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2184 will increase that.
2185 </attribute>
2186 </type>
2187
2188 <!--####################################################################-->
2189 <type number="93" name="Handle">
2190 <ignore>
2191 <ignore_list name="non_pickable" />
2192 </ignore>
2193 <description><![CDATA[
2194 A handle can be applied by players and (certain) monsters.
2195 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2196 </description>
2197 <use><![CDATA[
2198 Handles are commonly used to move gates. When placing your lever,
2199 don't forget that some monsters are able to apply it.
2200 The ability to apply levers is rare among monsters -
2201 but vampires can do it for example. ]]>
2202 </use>
2203 <attribute arch="no_pick" value="1" type="fixed" />
2204 <attribute arch="connected" editor="connection" type="int">
2205 Every time the handle is applied, all objects
2206 with the same &lt;connection&gt; value are activated.
2207 </attribute>
2208 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2209 This text may describe the item. You can use this
2210 message to explain the handle's purpose to the player.
2211 </attribute>
2212 </type>
2213
2214 <!--####################################################################-->
2215 <type number="27" name="Handle Trigger">
2216 <import_type name="Handle" />
2217 <ignore>
2218 <ignore_list name="non_pickable" />
2219 </ignore>
2220 <description><![CDATA[
2221 Handle triggers are handles which reset after a short period
2222 of time. Every time it is either applied or reset, the
2223 &lt;connection&gt; value is triggered. ]]>
2224 </description>
2225 <use><![CDATA[
2226 When you connect an ordinary handle to a gate, the gate normally remains
2227 opened after the first player passed. If you want to keep the gate shut,
2228 connecting it to a handle trigger is an easy solution. ]]>
2229 </use>
2230 </type>
2231
2232 <!--####################################################################-->
2233 <type number="88" name="Hazard Floor">
2234 <required>
2235 <attribute arch="is_floor" value="1" />
2236 </required>
2237 <ignore>
2238 <ignore_list name="non_pickable" />
2239 </ignore>
2240 <description><![CDATA[
2241 The best example for Hazard Floor is lava. It works like standard
2242 floor, but damages all creatures standing on it.
2243 Damage is taken in regular time intervals. ]]>
2244 </description>
2245 <use><![CDATA[
2246 The default lava for example does minor damage. But you can turn
2247 it up so that your hazard floor poses a real threat.<br>
2248 Like magic walls, such floors add a permanent thrill to your map.
2249 You can use that to safely chase off too-weak players, or just
2250 to have something different. ]]>
2251 </use>
2252 <attribute arch="is_floor" value="1" type="fixed" />
2253 <attribute arch="lifesave" value="1" type="fixed" />
2254 &move_on;
2255 <attribute arch="no_pick" value="1" type="fixed" />
2256 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2257 This attribute specifys the attacktypes that this floor uses to
2258 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2259 If you want a real tough hazard floor, add more than just one attacktype.
2260 </attribute>
2261 <attribute arch="dam" editor="base damage" type="int">
2262 The &lt;base damage&gt; defines how much damage is inflicted to the
2263 victim per hit. The final damage is influenced by several other
2264 factors like the victim's resistance and level.
2265 </attribute>
2266 <attribute arch="wc" editor="weaponclass" type="int">
2267 &lt;weapon class&gt; improves the chance of hitting the victim.
2268 Lower values are better.
2269 Usually, hazard floors like lava are supposed to hit the
2270 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2271 to something like -30.
2272 </attribute>
2273 <attribute arch="level" editor="attack level" type="int">
2274 I guess this value is supposed to work similar to monster levels.
2275 But in fact, it does not seem to have an effect. Set any non-zero
2276 value to be on the safe side.
2277 </attribute>
2278 <section name="terrain">
2279 &movement_types_terrain;
2280 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2281 This flag indicates this spot contains wood or high grass.
2282 Players with activated woodsman skill can move faster here.
2283 </attribute>
2284 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2285 This flag indicates this spot contains hills or large rocks.
2286 Players with activated mountaineer skill can move faster here.
2287 </attribute>
2288 </section>
2289 <attribute arch="no_magic" editor="no spells" type="bool">
2290 If enabled, it is impossible for players to use (wizard-)
2291 spells on that spot.
2292 </attribute>
2293 <attribute arch="damned" editor="no prayers" type="bool">
2294 If enabled, it is impossible for players to use prayers
2295 on that spot. It also prevents players from saving.
2296 </attribute>
2297 <attribute arch="unique" editor="unique map" type="bool">
2298 Unique floor means that any items dropped on that spot
2299 will be saved byond map reset. For permanent apartments,
2300 all floor tiles must be set &lt;unique map&gt;.
2301 </attribute>
2302 </type>
2303
2304 <!--####################################################################-->
2305 <type number="34" name="Helmet">
2306 <import_type name="Amulet" />
2307 <description><![CDATA[
2308 Wearing a helmet, the object's stats will directly be inherited to
2309 the player. Normal helmets usually increase defense, while crowns
2310 add more special bonuses like stats/resistances paired with
2311 low defense. ]]>
2312 </description>
2313 <use><![CDATA[
2314 Feel free to create your own special artifacts. However, it is very
2315 important that you keep your artifact in balance with existing maps. ]]>
2316 </use>
2317 <attribute arch="magic" editor="magic bonus" type="int">
2318 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2319 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2320 than direct armour-class bonus on the helmet.
2321
2322 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2323 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2324 Crowns for instance typically provide no &lt;amour class&gt;.
2325 </attribute>
2326 </type>
2327
2328 <!--####################################################################-->
2329 <type number="56" name="Holy Altar">
2330 <ignore>
2331 <ignore_list name="non_pickable" />
2332 </ignore>
2333 <description><![CDATA[
2334 Holy_altars are altars for the various religions. Praying
2335 at a Holy_altar will make you a follower of that god, and
2336 if you already follow that god, you may get some extra bonus. ]]>
2337 </description>
2338 <attribute arch="no_pick" value="1" type="fixed" />
2339 <attribute arch="other_arch" editor="god name" type="string">
2340 The altar belongs to the god of the given name. Possible options for
2341 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2342 Gorokh, Valriel and Sorig.
2343
2344 If you want to have an unconsecrated altar, set
2345 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2346 </attribute>
2347 <attribute arch="level" editor="reconsecrate level" type="int">
2348 To re-consecrate an altar, the player's wisdom level must be as
2349 high or higher than this value. In that way, some altars can not
2350 be re-consecrated, while other altars, like those in dungeons, could be.
2351
2352 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2353 Some characters might need those altars, they would be very unhappy to
2354 see them re-consecrated to another cult.
2355 </attribute>
2356 </type>
2357
2358 <!--####################################################################-->
2359 <type number="35" name="Horn">
2360 <ignore>
2361 <attribute arch="title" />
2362 </ignore>
2363 <description><![CDATA[
2364 Horns are very similar to rods. The difference is that horns regenerate
2365 spellpoints faster and thus are more valuable than rods.
2366 <br><br>
2367 A horn contains a spell. The player can use this spell by applying and
2368 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2369 used endlessly. ]]>
2370 </description>
2371 <use><![CDATA[
2372 Horns are powerful due to their fast recharge rate. They should
2373 never contain high level attacking spells. Even curing/healing spells
2374 are almost too good on a horn. ]]>
2375 </use>
2376 <attribute arch="sp" editor="spell" type="spell">
2377 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2378 horns to players, since they can be used endlessly without any mana cost!
2379 Horns with heal/ restoration/ protection spells, IF available, MUST be
2380 very very VERY hard to get!
2381 </attribute>
2382 <attribute arch="level" editor="casting level" type="int">
2383 The casting level of the &lt;spell&gt; determines it's power.
2384 For attack spells, level should not be set too high.
2385 </attribute>
2386 <attribute arch="hp" editor="initial spellpoints" type="int">
2387 This value represents the initial amount of spellpoints in the horn.
2388 Naturally, this is quite unimportant.
2389 </attribute>
2390 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2391 When the horn is fully charged up, it will hold this maximum amount of
2392 spellpoints. Make sure it is enough to cast the contained spell at least
2393 once. But don't set the value too high, as that might make the horn way
2394 too effective.
2395 </attribute>
2396 <attribute arch="startequip" editor="godgiven item" type="bool">
2397 A godgiven item vanishes as soon as the player
2398 drops it to the ground.
2399 </attribute>
2400 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2401 This text may contain a description of the horn.
2402 </attribute>
2403 </type>
2404
2405 <!--####################################################################-->
2406 <type number="73" name="Inorganic">
2407 <description><![CDATA[
2408 Inorganic materials are generally used as ingredients for
2409 alchemical receipes. By themselves, they have no special
2410 functionalities. ]]>
2411 </description>
2412 <attribute arch="is_dust" editor="is dust" type="bool">
2413 </attribute>
2414 <section name="resistance">
2415 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2416 </attribute>
2417 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2418 </attribute>
2419 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2420 </attribute>
2421 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2422 </attribute>
2423 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2424 </attribute>
2425 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2426 </attribute>
2427 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2428 </attribute>
2429 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2430 </attribute>
2431 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2432 </attribute>
2433 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2434 </attribute>
2435 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2436 </attribute>
2437 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2438 </attribute>
2439 </section>
2440 </type>
2441
2442 <!--####################################################################-->
2443 <type number="64" name="Inventory Checker">
2444 <ignore>
2445 <ignore_list name="system_object" />
2446 </ignore>
2447 <description><![CDATA[
2448 Inventory checkers passively check the players inventory for a
2449 specific object. You can set a connected value that is triggered
2450 either if that object is present or missing (-&gt; "last_sp") when a
2451 player walks over the inv. checker. A valid option is to remove the
2452 matching object (usually not recommended, see "last_heal").
2453 <br><br>
2454 Alternatively, you can set your inv. checker to block all players
2455 that do/don't carry the matching object.
2456 <br><br>
2457 As you can see, inv. checkers are quite powerful, holding a
2458 great variety of possibilities. ]]>
2459 </description>
2460 <use><![CDATA[
2461 Putting a check_inventory space in front of a gate (one below) and
2462 one on the opposite side works reasonably well as a control mechanism.
2463 Unlike the key/door-combo, this one works infinite since it is
2464 independant from map reset. Use it to put a "structure" into your
2465 maps: Player must solve area A to gain access to area B. This concept
2466 can be found in nearly every RPG - simple but effective. ]]>
2467 </use>
2468 <attribute arch="no_pick" value="1" type="fixed" />
2469 <attribute arch="slaying" editor="match key string" type="string">
2470 This string specifies the object we are looking for: We have a match
2471 if the player does/don't carry a key object or a mark with identical
2472 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2473 this context. A typical example is the city gate mechanism of scorn.
2474 </attribute>
2475 <attribute arch="race" editor="match arch name" type="string">
2476 This string specifies the object we are looking for: We have a match
2477 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2478 </attribute>
2479 <attribute arch="hp" editor="match type" type="int">
2480 This value specifies the object we are looking for: We have a match
2481 if the player does/don't carry an object that is of type &lt;match type&gt;.
2482
2483 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2484 enabled. Now you have an inv. checker blocking all players that carry any
2485 kind of melee weapon. To pass, a player is forced to leave behind all
2486 his weaponry... bad news for a warrior. ;)
2487 </attribute>
2488 <attribute arch="last_sp" editor="match = having" type="bool">
2489 Enabled means having that object is a match.
2490 Disabled means not having that object is a match.
2491 </attribute>
2492 <attribute arch="connected" editor="connection" type="int">
2493 Whenever the inventory checker is triggered, all objects with identical
2494 &lt;connection&gt; value get activated. This only makes sense together with
2495 &lt;blocking passage&gt; disabled.
2496 </attribute>
2497 &movement_types_terrain;
2498 <attribute arch="last_heal" editor="remove match" type="bool">
2499 &lt;remove match&gt; means remove object if found. Setting this is usually not
2500 recommended because inv. checkers are in general invisible. So, unlike
2501 for altars/ locked doors, the player won't expect to lose an object when
2502 walking over that square. And he doesn't even get a message either.
2503
2504 So, *if* you enable &lt;remove match&gt;, make sure
2505 to inform the player what's going on!
2506 </attribute>
2507 </type>
2508
2509 <!--####################################################################-->
2510 <type number="163" name="Item Transformer">
2511 <description><![CDATA[
2512 An item transformer is simply applied, after having marked a 'victim'
2513 item. If the victim is suitable, it will be transformed into something
2514 else.]]>
2515 </description>
2516 <use><![CDATA[
2517 To make an item transformable, you just have to fill the 'slaying' field.
2518 The syntax is:
2519 <br>
2520 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2521 <br>
2522 with [] denoting optional part, and * any number of preceding [].
2523 'new_item' must be the name of an existing archetype.
2524 <br><br>
2525 Example, for object apple: slaying knife:2 half_apple
2526 <br><br>
2527 This means that, when applying a knife (should be an Item Transformer),
2528 one 'apple' will be transformed into 2 'half_apple'.]]>
2529 </use>
2530 <attribute arch="food" editor="number of uses" type="int">
2531 &lt;number of uses&gt; controls how many times the item transformer can
2532 be used. The value 0 means "unlimited"
2533 </attribute>
2534 <attribute arch="slaying" editor="verb" type="string">
2535 Contains the verb that is used to construct a message to the player
2536 applying the item transformer.
2537 </attribute>
2538 <attribute arch="startequip" editor="godgiven item" type="bool">
2539 A godgiven item vanishes as soon as the player
2540 drops it to the ground.
2541 </attribute>
2542 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2543 This text may contain a description of the item transformer.
2544 </attribute>
2545 </type>
2546
2547 <!--####################################################################-->
2548 <type number="60" name="Jewel">
2549 <description><![CDATA[
2550 Items of the type Gold &amp; Jewels are handled like a currency.
2551 Unlike for any other type of item, in shops, the buy- and selling
2552 prices differ only marginally. ]]>
2553 </description>
2554 <attribute arch="race" value="gold and jewels" type="fixed" />
2555 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2556 This text may describe the object.
2557 </attribute>
2558 </type>
2559
2560 <!--####################################################################-->
2561 <type number="24" name="Key">
2562 <description><![CDATA[
2563 When carrying a key, a normal door can be opened. The key will
2564 disappear. ]]>
2565 </description>
2566 <attribute arch="startequip" editor="godgiven item" type="bool">
2567 A godgiven item vanishes as soon as the player
2568 drops it to the ground.
2569 </attribute>
2570 </type>
2571
2572 <!--####################################################################-->
2573 <type number="20" name="Locked Door">
2574 <ignore>
2575 <ignore_list name="non_pickable" />
2576 </ignore>
2577 <description><![CDATA[
2578 A locked door can be opened only when carrying
2579 the appropriate special key. ]]>
2580 </description>
2581 <use><![CDATA[
2582 If you want to create a locked door that cannot be opened (no key),
2583 set a &lt;key string&gt; like "no_key_available". This will clearify things
2584 and only a fool would create a key matching that string.
2585
2586 Door-objects can not only be used for "doors". In many maps these
2587 are used with all kinds of faces/names, especially often as
2588 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2589 There you have magic forces (door objects) put under certain artifact
2590 items. To get your hands on the artifacts, you need to bring up the
2591 appropriate quest items (key objects). ]]>
2592 </use>
2593 <attribute arch="move_type" value="0" type="fixed" />
2594 <attribute arch="no_pick" value="1" type="fixed" />
2595 <attribute arch="slaying" editor="key string" type="string">
2596 The &lt;key string&gt; in the door must be identical with the
2597 &lt;key string&gt; in the special key, then the door is unlocked.
2598 It is VERY important to set the &lt;key string&gt; to something that
2599 is unique among the CF mapset.
2600
2601 DONT EVER USE the default string "set_individual_value".
2602 </attribute>
2603 <attribute arch="no_magic" editor="restrict spells" type="bool">
2604 Restricting the use of spells to pass this door.
2605 This should be set in most cases.
2606 (Don't forget that the spell "dimension door" is easily
2607 available at about wisdom level 10).
2608 </attribute>
2609 <attribute arch="damned" editor="restrict prayers" type="bool">
2610 Restricting the use of prayers to pass this door.
2611 This should be set in most cases.
2612 </attribute>
2613 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2614 When a player is trying to open the door without carrying the
2615 appropriate key, this text is displayed to the player. This is
2616 a good opportunity to place hints about the special key needed
2617 to unlock the door.
2618 </attribute>
2619 </type>
2620
2621 <!--####################################################################-->
2622 <type number="29" name="Magic Ear">
2623 <ignore>
2624 <ignore_list name="system_object" />
2625 </ignore>
2626 <description><![CDATA[
2627 Magic_ears trigger a connected value
2628 when the player speaks a specific keyword. ]]>
2629 </description>
2630 <use><![CDATA[
2631 Whenever you put magic_ears on your maps, make sure there are
2632 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2633 something like a gate that is opened by speaking "open" or
2634 "sesame", expecting the player to figure this out all by himself.
2635 <br><br>
2636 Magic_ears are typically used for interaction with NPCs. You
2637 can create the impression that the NPC actually *does* something
2638 according to his conversation with a player. Mostly this means
2639 opening a gate or handing out some item, but you could be quite
2640 creative here. ]]>
2641 </use>
2642 <attribute arch="no_pick" value="1" type="fixed" />
2643 <attribute arch="connected" editor="connection" type="int">
2644 The Magic_ear will trigger all objects with the
2645 same connection value, every time it is activated.
2646 </attribute>
2647 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2648 This textfield contains the keyword-matching-syntax. The text should
2649 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2650 Any number of keywords from one to infinite is allowed. Make sure
2651 they are seperated by a '|'.
2652
2653 Examples: "@match yes", "@match gold|treasure". The connected
2654 value will be triggerd when the player speaks any of the given
2655 keywords within a two-square radius. IMPORTANT: Upper/lower case
2656 does not make a difference!
2657 </attribute>
2658 </type>
2659
2660 <!--####################################################################-->
2661 <type number="62" name="Magic Wall">
2662 <ignore>
2663 <ignore_list name="non_pickable" />
2664 </ignore>
2665 <description><![CDATA[
2666 Magic walls fire spells in a given direction, in regular intervals.
2667 Magic walls can contain any spell. However, some spells do not
2668 operate very successfully in them. The only way to know is to test
2669 the spell you want to use with a wall.
2670 <br><br>
2671 Several types of magical walls are predefined for you in the
2672 archetypes, and can be found on the "connected" Pickmap. ]]>
2673 </description>
2674 <use><![CDATA[
2675 Spellcasting walls pose an interesting alternative to monsters.
2676 Usually they are set to be undestroyable. Thus, while monsters
2677 in a map can be cleared out, the magic walls remain. Low level
2678 characters for example will not be able to pass through their
2679 spell-area, hence they cannot loot a map that a high level character
2680 might have cleared out.
2681 <br><br>
2682 Another point of magic walls is that if the player dies, he has to face
2683 them all again. Magic walls can add a kind of "permanent thrill" to
2684 your maps.
2685 <br><br>
2686 Be careful that your magic walls don't kill the monsters on a map. If
2687 placing monsters, eventually take ones that are immune to the
2688 walls' spell(s).
2689 <br><br>
2690 It is possible to make walls rotate when triggered. But that is so
2691 confusing (and useless IMHO) that I did not mention it above. You
2692 can find a working example on the map
2693 "/pup_land/castle_eureca/castle_eureca8". ]]>
2694 </use>
2695 <attribute arch="dam" editor="spell" type="spell">
2696 The magic wall will cast this &lt;spell&gt;.
2697 </attribute>
2698 <attribute arch="level" editor="spell level" type="int">
2699 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2700 walls cast spells at minimal strength. "level 100" walls cast deadly
2701 spells. Arch default is level 1 - you should always set this value
2702 to meet the overall difficulty of your map.
2703 </attribute>
2704 <attribute arch="connected" editor="connection" type="int">
2705 Every time the &lt;connection&gt; value is triggered, the wall will cast
2706 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2707 have much visible effect.
2708 </attribute>
2709 &activate_on;
2710 <attribute arch="speed" editor="casting speed" type="float">
2711 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2712 You can fine-tune how long the duration between two casts shall
2713 be. If you want to create a wall that can be activated (cast per
2714 trigger) via connected lever/button/etc, you must set "speed 0".
2715 </attribute>
2716 &speed_left;
2717 <attribute arch="sp" editor="direction" type="list_direction">
2718 The magic wall will cast it's spells always in the specified
2719 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2720 always fire in a random direction.
2721 </attribute>
2722 &movement_types_terrain;
2723 <section name="destroyable">
2724 <attribute arch="alive" editor="is destroyable" type="bool">
2725 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2726 destroyed by the player. If disabled, all other attributes on
2727 this tab, as well as resistances, are meaningless.
2728 </attribute>
2729 <attribute arch="hp" editor="hitpoints" type="int">
2730 The more &lt;hitpoints&gt; the wall has, the longer
2731 it takes to be destroyed.
2732 </attribute>
2733 <attribute arch="maxhp" editor="max hitpoints" type="int">
2734 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2735 can have. This only makes sense if the wall can regain health.
2736 </attribute>
2737 <attribute arch="ac" editor="armour class" type="int">
2738 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2739 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2740 to &lt;weapon class&gt;.
2741 </attribute>
2742 </section>
2743 <section name="resistance">
2744 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2745 </attribute>
2746 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2747 </attribute>
2748 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2749 </attribute>
2750 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2751 </attribute>
2752 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2753 </attribute>
2754 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2755 </attribute>
2756 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2757 </attribute>
2758 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2759 </attribute>
2760 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2761 </attribute>
2762 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2763 </attribute>
2764 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2765 </attribute>
2766 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2767 </attribute>
2768 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2769 </attribute>
2770 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2771 </attribute>
2772 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2773 </attribute>
2774 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2775 </attribute>
2776 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2777 </attribute>
2778 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2779 </attribute>
2780 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2781 </attribute>
2782 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2783 </attribute>
2784 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2785 </attribute>
2786 </section>
2787 </type>
2788
2789 <!--####################################################################-->
2790 <type number="55" name="Marker">
2791 <ignore>
2792 <ignore_list name="system_object" />
2793 </ignore>
2794 <description><![CDATA[
2795 A marker is an object that inserts an invisible force (a mark) into a
2796 player stepping on it. This force does nothing except containing a
2797 &lt;key string&gt; which can be discovered by detectors or inventory
2798 checkers. It is also possible to use markers for removing marks again.
2799 <br><br>
2800 Note that the player has no possibility to "see" his own marks,
2801 except by the effect that they cause on the maps. ]]>
2802 </description>
2803 <use><![CDATA[
2804 Markers hold real cool possibilities for map-making. I encourage
2805 you to use them frequently. However there is one negative point
2806 about markers: Players don't "see" what's going on with them. It is
2807 your task, as map-creator, to make sure the player is always well
2808 informed and never confused.
2809 <br><br>
2810 Please avoid infinite markers when they aren't needed. They're
2811 using a little space in the player file after all, so if there
2812 is no real purpose, set an expire time. ]]>
2813 </use>
2814 <attribute arch="no_pick" value="1" type="fixed" />
2815 <attribute arch="slaying" editor="key string" type="string">
2816 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2817 If the player already has a force with that &lt;key string&gt;,
2818 there won't be inserted a second one.
2819 </attribute>
2820 <attribute arch="connected" editor="connection" type="int">
2821 When the detector is triggered, all objects with the same
2822 connection value get activated.
2823 </attribute>
2824 <attribute arch="speed" editor="marking speed" type="float">
2825 The &lt;marking speed&gt; defines how quickly it will mark something
2826 standing on the marker. Set this value rather high to make
2827 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2828 should do fine.
2829 </attribute>
2830 &speed_left;
2831 <attribute arch="food" editor="mark duration" type="int">
2832 This value defines the duration of the force it inserts.
2833 If nonzero, the duration of the player's mark is finite:
2834 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2835 means the mark will stay on the player forever.
2836 </attribute>
2837 <attribute arch="name" editor="delete mark" type="string">
2838 When the player steps onto the marker, all existing forces in
2839 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2840 will be removed. If you don't want to remove any marks, leave
2841 this textfield empty.
2842
2843 Note that the string &lt;delete mark&gt; is set as the name of
2844 this marker. So don't be confused, and remember changing the
2845 name will take effect on the marker's functionality.
2846 </attribute>
2847 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2848 In the moment when the player gets marked, this text is displayed
2849 to him. You should really set a message in any marker you create,
2850 because it's the only way for the player to notice what's going on.
2851 </attribute>
2852 </type>
2853
2854 <!--####################################################################-->
2855 <type number="36" name="Money">
2856 <ignore>
2857 <attribute arch="unpaid" />
2858 </ignore>
2859 <description><![CDATA[
2860 Items of the type Money are handled as currency.
2861 Money cannot be sold/bought in shops. When money is dropped
2862 in a shop, it stays the same.<br>
2863 When a player picks an item from a shop and attempts to
2864 walk over the shop mat, the item's selling-price is automatically
2865 subtracted from the player's money.
2866 <br><br>
2867 For money, always use the default arches.
2868 Don't modify them. ]]>
2869 </description>
2870 <attribute arch="race" value="gold and jewels" type="fixed" />
2871 </type>
2872
2873 <!--####################################################################-->
2874 <type number="0" name="Monster &amp; NPC">
2875 <required>
2876 <attribute arch="is_floor" value="0" />
2877 <attribute arch="alive" value="1" />
2878 <attribute arch="tear_down" value="0" />
2879 </required>
2880 <ignore>
2881 <attribute arch="material" />
2882 <attribute arch="name_pl" />
2883 <attribute arch="nrof" />
2884 <attribute arch="value" />
2885 <attribute arch="unpaid" />
2886 </ignore>
2887 <description><![CDATA[
2888 Monsters can behave in various kinds of ways.
2889 They can be aggressive, attacking the player. Or peaceful,
2890 helping the player - maybe joining him as pet.
2891 The unagressive creatures who communicate with players are
2892 usually called "NPCs" (Non Player Character), a well-known
2893 term in role-play environments. ]]>
2894 </description>
2895 <use><![CDATA[
2896 Monsters play a central role in most maps. Choosing the right
2897 combination of monsters for your map is vital:
2898 <UL>
2899 <LI> Place only monsters of slightly varying (increasing) strength.
2900 It's no fun to play for two hours just to find out the last
2901 monster is unbeatable. Similar, it's not exciting to fight orcs
2902 after passing a room of dragons.<br>
2903 This rule applies only for linear maps (one room after the other),
2904 with treasure at the end. You can sprinkle the treasure around,
2905 or make non-linear maps - That is often more entertaining.
2906 <LI> Places with high level monsters must not be easy to reach.
2907 Balrogs, Dragonmen and the likes should be at the end of a quest,
2908 not at the beginning.
2909 <LI> Don't stick monsters together that tend to kill each other.
2910 Fire- and cold dragons in one room for example is a bad idea.
2911 By weakening and killing each other they are easy prey for players,
2912 not worth the experience they hold.
2913 <LI> Create your own monsters, especially for "boss"-type monsters.
2914 Having stage-bosses guarding treasure is a lot of fun when done right.
2915 Avoid to create monsters with completely non-intuitive abilities:
2916 Don't give ice-spells to firedragons or vice versa. Don't add
2917 draining attack to trolls, etc. Additionally, you should inform the
2918 player before he bumps right into some very special/unusual monster.
2919 <LI> Last but not least: Always keep an eye on the experience your monsters
2920 hold. Design your maps in a way that high experience
2921 is always well-defended. Don't make large rooms full with only one kind
2922 of monster. Keep in mind the different abilities/techniques players
2923 can use.
2924 </UL>
2925 I know it's impossible to make the perfectly balanced map. There's always
2926 some part which is found too easy or too hard for a certain kind of player.
2927 Just give it your best shot. And listen to feedback from players if you
2928 receive some. :-) ]]>
2929 </use>
2930 <attribute arch="alive" value="1" type="fixed" />
2931 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2932 When the monster is killed, items from the treasurelist will
2933 drop to the ground. This is a common way to reward players
2934 for killing (masses of) monsters.
2935
2936 Note that you can always put items into the monster's
2937 inventory. Those will drop-at-kill just like the stuff
2938 from the &lt;treasurelist&gt;.
2939 </attribute>
2940 <attribute arch="level" editor="level" type="int">
2941 A monster's &lt;level&gt; is the most important attribute.
2942 &lt;level&gt; affects the power of a monster in various ways.
2943 </attribute>
2944 <attribute arch="race" editor="race" type="string">
2945 Every monster should have a race set to categorize it.
2946 The monster's &lt;race&gt; can have different effects:
2947 Slaying weapons inflict tripple damage against enemy races
2948 and holy word kills only enemy races of the god.
2949 </attribute>
2950 <attribute arch="exp" editor="experience" type="int">
2951 When a player kills this monster, he will get exactly this
2952 amount of &lt;experience&gt;. The experience will flow into
2953 the skill-category the player used for the kill.
2954
2955 If you create special monsters of tweaked strenght/abilities,
2956 always make sure that the &lt;experience&gt; is set to a
2957 reasonable value. Compare with existing arches to get a feeling
2958 what reasonable means. Keep in mind that spellcasting monsters
2959 are a lot harder to kill than non-spellcasters!
2960 </attribute>
2961 <attribute arch="speed" editor="speed" type="float">
2962 The &lt;speed&gt; determines how fast a monster will both move
2963 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2964 </attribute>
2965 &speed_left;
2966 <attribute arch="other_arch" editor="breed monster" type="string">
2967 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2968 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2969 can be set to any valid arch-name of a monster. Multipart monster
2970 should not be used.
2971 </attribute>
2972 <attribute arch="generator" editor="multiply" type="bool">
2973 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2974 every once in a while. Mice are a good example for this effect.
2975 If enabled, you must also set &lt;breed monster&gt; or check
2976 &lt;template generation&gt; and put other monsters in the inventory.
2977 </attribute>
2978 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
2979 This only takes effect if &lt;multiply&gt; is enabled. The monster
2980 will create a new monster every once in a while by duplicating it's inventory.
2981 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
2982 Each time the monster need to generate an object, it will be
2983 a randomly chosen item from the inventory. When generator is destroyed,
2984 inventory is destroyed.
2985 </attribute>
2986 &move_type;
2987 <attribute arch="undead" editor="undead" type="bool">
2988 Several spells only affect undead monsters:
2989 turn undead, banish undead, holy word, etc.
2990 </attribute>
2991 <attribute arch="carrying" editor="carries weight" type="int">
2992 If a monster has something in the inventory, this
2993 value can be set to reflect the slowdown due to
2994 the carried weight.
2995 </attribute>
2996
2997 <section name="melee">
2998 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2999 This number is a bitmask, specifying the monster's attacktypes
3000 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3001 Strong monsters often have more than just physical attacktype.
3002
3003 When a monster with multiple attacktypes hits aan oponent, it will do
3004 as much damage as the "best" of it's attacktypes does. So, the more
3005 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3006 somehow exceptions.
3007 </attribute>
3008 <attribute arch="dam" editor="damage" type="int">
3009 Among other parameters, &lt;damage&gt; affects how much melee damage
3010 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3011 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3012 take effect on the melee damage of a monster.
3013 </attribute>
3014 <attribute arch="wc" editor="weapon class" type="int">
3015 Monsters of high &lt;weapon class&gt; are more likely to really hit
3016 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3017 to &lt;armour class&gt;.
3018 </attribute>
3019 <attribute arch="hp" editor="health points" type="int">
3020 The &lt;health points&gt; of a monster define how long it takes to
3021 kill it. With every successful hit from an opponent, &lt;health points&gt;
3022 get drained - The monster dies by zero &lt;health points&gt;.
3023 </attribute>
3024 <attribute arch="maxhp" editor="max health" type="int">
3025 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3026 monster can have.
3027 </attribute>
3028 <attribute arch="ac" editor="armour class" type="int">
3029 Monsters of low &lt;armour class&gt; are less likely to get hit from
3030 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3031 to &lt;weapon class&gt;.
3032 Values typically range between +20 (very bad) to -20 (quite good).
3033 </attribute>
3034 <attribute arch="Con" editor="healing rate" type="int">
3035 Monsters regenerate this many health points each 4 ticks. Hence, the
3036 healing rate is independent of &lt;speed&gt;.
3037 </attribute>
3038 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3039 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3040 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3041 bounce off.
3042 </attribute>
3043 <attribute arch="hitback" editor="hitback" type="bool">
3044 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3045 to the amount of damage the *attacker* inflicted. This damage
3046 is additional to the regular melee damage of the monster.
3047 As far as I know, hitback uses acid attacktype, and it only takes
3048 effect if the monster actually has acid attacktype at it's disposal.
3049 Acid spheres for example use this feature.
3050 </attribute>
3051 <attribute arch="one_hit" editor="one hit only" type="bool">
3052 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3053 to a player.
3054 </attribute>
3055 </section>
3056
3057 <section name="spellcraft">
3058 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3059 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3060 Only wands/rods/etc can be used, given the appropriate abilities.
3061 </attribute>
3062 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3063 A monster with this flag has the ability to &lt;reflect spells&gt;,
3064 all kinds of spell-bullets and -beams will bounce off.
3065
3066 Generally this flag should not be set because it puts
3067 wizard-type players at an unfair disadvantage.
3068 </attribute>
3069 <attribute arch="sp" editor="spellpoints" type="int">
3070 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3071 them for both wizard- and prayer-spells. However, this value defines
3072 only the amount of *initial* spellpoints the monster starts with.
3073 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3074 and &lt;spellpoint regen.&gt; are more important than just initial
3075 &lt;spellpoints&gt;.
3076 </attribute>
3077 <attribute arch="maxsp" editor="max spellpoints" type="int">
3078 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3079 can hold. Setting this to high values has little effect unless
3080 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3081 "regenerate mana" at it's disposal.
3082 </attribute>
3083 <attribute arch="Pow" editor="spellpoint regen." type="int">
3084 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3085 spellpoint regeneration rate is independent of &lt;speed&gt;.
3086
3087 To make a real tough spellcasting monster, the rate of spellpoint
3088 regeneration is most important. If your monster is still not casting
3089 fast enough, give it the spell-ability of "regenerate mana".
3090 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3091 </attribute>
3092 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3093 Click on the &lt;attuned paths&gt; button to select spellpaths.
3094 The creature will get attuned to the specified spellpaths.
3095 </attribute>
3096 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3097 Click on the &lt;repelled paths&gt; button to select spellpaths.
3098 The creature will get repelled to the specified spellpaths.
3099 </attribute>
3100 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3101 Click on the &lt;denied paths&gt; button to select spellpaths.
3102 The creature won't be able to cast spells of the specified paths.
3103 </attribute>
3104 </section>
3105
3106 <section name="ability">
3107 <attribute arch="Int" editor="detect hidden" type="int">
3108 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3109 hidden/invisible creatures. Higher values make for better
3110 detection-skills. Enabling &lt;see invisible&gt; makes this value
3111 obsolete.
3112 </attribute>
3113 <attribute arch="see_invisible" editor="see invisible" type="bool">
3114 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3115 with by invisible or hiding players. This flag is a must-have
3116 for high-level monsters. When a monster is unable to detect
3117 invisible players, it can be killed without fighting back.
3118 </attribute>
3119 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3120 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3121 by spells of darkness or dark maps. This flag is a "should-have"
3122 for high-level monsters. When a monster is unable to see in
3123 darkness, players can cast darkness and sneak around it safely.
3124 </attribute>
3125 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3126 Monster is able to wield weapon type objects.
3127 </attribute>
3128 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3129 Monster is able to use missile-weapon type objects.
3130 </attribute>
3131 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3132 Monster is able to wear protective equipment like brestplate
3133 armour, shields, helmets etc.
3134 </attribute>
3135 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3136 Monster is able to wear rings.
3137 </attribute>
3138 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3139 Monster is able to use wands and staves.
3140 </attribute>
3141 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3142 Monster is able to use rods.
3143 </attribute>
3144 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3145 Monster is able to read scrolls.
3146 </attribute>
3147 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3148 Monster is able to use skills from it's inventory.
3149 For example, you can put a throwing skill object and some
3150 boulders into the monster's object and set &lt;can use skills&gt;.
3151 </attribute>
3152 </section>
3153
3154 <section name="behave">
3155 <attribute arch="monster" editor="monster behaviour" type="bool">
3156 When &lt;monster behaviour&gt; is enabled, this object will behave
3157 like a monster: It can move and attack enemies (which are
3158 typically players).
3159 This flag should be set for all monsters as-such.
3160 Monsters which don't move, like guards, should also have
3161 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3162 It should *not* be set for things like immobile generators.
3163 </attribute>
3164 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3165 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3166 </attribute>
3167 <attribute arch="friendly" editor="friendly" type="bool">
3168 &lt;friendly&gt; monsters help the player, attacking any
3169 non-friendly monsters in range.
3170 </attribute>
3171 <attribute arch="stand_still" editor="stand still" type="bool">
3172 Monsters which &lt;stand still&gt; won't move to leave their position.
3173 When agressive, they will attack all enemies who get close to
3174 them. This behaviour is commonly known from castle guards.
3175
3176 In older versions of Crossfire it was possible to eventually
3177 push a &lt;stand still&gt;-monster out of position by force.
3178 I believe this is no longer possible. Neverthless, you should
3179 still be cautious when lining up &lt;stand still&gt;-monster in order
3180 to "defend" something: Such monsters are rather easy to kill.
3181 It's good for low level maps, but not much more.
3182 </attribute>
3183 <attribute arch="sleep" editor="asleep" type="bool">
3184 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3185 &lt;sensing range&gt; of the monster. Usually the sensing range is
3186 larger than the players line of sight. Due to that, in most cases
3187 the player won't ever notice weither a monster was asleep or not.
3188 </attribute>
3189 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3190 This entry defines which kinds of environment actions the
3191 creature is able to perform.
3192 </attribute>
3193 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3194 Click on the &lt;pick up&gt; button and select which types of objects
3195 the creature should try to pick up.
3196
3197 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3198 etc are set, then the creature will pick up the matching items even
3199 if this is not set here.
3200 </attribute>
3201 <attribute arch="Wis" editor="sensing range" type="int">
3202 &lt;sensing range&gt; determines how close a player needs to be before
3203 the creature wakes up. This is done as a square, for reasons of speed.
3204 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3205 11x11 square of the monster will wake the monster up. If the player
3206 has stealth, the size of this square is reduced in half plus 1.
3207 </attribute>
3208 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3209 If this is set to default, the standard mode of movement will be used.
3210 </attribute>
3211 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3212 This movement is not in effect when the monster has an enemy and should
3213 only be used for non agressive monsters.
3214 </attribute>
3215 <attribute arch="run_away" editor="run at % health" type="int">
3216 This is a percentage value in the range 0-100.
3217 When the monster's health points drop below this percentage
3218 (relative to max health), it attempts to run away from the
3219 attacker.
3220 </attribute>
3221 </section>
3222
3223 <section name="resistance">
3224 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3225 </attribute>
3226 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3227 </attribute>
3228 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3229 </attribute>
3230 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3231 </attribute>
3232 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3233 </attribute>
3234 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3235 </attribute>
3236 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3237 </attribute>
3238 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3239 </attribute>
3240 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3241 </attribute>
3242 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3243 </attribute>
3244 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3245 </attribute>
3246 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3247 </attribute>
3248 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3249 </attribute>
3250 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3251 </attribute>
3252 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3253 </attribute>
3254 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3255 </attribute>
3256 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3257 </attribute>
3258 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3259 </attribute>
3260 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3261 </attribute>
3262 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3263 </attribute>
3264 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3265 </attribute>
3266 </section>
3267 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3268 </attribute>
3269 </type>
3270
3271 <!--####################################################################-->
3272 <type number="28" name="Monster (Grimreaper)">
3273 <import_type name="Monster &amp; NPC" />
3274 <ignore>
3275 <attribute arch="material" />
3276 <attribute arch="name_pl" />
3277 <attribute arch="nrof" />
3278 <attribute arch="value" />
3279 <attribute arch="unpaid" />
3280 </ignore>
3281 <description><![CDATA[
3282 A grimreaper is a monster that vanishes after it did some number of
3283 draining attacks. ]]> <!-- XXX: is this ok? -->
3284 </description>
3285 <section name="grimreaper">
3286 <attribute arch="value" editor="attacks" type="int">
3287 The object vanishes after this number of draining attacks.
3288 </attribute>
3289 </section>
3290 </type>
3291
3292 <!--####################################################################-->
3293 <type number="65" name="Mood Floor">
3294 <ignore>
3295 <ignore_list name="system_object" />
3296 </ignore>
3297 <description><![CDATA[
3298 As the name implies, mood floors can change the "mood" of
3299 a monsters/NPC. For example, an unagressive monster could be
3300 turned mad to start attacking. Similar, an agressive monster
3301 could be calmed. ]]>
3302 </description>
3303 <use><![CDATA[
3304 Mood floors are absolutely cool for NPC interaction. To make an
3305 unaggressive monster/NPC attack, put a creator with "other_arch
3306 furious_floor" under it. Connect the creator to a magic_ear, so the
3307 player speaks a keyword like "stupid sucker" - and the monster attacks.
3308 <br><br>
3309 To turn an NPC into a pet, put a charm_floor under it and connect
3310 it directly to a magic_ear. Then the player speaks a keyword like
3311 "help me" - and the NPC joins him as pet.
3312 <br><br>
3313 (Of course you must always give clear hints about keywords!
3314 And there is no reason why you couldn't use a button/lever/pedestal
3315 etc. instead of a magic_ear.) ]]>
3316 </use>
3317 <attribute arch="no_pick" value="1" type="fixed" />
3318 <attribute arch="last_sp" editor="mood" type="list_mood">
3319 &lt;mood&gt; is used to determine what will happen to the
3320 monster when affected by the mood floor:
3321
3322 &lt;mood&gt; 'furious': Makes all monsters aggressive
3323
3324 &lt;mood&gt; 'angry': As above but pets are unaffected
3325
3326 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3327
3328 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3329
3330 &lt;mood&gt; 'charm': Turns monster into a pet of person
3331 who triggers the square. This setting is not
3332 enabled for continous operation, you need to
3333 insert a &lt;connection&gt; value!
3334 </attribute>
3335 <attribute arch="connected" editor="connection" type="int">
3336 This should only be set in combination with &lt;mood number&gt; 4.
3337 Normally, monsters are affected by the mood floor as soon as they
3338 step on it. But charming (monster -&gt; pet) is too powerful,
3339 so it needs to be activated.
3340
3341 Typically it is connected to an altar, for buying a "hireling".
3342 But a powerful pet could as well be the reward for solving a
3343 quest. Or even better: It could be *part* of a quest!
3344 </attribute>
3345 <attribute arch="no_magic" editor="no spells" type="bool">
3346 If enabled, it is impossible for players to use (wizard-)
3347 spells on that spot.
3348 </attribute>
3349 <attribute arch="damned" editor="no prayers" type="bool">
3350 If enabled, it is impossible for players to use prayers
3351 on that spot. It also prevents players from saving.
3352 </attribute>
3353 </type>
3354
3355 <!--####################################################################-->
3356 <type number="40" name="Mover">
3357 <ignore>
3358 <ignore_list name="non_pickable" />
3359 </ignore>
3360 <description><![CDATA[
3361 Movers move the objects above them. However, only living objects
3362 are affected (monsters/NPCs always, players optional). Movers have
3363 a direction, so players can be made to move in a pattern, and so
3364 can monsters. Motion is involuntary. Additionally, players or
3365 monsters can be "frozen" while ontop of movers so that they MUST
3366 move along a chain of them.
3367 <br><br>
3368 Multisquare monsters can be moved as well, given
3369 enough space. Movers are usually invisible. ]]>
3370 </description>
3371 <use><![CDATA[
3372 NEVER EVER consider a mover being unpassable in the backwards
3373 direction. Setting "forced movement" makes it seemingly impossible
3374 but there is still a trick: One player can push a second player
3375 past the mover, in opposite to the mover's direction! The more
3376 movers, the more players needed. Hence, don't make a treasure
3377 room that is surrounded by movers instead of solid walls/gates.
3378 <br><br>
3379 Btw, it does not make a difference putting movers above or
3380 below the floor. Moreover, movers that are set to be invisible
3381 cannot be discovered with the show_invisible spell.
3382 <br><br>
3383 Note that Movers and Directors are seperate objects, even though
3384 they look and act similar. Directors only do spells/missiles,
3385 while movers only do living creatures (depending on how it
3386 is set: monsters and players). ]]>
3387 </use>
3388 <attribute arch="attacktype" editor="forced movement" type="bool">
3389 If forced movement is enabled, the mover "freezes" anyone it
3390 moves (so they are forced to move along a chain).
3391 For players there is no way to escape this forced movement,
3392 except being pushed by a second player.
3393 </attribute>
3394 <attribute arch="maxsp" editor="freeze duration" type="int">
3395 The player will be "frozen" for that many moves.
3396 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3397 enabled, then &lt;freeze duration&gt; gets assigned the
3398 "default value" 2 automatically.
3399 </attribute>
3400 <attribute arch="speed" editor="movement speed" type="float">
3401 The movement speed value determines how fast a chain of
3402 these movers will push a player along (default is -0.2).
3403 </attribute>
3404 &speed_left;
3405 <attribute arch="sp" editor="direction" type="list_direction">
3406 The mover will push creatures in the specified &lt;direction&gt;.
3407 A mover with direction set to &lt;none&gt; will spin clockwise,
3408 thus pushing creatures in unpredictable directions.
3409 </attribute>
3410 <attribute arch="lifesave" editor="gets used up" type="bool">
3411 If enabled, the mover gets "used up" after a certain number of moves
3412 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3413 </attribute>
3414 <attribute arch="hp" editor="number of uses" type="int">
3415 This value has only a meaning if &lt;gets used up&gt; is set:
3416 &lt;number of uses&gt; is the number of times minus one, that it
3417 will move a creature before disappearing. (It will move
3418 someone &lt;number of uses&gt;+1 times, then vanish).
3419 </attribute>
3420 <section name="targets">
3421 <attribute arch="level" editor="move players" type="bool">
3422 If &lt;move players&gt; is enabled, both players and monsters will be
3423 moved. In the arches' default it is disabled - thus ONLY monsters
3424 get moved. Remember that "monsters" includes NPCs!
3425
3426 This feature provides you with the possibility to make NPCs
3427 literally "come to life". Example: The player is talking with an
3428 NPC, speaking a certain keyword. This triggers a magic_ear and
3429 activates creators, creating (per default: monster-only) movers
3430 under the NPC's feet. The NPC starts "walking" on a predefined
3431 route! Note that it's useful to set this NPC immune to everything,
3432 preventing the player to push the NPC off his trace.
3433 </attribute>
3434 <attribute arch="move_on" editor="movement type" type="movement_type">
3435 Which movement types activate the mover.
3436 </attribute>
3437 </section>
3438 </type>
3439
3440 <!--####################################################################-->
3441 <type number="17" name="Pedestal">
3442 <ignore>
3443 <ignore_list name="non_pickable" />
3444 </ignore>
3445 <description><![CDATA[
3446 Pedestals are designed to detect certain types of living objects.
3447 When a predefined type of living creature steps on the pedestal, the
3448 connected value is triggered. ]]>
3449 </description>
3450 <use><![CDATA[
3451 If you want to create a place where only players of a certain race
3452 can enter, put a teleporter over your pedestal. So the teleporter is
3453 only activated for players of the matching race. Do not use gates,
3454 because many other players could sneak in. If you put powerful
3455 artifacts into such places, generally set "startequip 1", so that
3456 they are preserved for that one race and can't be traded to others. ]]>
3457 </use>
3458 <attribute arch="no_pick" value="1" type="fixed" />
3459 <attribute arch="slaying" editor="match race" type="string">
3460 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3461 matches the monster's or the player's race, we have a match.
3462 Yes, pedestals can detect a player's race! E.g. you could create a
3463 place where only fireborns can enter, by setting "slaying unnatural".
3464
3465 If it is set to "player", any player stepping on the pedestal
3466 is a match. Very useful if you want to open a gate for players
3467 but not for monsters.
3468 </attribute>
3469 <attribute arch="connected" editor="connection" type="int">
3470 When the pedestal is triggered, all objects with the same
3471 connection value get activated.
3472 </attribute>
3473 &move_on;
3474 </type>
3475
3476 <!--####################################################################-->
3477 <type number="94" name="Pit">
3478 <ignore>
3479 <ignore_list name="non_pickable" />
3480 </ignore>
3481 <description><![CDATA[
3482 Pits are holes, transporting the player when he walks (and falls) into them.
3483 A speciality about pits is that they don't transport the player to
3484 the exact destination, but within a two-square radius of the destination
3485 (never on blocked squares).<br>
3486 Optionally, pits can get closed and opened, similar to gates.<br><br>
3487 Monsters and items are affected by pits just as well as players.
3488 Even multipart monsters can fall through them, given enough space. ]]>
3489 </description>
3490 <use><![CDATA[
3491 Pits can add interesting effects to your map. When using them, make
3492 sure to use them in a "logical way": Pits should always drop the
3493 player to some kind of lower level. They should not be used to
3494 randomly interconnect maps like teleporters do. ]]>
3495 </use>
3496 <attribute arch="no_pick" value="1" type="fixed" />
3497 <attribute arch="connected" editor="connection" type="int">
3498 When a &lt;connection&gt; value is set, the pit can be opened/closed
3499 by activating the connection.
3500 </attribute>
3501 &activate_on;
3502 <attribute arch="hp" editor="destination X" type="int">
3503 The pit will transport creatures (and items) randomly into a two-square
3504 radius of the destination coordinates.
3505 If the destination square becomes blocked, the pit will act like
3506 being filled up and not work anymore!
3507 </attribute>
3508 <attribute arch="sp" editor="destination Y" type="int">
3509 The pit will transport creatures (and items) randomly into a two-square
3510 radius of the destination coordinates.
3511 If the destination square becomes blocked, the pit will act like
3512 being filled up and not work anymore!
3513 </attribute>
3514 <attribute arch="wc" editor="position state" type="int">
3515 The &lt;position state&gt; defines the position of the gate:
3516 Zero means completely open/down, the "number of animation-steps" (usually
3517 about 6 or 7) means completely closed/up state. I suggest you don't
3518 mess with this value - Leave the default in place.
3519 </attribute>
3520 &move_on;
3521 </type>
3522
3523 <!--####################################################################-->
3524 <type number="7" name="Poison Food">
3525 <description><![CDATA[
3526 When eating, the player's stomache is drained by 1/4 of food.
3527 If his food drops to zero, the player might even die. ]]>
3528 </description>
3529 </type>
3530
3531 <!--####################################################################-->
3532 <type number="5" name="Potion">
3533 <description><![CDATA[
3534 The player can drink these and gain various kinds of benefits
3535 (/penalties) by doing so. ]]>
3536 </description>
3537 <use><![CDATA[
3538 One potion should never give multiple benefits at once. ]]>
3539 </use>
3540 <attribute arch="level" editor="potion level" type="int">
3541 If the potion contains a spell, the spell is cast at this level.
3542 For other potions it should be set at least to 1.
3543 </attribute>
3544 <attribute arch="sp" editor="spell" type="spell">
3545 When a player drinks this potion, the selected spell
3546 will be casted (once). This should work for any given spell.
3547 E.g. heal is "sp 35", magic power is "sp 67".
3548 </attribute>
3549 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3550 There are two types of special effects for potions:
3551 'life restoration' - restore the player's stats lost by death or draining
3552 (this has nothing in common with the restoration spell!)
3553 'improvement' - increase the player's maximum health/mana/grace
3554 by a very small amount.
3555 </attribute>
3556 <attribute arch="cursed" editor="cursed" type="bool">
3557 If a potion is cursed, benefits generally turn into penalties.
3558 Note that potions can be "uncursed" by praying over an altar,
3559 with relative ease. *But* the potion must be identified to notice
3560 that it is cursed &gt;:)
3561 </attribute>
3562 <attribute arch="startequip" editor="godgiven item" type="bool">
3563 A godgiven item vanishes as soon as the player
3564 drops it to the ground.
3565 </attribute>
3566 <section name="stats">
3567 <attribute arch="Str" editor="strength" type="int">
3568 The player's strentgh will rise/fall by the given value for permanent
3569 (of course there is an upper limit). Generally there shouldn't be stat
3570 potions granting more than one stat. Cursed potions will subtract the
3571 stats if positive.
3572 </attribute>
3573 <attribute arch="Dex" editor="dexterity" type="int">
3574 The player's dexterity will rise/fall by the given value for permanent
3575 (of course there is an upper limit). Generally there shouldn't be stat
3576 potions granting more than one stat. Cursed potions will subtract the
3577 stats if positive.
3578 </attribute>
3579 <attribute arch="Con" editor="constitution" type="int">
3580 The player's constitution will rise/fall by the given value for permanent
3581 (of course there is an upper limit). Generally there shouldn't be stat
3582 potions granting more than one stat. Cursed potions will subtract the
3583 stats if positive.
3584 </attribute>
3585 <attribute arch="Int" editor="intelligence" type="int">
3586 The player's intelligence will rise/fall by the given value for permanent
3587 (of course there is an upper limit). Generally there shouldn't be stat
3588 potions granting more than one stat. Cursed potions will subtract the
3589 stats if positive.
3590 </attribute>
3591 <attribute arch="Pow" editor="power" type="int">
3592 The player's power will rise/fall by the given value for permanent
3593 (of course there is an upper limit). Generally there shouldn't be stat
3594 potions granting more than one stat. Cursed potions will subtract the
3595 stats if positive.
3596 </attribute>
3597 <attribute arch="Wis" editor="wisdom" type="int">
3598 The player's wisdom will rise/fall by the given value for permanent
3599 (of course there is an upper limit). Generally there shouldn't be stat
3600 potions granting more than one stat. Cursed potions will subtract the
3601 stats if positive.
3602 </attribute>
3603 <attribute arch="Cha" editor="charisma" type="int">
3604 The player's charisma will rise/fall by the given value for permanent
3605 (of course there is an upper limit). Generally there shouldn't be stat
3606 potions granting more than one stat. Cursed potions will subtract the
3607 stats if positive.
3608 </attribute>
3609 </section>
3610 <section name="resistance">
3611 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3612 The player's resistance to physical will rise by this value in percent
3613 (range -100 till +100). The effect is only temporare, and it does NOT
3614 add on the values from the player's equipment.
3615 Cursed potions will make negative resistance.. very nasty in combat!
3616 </attribute>
3617 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3618 The player's resistance to magic will rise by this value in percent
3619 (range -100 till +100). The effect is only temporare, and it does NOT
3620 add on the values from the player's equipment.
3621 Cursed potions will make negative resistance.. very nasty in combat!
3622 </attribute>
3623 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3624 The player's resistance to fire will rise by this value in percent
3625 (range -100 till +100). The effect is only temporare, and it does NOT
3626 add on the values from the player's equipment.
3627 Cursed potions will make negative resistance.. very nasty in combat!
3628 </attribute>
3629 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3630 The player's resistance to electricity will rise by this value in percent
3631 (range -100 till +100). The effect is only temporare, and it does NOT
3632 add on the values from the player's equipment.
3633 Cursed potions will make negative resistance.. very nasty in combat!
3634 </attribute>
3635 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3636 The player's resistance to cold will rise by this value in percent
3637 (range -100 till +100). The effect is only temporare, and it does NOT
3638 add on the values from the player's equipment.
3639 Cursed potions will make negative resistance.. very nasty in combat!
3640 </attribute>
3641 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3642 The player's resistance to acid will rise by this value in percent
3643 (range -100 till +100). The effect is only temporare, and it does NOT
3644 add on the values from the player's equipment.
3645 Cursed potions will make negative resistance.. very nasty in combat!
3646 </attribute>
3647 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3648 The player's resistance to confusion will rise by this value in percent
3649 (range -100 till +100). The effect is only temporare, and it does NOT
3650 add on the values from the player's equipment.
3651 Cursed potions will make negative resistance.. very nasty in combat!
3652 </attribute>
3653 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3654 The player's resistance to weaponmagic will rise by this value in percent
3655 (range -100 till +100). The effect is only temporare, and it does NOT
3656 add on the values from the player's equipment.
3657 Cursed potions will make negative resistance.. very nasty in combat!
3658 </attribute>
3659 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3660 The player's resistance to paralyze will rise by this value in percent
3661 (range -100 till +100). The effect is only temporare, and it does NOT
3662 add on the values from the player's equipment.
3663 Cursed potions will make negative resistance.. very nasty in combat!
3664 </attribute>
3665 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3666 The player's resistance to draining will rise by this value in percent
3667 (range -100 till +100). The effect is only temporare, and it does NOT
3668 add on the values from the player's equipment.
3669 Cursed potions will make negative resistance.. very nasty in combat!
3670 </attribute>
3671 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3672 The player's resistance to depletion will rise by this value in percent
3673 (range -100 till +100). The effect is only temporare, and it does NOT
3674 add on the values from the player's equipment.
3675 Cursed potions will make negative resistance.. very nasty in combat!
3676 </attribute>
3677 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3678 The player's resistance to poison will rise by this value in percent
3679 (range -100 till +100). The effect is only temporare, and it does NOT
3680 add on the values from the player's equipment.
3681 Cursed potions will make negative resistance.. very nasty in combat!
3682 </attribute>
3683 </section>
3684 </type>
3685
3686 <!--####################################################################-->
3687 <type number="156" name="Power Crystal">
3688 <description><![CDATA[
3689 Power crystals can store a player's mana:
3690 When the player applies the crystal with full mana, half of
3691 it flows into the crystal. When the player applies it with
3692 lacking mana, the crystal replenishes the player's mana. ]]>
3693 </description>
3694 <attribute arch="sp" editor="initial mana" type="int">
3695 &lt;initial mana&gt; is the amount of spellpoints that the
3696 crystal holds when the map is loaded.
3697 </attribute>
3698 <attribute arch="maxsp" editor="mana capacity" type="int">
3699 The &lt;mana capacity&gt; defines how much mana can be stored
3700 in the crystal. This is what makes the crystal interesting.
3701 Wizard-players will always seek for crystals with large
3702 capacities.
3703 </attribute>
3704 </type>
3705
3706 <!--####################################################################-->
3707 <type number="13" name="Projectile">
3708 <description><![CDATA[
3709 Projectiles like arrows/crossbow bolts are used as ammunition
3710 for shooting weapons.
3711 <br><br>
3712 It's very easy to add new pairs of weapons &amp; projectiles.
3713 Just set matching &lt;ammunition class&gt; both for shooting
3714 weapon and projectile. ]]>
3715 </description>
3716 <use><![CDATA[
3717 If you want to create new kinds of projectiles, you could
3718 add an alchemical receipe to create these.
3719
3720 Don't create new pairs of weapons &amp; projectiles unless
3721 they really fullfill a useful purpose. In fact, even bows
3722 and crossbows are rarely ever used. ]]>
3723 </use>
3724 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3725 This number is a bitmask, specifying the projectile's attacktypes.
3726 Attacktypes are: physical, magical, fire, cold.. etc.
3727 This works identical to melee weapons. Note that shooting
3728 weapons cannot have attacktypes.
3729 </attribute>
3730 <attribute arch="race" editor="ammunition class" type="string">
3731 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3732 these projectiles. For arrows set "arrows", for crossbow bolts
3733 set "crossbow bolts" (big surprise).
3734
3735 In certain cases, the ammunition class is displayed in the game.
3736 Hence, when you create a new ammunition class, choose an
3737 intuitive name like "missiles", "spirit bolts" - whatever.
3738
3739 You can also make special containers holding these projectiles
3740 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3741 </attribute>
3742 <attribute arch="slaying" editor="slaying race" type="string">
3743 Slaying means the weapon does tripple (3x) damage to monsters
3744 of the specified race. If &lt;slaying race&gt; matches an arch name,
3745 only monsters of that archtype receive tripple damage.
3746 Tripple damage is very effective.
3747 </attribute>
3748 <attribute arch="dam" editor="damage" type="int">
3749 The projectile &lt;damage&gt; significantly affects the damage
3750 done. Damage can be further increased by the shooting
3751 weapon's attributes.
3752 </attribute>
3753 <attribute arch="wc" editor="weaponclass" type="int">
3754 This value is supposed to be the base &lt;weaponclass&gt;,
3755 but it seems to have rather little effect.
3756 High values are good here, low values bad.
3757 </attribute>
3758 <attribute arch="food" editor="chance to break" type="int">
3759 The &lt;chance to break&gt; defines the breaking probability when this
3760 projectile hits an obstacle, e.g. wall or monster.
3761 The value is the %-chance to break, ranging from 0 (never breaking)
3762 to 100 (breaking at first shot).
3763 </attribute>
3764 <attribute arch="magic" editor="magic bonus" type="int">
3765 Magic bonus increases chance to hit and damage a little bit.
3766 </attribute>
3767 <attribute arch="unique" editor="unique item" type="bool">
3768 Unique items exist only one time on a server. If the item
3769 is taken, lost or destroyed - it's gone for good.
3770 </attribute>
3771 <attribute arch="startequip" editor="godgiven item" type="bool">
3772 A godgiven item vanishes as soon as the player
3773 drops it to the ground.
3774 </attribute>
3775 <attribute arch="no_drop" editor="don't drop" type="bool">
3776 When a monster carries a projectile with &lt;don't drop&gt;,
3777 this item will never drop to the ground but
3778 vanish instead. If this object is shot, it can still drop
3779 after hitting an obstacle. You can prevent this by
3780 setting &lt;chance to break&gt; 100.
3781 </attribute>
3782 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3783 This text may describe the projectile. This
3784 could be nice for very special ones.
3785 </attribute>
3786 </type>
3787
3788 <!--####################################################################-->
3789 <type number="70" name="Ring">
3790 <import_type name="Amulet" />
3791 <description><![CDATA[
3792 Rings are worn on the hands - one ring each.
3793 Wearing rings, the object's stats will directly be inherited to
3794 the player. Usually enhancing his spellcasting potential. ]]>
3795 </description>
3796 <use><![CDATA[
3797 When you create an artifact ring, never forget that players can
3798 wear <B>two</B> rings! Due to that it is extremely important to
3799 keep rings in balance with the game.
3800 <br><br>
3801 Also keep in mind that rings are generally the wizard's tools.
3802 They should primarily grant bonuses to spellcasting abilities
3803 and non-physical resistances. ]]>
3804 </use>
3805 </type>
3806
3807 <!--####################################################################-->
3808 <type number="3" name="Rod">
3809 <ignore>
3810 <attribute arch="title" />
3811 </ignore>
3812 <description><![CDATA[
3813 A rod contains a spell. The player can use this spell by applying and
3814 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3815 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3816 used endlessly. ]]>
3817 </description>
3818 <use><![CDATA[
3819 Rods with healing/curing spells are extremely powerful. Usually, potions have
3820 to be used for that purpose. Though, potions are expensive and only good for
3821 one-time-use.<br> ]]>
3822 </use>
3823 <attribute arch="sp" editor="spell" type="spell">
3824 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3825 rods to players, since they can be used endlessly without any mana cost!
3826 Rods with heal/ restoration/ protection spells, IF available, MUST be
3827 very very VERY hard to get!
3828 </attribute>
3829 <attribute arch="level" editor="casting level" type="int">
3830 The casting level of the &lt;spell&gt; determines it's power.
3831 For attack spells, level should be set to something reasonable.
3832 </attribute>
3833 <attribute arch="hp" editor="initial spellpoints" type="int">
3834 This value represents the initial amount of spellpoints in the rod.
3835 Naturally, this is quite unimportant.
3836 </attribute>
3837 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3838 When the rod is fully charged up, it will hold this maximum amount of
3839 spellpoints. Make sure it is enough to cast the contained spell at least
3840 once. But don't set the value too high, as that might make the rod
3841 too effective.
3842 </attribute>
3843 <attribute arch="startequip" editor="godgiven item" type="bool">
3844 A godgiven item vanishes as soon as the player
3845 drops it to the ground.
3846 </attribute>
3847 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3848 This text may contain a description of the rod.
3849 </attribute>
3850 </type>
3851
3852 <!--####################################################################-->
3853 <type number="154" name="Rune">
3854 <ignore>
3855 <attribute arch="no_pick" />
3856 <attribute arch="title" />
3857 <attribute arch="name_pl" />
3858 <attribute arch="weight" />
3859 <attribute arch="value" />
3860 <attribute arch="material" />
3861 <attribute arch="unpaid" />
3862 </ignore>
3863 <description><![CDATA[
3864 A rune is a magical enscription on the dungeon floor.
3865 <br><br>
3866 Runes hit any monster or person who steps on them for 'dam' damage in
3867 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3868 and will cast this spell when it detonates. Yet another kind is the
3869 "summoning rune", summoning predefined monsters of any kind, at detonation.
3870 <br><br>
3871 Many runes are already defined in the archetypes. ]]>
3872 </description>
3873 <use><![CDATA[
3874 Avoid monsters stepping on your runes. For example, summoning runes
3875 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3876 </use>
3877 <attribute arch="no_pick" value="1" type="fixed" />
3878 &move_on;
3879 <attribute arch="level" editor="rune level" type="int">
3880 This value sets the level the rune will cast the spell it contains at,
3881 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3882 (&lt;rune level&gt; 0 runes won't detonate at all!)
3883
3884 Level Also effects how easily a rune may be found and disarmed, and
3885 how much experience the player gets for doing so. Beware: High level
3886 runes can be quite a cheap source of experience! So either make them
3887 tough, or keep the level low.
3888 </attribute>
3889 <attribute arch="Cha" editor="visibility" type="int">
3890 This value determines what fraction of the time the rune is visible:
3891 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3892 how easily the rune may be found.
3893 </attribute>
3894 <attribute arch="hp" editor="number of charges" type="int">
3895 The rune will detonate &lt;number of charges&gt; times before disappearing.
3896 </attribute>
3897 <attribute arch="dam" editor="direct damage" type="int">
3898 &lt;direct damage&gt; specifies how much damage is done by the rune,
3899 if it doesn't contain a spell. This should be set in reasonable
3900 relation to the rune's level.
3901 </attribute>
3902 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3903 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3904 attribute defines what attacktype to use for direct damage when
3905 the rune detonates.
3906 </attribute>
3907 <section name="spellcraft">
3908 <attribute arch="sp" editor="spell" type="spell">
3909 The selected &lt;spell&gt; defines the spell in the rune, if any.
3910 (Many runes do direct damage).
3911 </attribute>
3912 <attribute arch="slaying" editor="spell name" type="string">
3913 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3914 but if present, overrides the &lt;spell&gt; setting.
3915 </attribute>
3916 <attribute arch="other_arch" editor="spell arch" type="string">
3917 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3918 is optional, but if present, overrides the &lt;spell&gt; setting.
3919 You can choose any of the existing arches.
3920 </attribute>
3921 <attribute arch="maxsp" editor="direction" type="list_direction">
3922 If set, the rune will cast it's containing spell (if any) in
3923 this &lt;direction&gt;.In most cases this appears useless because
3924 the spell directly hits the player.
3925 </attribute>
3926 <attribute arch="race" editor="summon monster" type="string">
3927 If this is set to the arch name of any monster, together with
3928 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3929 of those on detonation. (dam and attacktype will still be ignored
3930 in this case). Runes are even capable of summoning multi-square
3931 monsters, given enough space. You'd better test it though.
3932 </attribute>
3933 <attribute arch="maxhp" editor="summon amount" type="int">
3934 This should only be set to a summoning rune. It will then summon
3935 that many creatures of the kind &lt;summon monster&gt;.
3936 </attribute>
3937 </section>
3938 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3939 When the rune detonates, this text is displayed to the
3940 victim. For especially powerful runes, create an appropriate
3941 thrilling description. ;)
3942 </attribute>
3943 </type>
3944
3945 <!--####################################################################-->
3946 <type number="106" name="Savebed">
3947 <ignore>
3948 <ignore_list name="non_pickable" />
3949 </ignore>
3950 <description><![CDATA[
3951 When the player applies a savebed, he is not only saved. Both his
3952 respawn-after-death and his word-of-recall positions are pointing
3953 to the last-applied savebed. ]]>
3954 </description>
3955 <use><![CDATA[
3956 Put savebed locations in towns, do not put them into dungeons.
3957 It is absolutely neccessary that a place with savebeds is 100% secure.
3958 That means:
3959 <UL>
3960 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3961 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3962 <LI> Insert a relyable exit! Make sure there is no possibility that
3963 players get trapped in a savebed location.
3964 <LI> If possible, mark the whole site as no-spell area (Insert this
3965 arch called "dungeon_magic" everywhere). This is not required,
3966 but it makes the place much more safe.
3967 </UL> ]]>
3968 </use>
3969 <attribute arch="no_pick" value="1" type="fixed" />
3970 <attribute arch="no_magic" value="1" type="fixed" />
3971 <attribute arch="damned" value="1" type="fixed" />
3972 </type>
3973
3974 <!--####################################################################-->
3975 <type number="111" name="Scroll">
3976 <ignore>
3977 <attribute arch="title" />
3978 </ignore>
3979 <description><![CDATA[
3980 Scrolls contain spells (similar to spell-potions). Unlike potions,
3981 scrolls require a certain literacy skill to read successfully.
3982 Accordingly, for a successful reading, a small amount of
3983 experience is gained. Scrolls allow only one time usage, but
3984 usually they are sold in bulks. ]]>
3985 </description>
3986 <use><![CDATA[
3987 For low level quests, scrolls of healing/curing-spells
3988 can be a nice reward. At higher levels, scrolls become less
3989 and less useful. ]]>
3990 </use>
3991 <attribute arch="level" editor="casting level" type="int">
3992 The spell of the scroll will be casted at this level.
3993 This value should always be set, at least to 1.
3994 </attribute>
3995 <attribute arch="sp" editor="spell" type="spell">
3996 When a player/monster applies this scroll, the selected &lt;spell&gt;
3997 will be casted (once). This should work for any given spell.
3998 </attribute>
3999 <attribute arch="startequip" editor="godgiven item" type="bool">
4000 A godgiven item vanishes as soon as the player
4001 drops it to the ground.
4002 </attribute>
4003 </type>
4004
4005 <!--####################################################################-->
4006 <type number="33" name="Shield">
4007 <import_type name="Amulet" />
4008 <description><![CDATA[
4009 Wearing a shield, the object's stats will directly be inherited to
4010 the player. Shields usually provide good defense, only surpassed
4011 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4012 </description>
4013 <use><![CDATA[
4014 Feel free to create your own special artifacts. However, it is very
4015 important that you keep your artifact in balance with existing maps. ]]>
4016 </use>
4017 <attribute arch="magic" editor="magic bonus" type="int">
4018 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4019 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4020 than direct armour-class bonus on the shield.
4021 </attribute>
4022 </type>
4023
4024 <!--####################################################################-->
4025 <type number="14" name="Shooting Weapon">
4026 <description><![CDATA[
4027 Shooting weapons like bows/crossbows are used to shoot projectiles
4028 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4029 wielded both at the same time. Like with any other equipment,
4030 stats/bonuses from shooting weapons are directly inherited to the player.
4031 <br><br>
4032 It's very easy to add new pairs of weapons &amp; projectiles.
4033 Just set matching &lt;ammunition class&gt; both for shooting
4034 weapon and projectile. ]]>
4035 </description>
4036 <use><![CDATA[
4037 Shooting weapons should not add bonuses in general. There's already
4038 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4039 Shooting weapons should especially not add bonuses to the player
4040 that have nothing to do with schooting. A Wisdom bonus on a bow
4041 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4042 - still crap. ]]>
4043 </use>
4044 <attribute arch="race" editor="ammunition class" type="string">
4045 Only projectiles with matching &lt;ammunition class&gt; can be fired
4046 with this weapon. For normal bows set "arrows", for normal
4047 crossbows set "crossbow bolts".
4048
4049 In certain cases, the ammunition class is displayed in the game.
4050 Hence, when you create a new ammunition class, choose an
4051 intuitive name like "missiles", "spirit bolts" - whatever.
4052 </attribute>
4053 <attribute arch="sp" editor="shooting speed" type="int">
4054 After shooting a projectile, the player is frozen for a short
4055 period of time (to prevent shooting arrows machine-gun-like).
4056 The greater &lt;shooting speed&gt;, the shorter this period of time.
4057 1 is minimum (=worst) and 100 is maximum (=best) value.
4058
4059 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4060 SET IT TO ZERO! (That would freeze the player for eternety).
4061 </attribute>
4062 <attribute arch="dam" editor="base damage" type="int">
4063 The &lt;base damage&gt; significantly affects the damage done
4064 by using this weapon. This damage is added to the projectile
4065 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4066 according to the player's strength is added.
4067 </attribute>
4068 <attribute arch="wc" editor="weaponclass" type="int">
4069 This value is supposed to be the base &lt;weaponclass&gt;,
4070 but it seems to have rather little effect.
4071 High values are good here, low values bad.
4072 </attribute>
4073 <attribute arch="item_power" editor="item power" type="int">
4074 The &lt;item power&gt; value measures how "powerful" an artifact is.
4075 Players will only be able to wear equipment with a certain total
4076 amount of &lt;item power&gt;, depending on their own level. This is the
4077 only way to prevent low level players to wear "undeserved" equipment
4078 (like gifts from other players or cheated items).
4079
4080 It is very important to adjust the &lt;item power&gt; value carefully
4081 for every artifact you create! If zero/unset, the CF server will
4082 calculate a provisional value at runtime, but this is never
4083 going to be an accurate measurement of &lt;item power&gt;.
4084 </attribute>
4085 <attribute arch="no_strength" editor="ignore strength" type="bool">
4086 Usually the player's strentgh takes effect on the damage
4087 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4088 the player's strength is ignored.
4089 </attribute>
4090 <attribute arch="damned" editor="damnation" type="bool">
4091 A damned shooting weapon cannot be unwielded unless
4092 the curse is removed. Removing damnations is
4093 a tick harder than removing curses.
4094 </attribute>
4095 <attribute arch="cursed" editor="curse" type="bool">
4096 A cursed shooting weapon cannot be unwielded unless
4097 the curse is removed.
4098 </attribute>
4099 <attribute arch="unique" editor="unique item" type="bool">
4100 Unique items exist only one time on a server. If the item
4101 is taken, lost or destroyed - it's gone for good.
4102 </attribute>
4103 <attribute arch="startequip" editor="godgiven item" type="bool">
4104 A godgiven item vanishes as soon as the player
4105 drops it to the ground.
4106 </attribute>
4107 <section name="stats">
4108 <attribute arch="Str" editor="strength" type="int">
4109 The player's strentgh will rise/fall by the given value
4110 while wearing this shooting weapon.
4111 </attribute>
4112 <attribute arch="Dex" editor="dexterity" type="int">
4113 The player's dexterity will rise/fall by the given value
4114 while wearing this shooting weapon.
4115 </attribute>
4116 <attribute arch="Con" editor="constitution" type="int">
4117 The player's constitution will rise/fall by the given value
4118 while wearing this shooting weapon.
4119 </attribute>
4120 <attribute arch="Int" editor="intelligence" type="int">
4121 The player's intelligence will rise/fall by the given value
4122 while wearing this shooting weapon.
4123 </attribute>
4124 <attribute arch="Pow" editor="power" type="int">
4125 The player's power will rise/fall by the given value
4126 while wearing this shooting weapon.
4127 </attribute>
4128 <attribute arch="Wis" editor="wisdom" type="int">
4129 The player's wisdom will rise/fall by the given value while
4130 wearing this shooting weapon.
4131 </attribute>
4132 <attribute arch="Cha" editor="charisma" type="int">
4133 The player's charisma will rise/fall by the given value
4134 while wearing this shooting weapon.
4135 </attribute>
4136 </section>
4137 <section name="bonus">
4138 <attribute arch="luck" editor="luck bonus" type="int">
4139 With positive luck bonus, the player is more likely to
4140 succeed in all sorts of things (spellcasting, praying,...).
4141 Unless the &lt;luck bonus&gt; is very high, the effect will be
4142 barely visible in-game. Luck bonus on one piece of equipment
4143 should never exceed 3, and such bonus should not be too
4144 frequently available.
4145 </attribute>
4146 <attribute arch="magic" editor="magic bonus" type="int">
4147 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4148 I'm not sure what exactly is increased - maybe weaponclass?
4149 However, &lt;magic bonus&gt; seems to have a little bit of positive
4150 influence on your chance to hit.
4151 </attribute>
4152 </section>
4153 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4154 This text describes the weapons's "story". Every decent artifact weapon
4155 should have such a description.
4156 </attribute>
4157 </type>
4158
4159 <!--####################################################################-->
4160 <type number="68" name="Shop Floor">
4161 <ignore>
4162 <ignore_list name="non_pickable" />
4163 </ignore>
4164 <description><![CDATA[
4165 Shop floor is used for shops. It acts like a combination of the
4166 common floor- and the treasure type: When the map is loaded,
4167 randomitems (depending on the setings) are generated on it.
4168 These items are all flagged as unpaid.
4169 When a player drops an item onto shop floor, the item becomes
4170 unpaid and the player receives payment according to the item's
4171 selling-value.
4172 Shopfloor always prevents magic (To hinder players from burning
4173 or freezing the goods). ]]>
4174 </description>
4175 <use><![CDATA[
4176 Tile your whole shop-interior space which shop floor.
4177 (That assures players receive payment for dropping items).
4178 Place shop mats to enter/leave the shop, and make sure
4179 there is no other exit than the shop mat. ]]>
4180 </use>
4181 <attribute arch="is_floor" value="1" type="fixed" />
4182 <attribute arch="no_pick" value="1" type="fixed" />
4183 <attribute arch="no_magic" value="1" type="fixed" />
4184 <attribute arch="auto_apply" editor="generate goods" type="bool">
4185 If enabled, items will appear on this square when the map is loaded.
4186 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4187 are generated. The items will be unpaid.
4188 </attribute>
4189 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4190 This entry determines what kind of treasure will appear, when
4191 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4192 for details about existing treasurelists.
4193 </attribute>
4194 <attribute arch="exp" editor="quality level" type="int">
4195 The &lt;quality level&gt; will be used for the quality of the generated
4196 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4197 doesn't need to be set, unless you want extraordinarily good/bad
4198 quality. If you want to make a shop with very high quality, meaybe
4199 charge an entrance fee, or make the shop hard-to-come-by.
4200 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4201 and appearance of artifact-items.
4202 </attribute>
4203 <attribute arch="damned" editor="no prayers" type="bool">
4204 If enabled, it is impossible for players to use prayers
4205 on that spot. It also prevents players from saving.
4206 (Remember that &lt;no magic&gt; is always set for shop floors.)
4207 </attribute>
4208 </type>
4209
4210 <!--####################################################################-->
4211 <type number="69" name="Shop Mat">
4212 <ignore>
4213 <ignore_list name="non_pickable" />
4214 </ignore>
4215 <description><![CDATA[
4216 Shop mats are used for entering/leaving shops. You should always
4217 have exactly TWO shop mats on your shop-map: One inside the
4218 "shopping-area" and one outside. Shop mats don't use exit paths/
4219 or -destinations. When stepping onto a shopmat the player gets beamed
4220 to the nearest other mat. If the player has unpaid items in his
4221 inventory, the price gets charged from his coins automatically.
4222 If the player has insufficient coins to buy his unpaid items, he
4223 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4224 </description>
4225 <use><![CDATA[
4226 As stated above, always place TWO shop mats into your shop.
4227 Not more and not less than that. ]]>
4228 </use>
4229 <attribute arch="no_pick" value="1" type="fixed" />
4230 &move_on;
4231 </type>
4232
4233 <!--####################################################################-->
4234 <type number="98" name="Sign &amp; MagicMouth">
4235 <ignore>
4236 <ignore_list name="non_pickable" />
4237 </ignore>
4238 <description><![CDATA[
4239 The purpose of a sign or magic_mouth is to display a certain message to
4240 the player. There are three ways to have the player get this message:
4241 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4242 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4243 </description>
4244 <use><![CDATA[
4245 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4246 some true roleplay feeling to your maps, support your storyline or give
4247 hints about hidden secrets/dangers. Place signs to provide the player
4248 with all kinds of useful information for getting along in your maps. ]]>
4249 </use>
4250 <attribute arch="connected" editor="connection" type="int">
4251 When a connection value is set, the message will be printed whenever
4252 the connection is triggered. This should be used in combination with
4253 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4254 If activating your magic_mouth this way, the message will not only be
4255 printed to one player, but all players on the current map.
4256 </attribute>
4257 &activate_on;
4258 &move_on;
4259 <attribute arch="food" editor="counter" type="int">
4260 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4261 (printing the message) only that many times. For signs this really shouldn't
4262 be used, while for magic_mouths it is extremely helpful.
4263 Monsters walking over the magic_mouth do not decrease the counter.
4264
4265 Often, you might want to have a message displayed only one time. For example:
4266 The player enters your map and you put a magic_mouth to tell him about the
4267 monsters and how dangerous they look and all. Later, when all the monsters
4268 are killed and the player leaves the map, displaying the same message a
4269 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4270 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4271 </attribute>
4272 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4273 This text will be displayed to the player.
4274 </attribute>
4275 </type>
4276
4277 <!--####################################################################-->
4278 <type number="43" name="Skill">
4279 <ignore>
4280 <ignore_list name="system_object" />
4281 </ignore>
4282 <description><![CDATA[
4283 Skills are objects which exist in the player/monster inventory.
4284 Both NPC/monsters and players use the same skill archetypes. Not all skills
4285 are enabled for monster use however. ]]>
4286 </description>
4287 <use><![CDATA[
4288 For mapmaking, Skill objects serve two purposes:
4289 <p>First, the predefined skill archtypes (in the 'skills' directory)
4290 can be seen as the global skill definitions. A skill which doesn't
4291 exists as an archtype cannot be learned or used by players. When you
4292 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4293 of defined skill archtypes, because those strings are used as a reference in
4294 many skill-related objects.
4295 </p><p>
4296 Secondly, in order to enable monsters to use skills, you will need to
4297 copy default skill archtypes into the monsters' inventories.
4298 You can even customize the skills by changing stats. It is not
4299 recommended however, to use skills in your maps which are totally
4300 unrelated to any predefined skill archtype.</p> ]]>
4301 </use>
4302 <attribute arch="invisible" value="1" type="fixed" />
4303 <attribute arch="no_drop" value="1" type="fixed" />
4304 <attribute arch="skill" editor="skill name" type="string">
4305 The &lt;skill name&gt; is used for matchings. When a usable
4306 object has an identical &lt;skill name&gt;, players
4307 (or monsters) will need this skill to apply/use the object.
4308 </attribute>
4309 <attribute arch="expmul" editor="exp multiplier" type="float">
4310 This is the ratio of experience the players total should increase by
4311 when this skill is used. If this is zero, then experience only goes to
4312 to the skill. Values higher than 1 are allowed. Note that experience
4313 rewarded to the players total is in addition to that given to the
4314 skill. Eg, if player should get 500 exp for using a skill, and
4315 expmul is 1, the player will get 500 added to that skill as well as
4316 500 to their total.
4317 </attribute>
4318 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4319 The &lt;skill type&gt; defines the base functionality of the skill.
4320 Skill types are hardcoded in the Crossfire server. It isn't hard to
4321 create new skill types, but it requires a bit of server-coding.
4322 </attribute>
4323 <attribute arch="level" editor="level" type="int">
4324 </attribute>
4325 <attribute arch="exp" editor="experience" type="int">
4326 </attribute>
4327 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4328 The &lt;is native skill&gt; flag has an effect only when this
4329 skill object is placed in the inventory of a monster (or player).
4330 If it is set, the monster or player knows the skill natively, which
4331 means he does not need a skill tool to use it.
4332 </attribute>
4333 </type>
4334
4335 <!--####################################################################-->
4336 <type number="130" name="Skill Scroll">
4337 <description><![CDATA[
4338 By reading a skill scroll, a player has a chance to learn the
4339 contained skill. ]]>
4340 </description>
4341 <use><![CDATA[
4342 Skill scrolls are very much sought for by players. Currently,
4343 all skill scrolls are sold in shops randomly, which is in fact not
4344 a good system. It would be nice to have some cool quests with
4345 skill scrolls rewarded at the end. ]]>
4346 </use>
4347 <attribute arch="race" value="scrolls" type="fixed" />
4348 <attribute arch="skill" editor="skill name" type="string">
4349 The &lt;skill name&gt; matches the skill object that can
4350 be learned from this scroll.
4351 </attribute>
4352 </type>
4353
4354 <!--####################################################################-->
4355 <type number="21" name="Special Key">
4356 <ignore>
4357 <attribute arch="material" />
4358 </ignore>
4359 <description><![CDATA[
4360 When carrying the appropriate special key, a locked door can
4361 be opened. The key will dissapear.
4362 <br><br>
4363 This object-type can also be used for "passport"-like items:
4364 When walking onto an invetory checker, a gate for example might
4365 get opened. The "passport" will stay in the player's inventory. ]]>
4366 </description>
4367 <use><![CDATA[
4368 How to make a "passport": You take the special key arch
4369 (archetype name is "key2"), set the face to something like
4370 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4371 certainly must match with the appropiate inventory checker.
4372 <br><br>
4373 Of course you can be creative with names and faces of
4374 key-objects. A "mysterious crystal" or a "big dragon claw"
4375 (with appropriate faces) appear more interesting than just
4376 a "strange key", or "passport". ]]>
4377 </use>
4378 <attribute arch="slaying" editor="key string" type="string">
4379 This string must be identical with the &lt;key string&gt; in the
4380 locked door, then it can be unlocked. It can also be used
4381 to trigger inventory checkers.
4382 </attribute>
4383 <attribute arch="material" editor="material" type="bitmask_material">
4384 For Special Keys, material should always be unset or set
4385 to Adamantite. This prevents the key from getting
4386 burned or otherwise destroyed.
4387 </attribute>
4388 <attribute arch="unique" editor="unique item" type="bool">
4389 Unique items exist only one time on a server. If the item
4390 is taken, lost or destroyed - it's gone for good.
4391
4392 This can be used if you want to sell apartments on your
4393 map: Simply sell a unique passport/key, and place
4394 an inventory checker at the entrance of your apartment.
4395 </attribute>
4396 <attribute arch="startequip" editor="godgiven item" type="bool">
4397 A godgiven item vanishes as soon as the player
4398 drops it to the ground.
4399 </attribute>
4400 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4401 This will add a description to the object. The player can read
4402 this text by clicking on the item in his inventory. Use this
4403 message to describe what the key/passport is good for. A player
4404 might have 50 different keys on his key-ring. Don't expect
4405 players to recall their purpose just by their names.
4406 </attribute>
4407 </type>
4408
4409 <!--####################################################################-->
4410 <type number="101" name="Spell">
4411 <ignore>
4412 <ignore_list name="system_object" />
4413 </ignore>
4414 <description><![CDATA[
4415 Spell objects define a spell. When a spell is put in a spellbook,
4416 players can learn it by reading the book. Once learned, players
4417 can use the spell as often as they like. With increasing skill level
4418 of the player, spells may gain power but also increase cost.<br>
4419 Monsters can use spells which are put in their inventory (provided
4420 that certain "enabling" settings are correct). The monster's
4421 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4422 </description>
4423 <use><![CDATA[
4424 A lot of the spells' settings can be tuned and customized.
4425 When creating new spells which are accessible to players, it is
4426 important to think about balance. A single spell which is too
4427 powerful and/or too easy to use can eventually toss the whole skill
4428 and magic school system out of whack. Testing new spells is
4429 quite important therefore. ]]>
4430 </use>
4431 <attribute arch="no_drop" value="1" type="fixed" />
4432 <attribute arch="invisible" value="1" type="fixed" />
4433 <attribute arch="skill" editor="skill name" type="string">
4434 The &lt;skill name&gt; matches the skill which is needed
4435 to cast this spell. This should be one out of "sorcery",
4436 "pyromancy", "evocation", "summoning" or "praying".
4437 If you want to fiddle with these, please take care not
4438 to upset the concept and balance of the various skills.
4439 </attribute>
4440 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4441 The &lt;spell type&gt; defines the basic type of spell.
4442 Some of these types are of a more generic nature than others.
4443 </attribute>
4444 <attribute arch="level" editor="spell level" type="int">
4445 </attribute>
4446 <attribute arch="casting_time" editor="casting time" type="int">
4447 </attribute>
4448 <attribute arch="duration" editor="duration" type="int">
4449 </attribute>
4450 <attribute arch="other_arch" editor="create object" type="string">
4451 </attribute>
4452 <attribute arch="sp" editor="cost spellpoints" type="int">
4453 </attribute>
4454 <attribute arch="grace" editor="cost grace" type="int">
4455 </attribute>
4456 <attribute arch="maxsp" editor="double cost per level" type="int">
4457 </attribute>
4458 </type>
4459
4460 <!--####################################################################-->
4461 <type number="85" name="Spellbook">
4462 <description><![CDATA[
4463 By reading a spellbook, the player has a chance of learning the
4464 contained spell. Once learned from a book, the spell is available
4465 forever. Spellbooks with high level spells require some skill-level
4466 to read.<br><br>
4467 You can create widely customized spells only by adjusting the
4468 spell object in the spellbooks inventory. Refer to the description
4469 of spell objects for detailed information how to customize spells.<br>
4470 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4471 with a compilation of spells that the book may contain. ]]>
4472 </description>
4473 <use><![CDATA[
4474 Don't put any of the godgiven spells into a spellbook! These are
4475 reserved for the followers of the appropriate cults. Handing them
4476 out in a spellbook would violate the balance between different religions.
4477 <br><br>
4478 Note that there is no fundamental difference between the spellbooks
4479 of varying schools (pyromancy, sorcery, evocation, summoning, and
4480 even praying). The difference lies only in the spells they contain.
4481 It is up to you, the mapmaker, to pick the right type of book
4482 for your spells. ]]>
4483 </use>
4484 <attribute arch="skill" value="literacy" type="fixed" />
4485 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4486 There are two ways to put spells into a spellbook:
4487 1. Put a spell object in the books inventory. In this case,
4488 treasurelist must be set to &lt;none&gt;.
4489 2. Choose a treasurelist which contains spells.
4490 In that way, a spell will be chosen randomly from the list.
4491 </attribute>
4492 <attribute arch="startequip" editor="godgiven item" type="bool">
4493 A godgiven item vanishes as soon as the player
4494 drops it to the ground.
4495 </attribute>
4496 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4497 This text may contain a nice description
4498 of the spellbook's cover or something.
4499 </attribute>
4500 </type>
4501
4502 <!--####################################################################-->
4503 <type number="90" name="Spinner">
4504 <ignore>
4505 <ignore_list name="non_pickable" />
4506 </ignore>
4507 <description><![CDATA[
4508 Spinners change the direction of spell objects and other projectiles
4509 that fly past. Unlike directors, it does make a difference from what
4510 angle you shoot into the spinner. The direction of objects flying past
4511 is always changed by a certain degree. ]]>
4512 </description>
4513 <use><![CDATA[
4514 Spinners are very rarely used. I believe they are quite
4515 confusing and pointless. The only use I can think of is building
4516 some puzzle about where to shoot into spinners to shoot somewhere you
4517 otherwise couldn't.
4518
4519 When placing spinners on a map with magic walls, make sure the spell-
4520 projectiles from magic walls don't get to fly in loops. ]]>
4521 </use>
4522 <attribute arch="sp" editor="direction number" type="int">
4523 The spinner will change the direction of flying objects by
4524 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4525 positive values counter clockwise.
4526
4527 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4528 </attribute>
4529 &move_on;
4530 </type>
4531
4532 <!--####################################################################-->
4533 <type number="138" name="Swamp">
4534 <ignore>
4535 <ignore_list name="non_pickable" />
4536 </ignore>
4537 <description><![CDATA[
4538 Swamp areas show a special behaviour:
4539 When a player stands still on a swamp-square for too long,
4540 he will start to sink in and eventually drown and die.
4541 Items dropped on the swamp sink in and dissapear.
4542 Players with knowledge of the woodsman skill are a lot less likely
4543 to die in the swamp. ]]>
4544 </description>
4545 <attribute arch="is_floor" value="1" type="fixed" />
4546 <attribute arch="is_wooded" value="1" type="fixed" />
4547 <attribute arch="speed" editor="drowning speed" type="float">
4548 The higher the &lt;drowning speed&gt;, the faster will players and items
4549 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4550 and unexpected death-trap. Players should get a warning before such areas.
4551 </attribute>
4552 &speed_left;
4553 &move_on;
4554 &movement_types_terrain;
4555 <attribute arch="no_magic" editor="no spells" type="bool">
4556 If enabled, it is impossible for players to use (wizard-)
4557 spells on that spot.
4558 </attribute>
4559 <attribute arch="damned" editor="no prayers" type="bool">
4560 If enabled, it is impossible for players to use prayers
4561 on that spot. It also prevents players from saving.
4562 </attribute>
4563 </type>
4564
4565 <!--####################################################################-->
4566 <type number="41" name="Teleporter">
4567 <ignore>
4568 <ignore_list name="non_pickable" />
4569 </ignore>
4570 <description><![CDATA[
4571 When the player walks into a teleporter, he is transferred to a
4572 different location. The main difference to the object-type exit
4573 is the possibility to have teleporters connected to levers/buttons/etc.
4574 Sometimes teleporters are activated even against the players will.
4575 <br><br>
4576 Unlike exits, teleporters can also transfer items and
4577 monsters to different locations on the same map. ]]>
4578 </description>
4579 <use><![CDATA[
4580 When creating maps, I guess sooner or later you'll want to have
4581 an invisible teleporter. If using "invisible 1", the teleporter
4582 can still be discovered with the show_invisible spell. And in
4583 some cases you can't place it under the floor to prevent this.
4584 <br><br>
4585 Fortunately, there is a cool trick to make a perfectly invisible
4586 teleporter: You simply add teleporter functionality to the floor
4587 itself. That means: You take the floor arch (e.g. "flagstone"),
4588 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4589 </use>
4590 <attribute arch="slaying" editor="exit path" type="string">
4591 The exit path specifies the map that the player is transferred to.
4592 &lt;exit path&gt; can be an absolute path, beginning with '/'
4593 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4594 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4595 for example I could use the relative path "Fire1"). Use relative
4596 paths whenever possible! Note that upper/lower case must always be
4597 set correctly. However, please use lower case only.
4598
4599 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4600 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4601 monsters and items. In this case, the destined map is automatically
4602 the same map the teleporter is on.
4603 </attribute>
4604 <attribute arch="hp" editor="destination X" type="int">
4605 The exit destinations define the (x, y)-coordinates where the exit
4606 leads to.
4607
4608 If both are set to zero and &lt;exit path&gt; is empty, the player will
4609 get teleported to another, randomly chosen teleporter on the same
4610 map (Slightly confusing for the player though). Make sure there
4611 actually *is* a second one in that case.
4612
4613 If both are set to zero and &lt;exit path&gt; is set, the player will
4614 be transferred to the "default enter location" of the destined map.
4615 The latter can be set in the map-properties as "Enter X/Y". Though,
4616 please DO NOT use that. It turned out to be a source for numerous
4617 map-bugs.
4618 </attribute>
4619 <attribute arch="sp" editor="destination Y" type="int">
4620 The exit destinations define the (x, y)-coordinates where the exit
4621 leads to.
4622
4623 If both are set to zero and &lt;exit path&gt; is empty, the player will
4624 get teleported to another, randomly chosen teleporter on the same
4625 map (Slightly confusing for the player though). Make sure there
4626 actually *is* a second one in that case.
4627
4628 If both are set to zero and &lt;exit path&gt; is set, the player will
4629 be transferred to the "default enter location" of the destined map.
4630 The latter can be set in the map-properties as "Enter X/Y". Though,
4631 please DO NOT use that. It turned out to be a source for numerous
4632 map-bugs.
4633 </attribute>
4634 <attribute arch="connected" editor="connection" type="int">
4635 If a connection value is set, the teleporter will be activated
4636 whenever the connection is triggered. To use this properly,
4637 &lt;activation speed&gt; must be zero.
4638 </attribute>
4639 &activate_on;
4640 <attribute arch="speed" editor="activation speed" type="float">
4641 If the &lt;activation speed&gt; is nonzero, the teleporter will
4642 automatically be activated in regular time-intervals. Hence, the
4643 player can just step on it and gets teleported sooner or later.
4644 The duration between two activates depends on the given value.
4645 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4646
4647 VERY IMPORTANT: If you want to have your teleporter activated via
4648 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4649 </attribute>
4650 &speed_left;
4651 </type>
4652
4653 <!--####################################################################-->
4654 <type number="26" name="Timed Gate">
4655 <ignore>
4656 <ignore_list name="non_pickable" />
4657 </ignore>
4658 <description><![CDATA[
4659 Gates play an important role in Crossfire. Gates can be opened
4660 by activating a button/trigger, by speaking passwords (-> magic_ear)
4661 or carrying special key-objects (-> inventory checker).
4662 Unlike locked doors, gates can get shut again after a player has
4663 passed, which makes them more practical in many cases. Unlike normal
4664 gates, timed gates open when triggered but automatically close again
4665 after some time.]]>
4666 </description>
4667 <use><![CDATA[
4668 Use gates to divide your maps into separated areas. After solving
4669 area A, the player gains access to area B, and so on. Make your
4670 maps more complex than "one-way". ]]>
4671 </use>
4672 <attribute arch="no_pick" value="1" type="fixed" />
4673 <attribute arch="connected" editor="connection" type="int">
4674 Whenever the inventory checker is triggered, all objects with identical
4675 &lt;connection&gt; value get activated. This only makes sense together with
4676 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4677 after some time.
4678 </attribute>
4679 &activate_on;
4680 <attribute arch="wc" editor="position state" type="int">
4681 The &lt;position state&gt; defines the position of the gate:
4682 Zero means completely open/down, the "number of animation-steps" (usually
4683 about 6 or 7) means completely closed/up state. I suggest you don't
4684 mess with this value - Leave the default in place.
4685 </attribute>
4686 &movement_types_terrain;
4687 <attribute arch="no_magic" editor="restrict spells" type="bool">
4688 Restricting the use of spells to pass this gate. This has
4689 an effect only if &lt;block view&gt; is disabled.
4690 </attribute>
4691 <attribute arch="damned" editor="restrict prayers" type="bool">
4692 Restricting the use of prayers to pass this door. This has
4693 an effect only if &lt;block view&gt; is disabled.
4694 </attribute>
4695 <attribute arch="hp" editor="open duration" type="int">
4696 Defines the duration the gate remains closed. This only takes effect
4697 if the gate is not connected.
4698 </attribute>
4699 </type>
4700
4701 <!--####################################################################-->
4702 <type number="155" name="Trap">
4703 <ignore>
4704 <attribute arch="no_pick" />
4705 <attribute arch="title" />
4706 <attribute arch="name_pl" />
4707 <attribute arch="weight" />
4708 <attribute arch="value" />
4709 <attribute arch="material" />
4710 <attribute arch="unpaid" />
4711 </ignore>
4712 <description><![CDATA[
4713 A trap is a object that can either do damage or trigger another connected object
4714 when detonated. Traps are like runes except they are not magical in nature,
4715 and generally have either a physical attack or trigger a reaction.
4716 <br><br>
4717 Traps hit any monster or person who steps on them for 'dam' damage in
4718 'attacktype' attacktype and/or trigger a reaction.
4719 <br><br>
4720 Many traps are already defined in the archetypes. ]]>
4721 </description>
4722 <use><![CDATA[
4723 Avoid monsters stepping on your traps. For example, a party of orcs setting
4724 off your lightning wall and pit trap is usually a bad idea. ]]>
4725 </use>
4726 <attribute arch="no_pick" value="1" type="fixed" />
4727 &move_on;
4728 <attribute arch="level" editor="trap level" type="int">
4729 Level effects how easily a trap may be found and disarmed, and
4730 how much experience the player gets for doing so. Beware: High level
4731 traps can be quite a cheap source of experience! So either make them
4732 tough, or keep the level low.
4733 </attribute>
4734 <attribute arch="Cha" editor="visibility" type="int">
4735 This value determines what fraction of the time the trap is visible:
4736 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4737 how easily the trap may be found.
4738 </attribute>
4739 <attribute arch="hp" editor="number of charges" type="int">
4740 The trap will detonate &lt;number of charges&gt; times before disappearing.
4741 </attribute>
4742 <attribute arch="dam" editor="direct damage" type="int">
4743 &lt;direct damage&gt; specifies how much damage is done by the trap.
4744 This should be set in reasonable relation to the trap's level.
4745 </attribute>
4746 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4747 This attribute defines what attacktype to use for direct damage when
4748 the trap detonates.
4749 </attribute>
4750 <attribute arch="connected" editor="connection" type="int">
4751 When the trap is detonated, all objects with the same
4752 connection value get activated.
4753 </attribute>
4754 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4755 When the trap detonates, this text is displayed to the
4756 victim. For especially powerful or complex traps, create an appropriate
4757 and thrilling description. ;)
4758 </attribute>
4759 </type>
4760
4761 <!--####################################################################-->
4762 <type number="95" name="Trapdoor">
4763 <ignore>
4764 <ignore_list name="non_pickable" />
4765 </ignore>
4766 <description><![CDATA[
4767 Trapdoors are very similar to pits. The difference is that they
4768 can not be closed. Instead, the weight of the object on the
4769 trapdoor determines weither it slams the trapdoor open and falls through
4770 or not.<br>
4771 Once a trapdoor has been opened (by a creature or items of sufficient
4772 weight,) it remains open, acting like an opened pit. ]]>
4773 </description>
4774 <use><![CDATA[
4775 Trapdoors should be used in the same fashion as pits:
4776 They should always drop the victims to some kind of lower level. They
4777 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4778 </use>
4779 <attribute arch="no_pick" value="1" type="fixed" />
4780 &move_on;
4781 <attribute arch="weight" editor="hold weight" type="int">
4782 This value defines how much weight the trapdoor can hold.
4783 Once items or creatures are gathered on the trapdoor, with
4784 a total weight surpassing this value, then the trapdoor will
4785 open and things start falling through.
4786 </attribute>
4787 <attribute arch="hp" editor="destination X" type="int">
4788 The trapdoor will transport creatures (and items) randomly into
4789 a two-square radius of the destination coordinates.
4790 If the destination square becomes blocked, the trapdoor will act like
4791 being filled up and not work anymore!
4792 </attribute>
4793 <attribute arch="sp" editor="destination Y" type="int">
4794 The trapdoor will transport creatures (and items) randomly into
4795 a two-square radius of the destination coordinates.
4796 If the destination square becomes blocked, the trapdoor will act like
4797 being filled up and not work anymore!
4798 </attribute>
4799 </type>
4800
4801 <!--####################################################################-->
4802 <type number="4" name="Treasure">
4803 <ignore>
4804 <attribute arch="nrof" />
4805 <attribute arch="title" />
4806 <attribute arch="name_pl" />
4807 <attribute arch="weight" />
4808 <attribute arch="value" />
4809 <attribute arch="material" />
4810 </ignore>
4811 <description><![CDATA[
4812 A treasure-object turns into certain randomitems when the map is loaded
4813 into the game. ]]>
4814 </description>
4815 <use><![CDATA[
4816 About usage of the "random-artifact" treasurelist:
4817 This will generate powerful stuff like girdles, xray helmets, special
4818 swords etc. If you put this as reward to your quest, players might be
4819 motivated to do it more than once. BUT, by doing so they will get a huge
4820 number of different artifacts! Besides, players will always seek the place
4821 with the most easy-to-get random artifact and ignore all others.
4822 My advice: Don't use it! Attract players with good fighting experience
4823 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4824 </use>
4825 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4826 This entry determines what kind of treasure will appear. Look into
4827 /crossfire/share/crossfire/treasures for details about existing
4828 treasurelists.
4829 </attribute>
4830 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4831 "Auto-generate" must be set in order to have the treasure be created
4832 when the map is loaded.
4833 If you want to create a random treasure chest, you unset this flag.
4834 That way, the player has to apply the object (the chest), then the
4835 treasure is generated.
4836 </attribute>
4837 <attribute arch="hp" editor="create number" type="int">
4838 "Create number" specifies how many pieces of the given treasurelist
4839 will appear. Note that for every piece there is a chance that nothing is
4840 generated. Also, sometimes there can be stacks of items generated, like
4841 for gems/money.
4842 </attribute>
4843 <attribute arch="exp" editor="quality level" type="int">
4844 The &lt;quality level&gt; will be used for the quality of the generated
4845 treasure instead of the map difficulty (as was done with shops).
4846 If zero/unset, the map difficulty will instead be used.
4847 (Example for comparison: Shop floors generate treasure of
4848 &lt;quality level&gt; 5 per default).
4849 </attribute>
4850 </type>
4851
4852 <!--####################################################################-->
4853 <type number="52" name="Trigger Marker">
4854 <ignore>
4855 <ignore_list name="system_object" />
4856 </ignore>
4857 <description><![CDATA[
4858 A trigger marker is an object that inserts an invisible force (a mark) into a
4859 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4860 &lt;key string&gt; which can be discovered by detectors or inventory
4861 checkers. It is also possible to use markers for removing marks again.
4862 <br><br>
4863 Note that the player has no possibility to "see" his own marks,
4864 except by the effect that they cause on the maps. ]]>
4865 </description>
4866 <use><![CDATA[
4867 Markers hold real cool possibilities for map-making. I encourage
4868 you to use them frequently. However there is one negative point
4869 about markers: Players don't "see" what's going on with them. It is
4870 your task, as map-creator, to make sure the player is always well
4871 informed and never confused.
4872 <br><br>
4873 Please avoid infinite markers when they aren't needed. They're
4874 using a little space in the player file after all, so if there
4875 is no real purpose, set an expire time. ]]>
4876 </use>
4877 <attribute arch="no_pick" value="1" type="fixed" />
4878 <attribute arch="slaying" editor="key string" type="string">
4879 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4880 If the player already has a force with that &lt;key string&gt;,
4881 there won't be inserted a second one.
4882 </attribute>
4883 <attribute arch="connected" editor="connection" type="int">
4884 Unlike a regular marker this is the connection that triggers this marker to activate.
4885 </attribute>
4886 <attribute arch="food" editor="mark duration" type="int">
4887 This value defines the duration of the force it inserts.
4888 If nonzero, the duration of the player's mark is finite:
4889 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4890 means the mark will stay on the player forever.
4891 </attribute>
4892 <attribute arch="name" editor="delete mark" type="string">
4893 When the player steps onto the marker, all existing forces in
4894 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4895 will be removed. If you don't want to remove any marks, leave
4896 this textfield empty.
4897
4898 Note that the string &lt;delete mark&gt; is set as the name of
4899 this marker. So don't be confused, and remember changing the
4900 name will take effect on the marker's functionality.
4901 </attribute>
4902 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4903 In the moment when the player gets marked, this text is displayed
4904 to him. You should really set a message in any marker you create,
4905 because it's the only way for the player to notice what's going on.
4906 </attribute>
4907 </type>
4908
4909 <!--####################################################################-->
4910 <type number="0" name="Wall">
4911 <required>
4912 <attribute arch="is_floor" value="0" />
4913 <attribute arch="alive" value="0" />
4914 <attribute arch="no_pass" value="1" />
4915 </required>
4916 <ignore>
4917 <attribute arch="nrof" />
4918 <attribute arch="title" />
4919 <attribute arch="name_pl" />
4920 <attribute arch="value" />
4921 <attribute arch="unpaid" />
4922 </ignore>
4923 <description><![CDATA[
4924 Walls usually block passage and sight. ]]>
4925 </description>
4926 &movement_types_terrain;
4927 <attribute arch="can_roll" editor="moveable" type="bool">
4928 If set, the object is able to "roll", so it can be pushed around.
4929 This setting is used for boulders and barrels.
4930 </attribute>
4931 <attribute arch="no_magic" editor="restrict spells" type="bool">
4932 This takes effect only with &lt;blocksview&gt; disabled.
4933 Restricting the use of spells to pass this wall.
4934 </attribute>
4935 <attribute arch="damned" editor="restrict prayers" type="bool">
4936 This takes effect only with &lt;blocksview&gt; disabled.
4937 Restricting the use of spells to pass this wall.
4938 </attribute>
4939 </type>
4940
4941 <!--####################################################################-->
4942 <type number="109" name="Wand &amp; Staff">
4943 <description><![CDATA[
4944 Wands contain a certain spell. The player can apply (ready) and
4945 fire the wand. After a defined number of casts, the wand is
4946 "used up". It is possible to recharge a wand with scrolls of
4947 charging, but usually that isn't worth the cost. ]]>
4948 </description>
4949 <use><![CDATA[
4950 Wands are quite seldomly used. The reason prolly is that they're
4951 generally not cost-efficient. Handing out high-level wands with
4952 powerful special spells isn't a good idea either, because of
4953 the recharge ability.
4954 <br><br>
4955 For low levels, staffs of healing/cure and word of recall are
4956 quite desirable though. Ideal rewards for low level quests. ]]>
4957 </use>
4958 <attribute arch="sp" editor="spell" type="spell">
4959 The &lt;spell&gt; specifies the contained spell.
4960 </attribute>
4961 <attribute arch="level" editor="casting level" type="int">
4962 The &lt;casting level&gt; of the wand determines it's power.
4963 An average level for wands in shops is about 10.
4964 </attribute>
4965 <attribute arch="food" editor="number of charges" type="int">
4966 The wand can be used &lt;number of charges&gt; times before it is
4967 used up. It can be recharged with scrolls of charging.
4968 </attribute>
4969 <attribute arch="startequip" editor="godgiven item" type="bool">
4970 A godgiven item vanishes as soon as the player
4971 drops it to the ground.
4972 </attribute>
4973 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4974 This text may contain a description of the wand.
4975 </attribute>
4976 </type>
4977
4978 <!--####################################################################-->
4979 <type number="0" name="Weak Wall">
4980 <required>
4981 <attribute arch="is_floor" value="0" />
4982 <attribute arch="alive" value="1" />
4983 <attribute arch="tear_down" value="1" />
4984 </required>
4985 <ignore>
4986 <ignore_list name="non_pickable" />
4987 </ignore>
4988 <description><![CDATA[
4989 A weak wall is a breakable spot amidsts a solid wall. Typically
4990 these weak walls look similar to their solid "relatives" except
4991 for a small crack or little chunks of wall on the ground. ]]>
4992 </description>
4993 <use><![CDATA[
4994 If you want to create hidden rooms, using weak walls is alot
4995 better than completely indiscernible passages in a wall.<br>
4996 Anyways, there can be a lot more to weak walls than just finding
4997 them: Rising their defensive stats, weak walls can become a
4998 serious obstacle. An ice wall might only be torn down by a fire
4999 attack for example. A granite wall for instance might be very
5000 hard to destroy. ]]>
5001 </use>
5002 <attribute arch="alive" value="1" type="fixed" />
5003 <attribute arch="no_pick" value="1" type="fixed" />
5004 <attribute arch="tear_down" value="1" type="fixed" />
5005 <attribute arch="race" editor="race" type="string">
5006 For weak walls, &lt;race&gt; should always be set to "wall",
5007 unless you create something fancy like a building which
5008 is in fact meant to be a huge animal.
5009 Note that shovels slay walls, so they do tripple damage
5010 against weak walls.
5011 </attribute>
5012 <attribute arch="level" editor="level" type="int">
5013 The &lt;level&gt; of a weak wall works similar to monster levels.
5014 Due to the fact that weak walls cannot attack, the level
5015 is much less important though.
5016 </attribute>
5017 <attribute arch="hp" editor="health points" type="int">
5018 The &lt;health points&gt; of a weak wall define how long it takes to
5019 tear it down. With every successful hit from an opponent,
5020 &lt;health points&gt; get drained.
5021 </attribute>
5022 <attribute arch="maxhp" editor="max health" type="int">
5023 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5024 weak wall can have. Since walls generally don't heal, I doubt
5025 this has much real effect.
5026 </attribute>
5027 <attribute arch="ac" editor="armour class" type="int">
5028 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5029 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5030 </attribute>
5031 <section name="resistance">
5032 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5033 </attribute>
5034 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5035 </attribute>
5036 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5037 </attribute>
5038 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5039 </attribute>
5040 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5041 </attribute>
5042 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5043 </attribute>
5044 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5045 </attribute>
5046 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5047 </attribute>
5048 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5049 </attribute>
5050 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5051 </attribute>
5052 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5053 </attribute>
5054 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5055 </attribute>
5056 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5057 </attribute>
5058 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5059 </attribute>
5060 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5061 </attribute>
5062 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5063 </attribute>
5064 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5065 </attribute>
5066 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5067 </attribute>
5068 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5069 </attribute>
5070 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5071 </attribute>
5072 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5073 </attribute>
5074 </section>
5075 </type>
5076
5077 <!--####################################################################-->
5078 <type number="15" name="Weapon">
5079 <description><![CDATA[
5080 Wielding a weapon, the object's stats will directly be inherited to the
5081 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5082 be improved with scrolls. ]]>
5083 </description>
5084 <use><![CDATA[
5085 If you create artifacts (equipment) with stats- or resistance-bonus:
5086 Keep playbalance in mind! Such items mustn't be reachable without hard
5087 fighting AND questing. ]]>
5088 </use>
5089 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5090 This number is a bitmask, specifying the weapon's attacktypes.
5091 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5092 have no more than one or two attacktypes. Keep in mind that all weapons
5093 can be blessed by the player's diety, thus adding an additional attacktype.
5094
5095 When a player hits a monster with a weapon that has more than one attacktype,
5096 then he will do as much damage as the "best" of his attacktypes does. So,
5097 the more attacktypes you've got, the better your chance to take advantage
5098 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5099 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5100 </attribute>
5101 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5102 The &lt;weapontype&gt; characterizes the weapon's type of physical
5103 attack. It could best be considered a "subclassification"
5104 of the physical attacktype. For now, this is only used for
5105 attack messages!
5106
5107 You should always set this correctly when creating new
5108 weapons for your maps.
5109 </attribute>
5110 <attribute arch="skill" editor="skill name" type="string">
5111 Matching &lt;skill name&gt; of the skill that is required
5112 to use this weapon.
5113 </attribute>
5114 <attribute arch="dam" editor="damage" type="int">
5115 The damage value is used as base value for how much damage the weapon
5116 does per hit. The actual damage involves more dependencies,
5117 like wielder's level and defender's level. Look at existing weapons
5118 to get a feel for the range of weapon damage values.
5119 </attribute>
5120 <attribute arch="slaying" editor="slaying race" type="string">
5121 Slaying means the weapon does tripple (3x) damage to monsters of the
5122 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5123 only monsters of that archtype are hit with tripple damage.
5124
5125 No god blessings are possible for weapons with a race set in this entry
5126 (That's because god blessings add tripple damage against their own
5127 enemy races). Tripple damage is very effective.
5128 </attribute>
5129 <attribute arch="last_sp" editor="weapon speed" type="int">
5130 The weapon speed determines how often the wielder can swing the weapon
5131 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5132 is best (that is lightning- fast). A typical average value is 8.
5133 Speed and damage should be kept in reasonable relation.
5134 </attribute>
5135 <attribute arch="wc" editor="weapon class" type="int">
5136 The weapon class value adds to the overall weapon class of the wielder's
5137 melee attacks. Weapon class improves the chance of hitting the opponent.
5138 </attribute>
5139 <attribute arch="magic" editor="magic bonus" type="int">
5140 For a weapon, magic bonus works just like weapon class, except that
5141 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5142 less useful than direct weapon class value on a weapon.
5143 </attribute>
5144 <attribute arch="item_power" editor="item power" type="int">
5145 The &lt;item power&gt; value measures how "powerful" an artifact is.
5146 Players will only be able to wear equipment with a certain total
5147 amount of &lt;item power&gt;, depending on their own level. This is the
5148 only way to prevent low level players to wear "undeserved" equipment
5149 (like gifts from other players or cheated items).
5150
5151 It is very important to adjust the &lt;item power&gt; value carefully
5152 for every artifact you create! If zero/unset, the CF server will
5153 calculate a provisional value at runtime, but this is never
5154 going to be an accurate measurement of &lt;item power&gt;.
5155 </attribute>
5156 <attribute arch="damned" editor="damnation" type="bool">
5157 A damned weapon cannot be unwielded unless
5158 the curse is removed. Removing damnations is
5159 a tick harder than removing curses.
5160 </attribute>
5161 <attribute arch="cursed" editor="curse" type="bool">
5162 A cursed weapon cannot be unwielded unless
5163 the curse is removed.
5164 </attribute>
5165 <attribute arch="lifesave" editor="save life" type="bool">
5166 An item with this flag enabled will save the players life
5167 for one time: When the player is wearing this item and his
5168 health points reach zero, the item disappears, replenishing
5169 half of the player's health.
5170
5171 An item with &lt;save life&gt; should not have
5172 any decent additional bonuses!
5173 </attribute>
5174 <attribute arch="unique" editor="unique item" type="bool">
5175 Unique items exist only one time on a server. If the item
5176 is taken, lost or destroyed - it's gone for good.
5177 </attribute>
5178 <attribute arch="startequip" editor="godgiven item" type="bool">
5179 A godgiven item vanishes as soon as the player
5180 drops it to the ground.
5181 </attribute>
5182 <section name="resistance">
5183 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5184 This adds physical resistance to the weapon (= armour value). The number is
5185 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5186 and what they require to do for getting this-and-that artifact.
5187 </attribute>
5188 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5189 This adds magic resistance to the weapon. The number is a percent-value in
5190 the range 0-100. Treat this with CARE. Look at other maps and what they
5191 require to do for getting this-and-that artifact.
5192 </attribute>
5193 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5194 This adds fire resistance to the weapon. The number is a percent-value in
5195 the range 0-100. Treat this with CARE. Look at other maps and what they
5196 require to do for getting this-and-that artifact.
5197 </attribute>
5198 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5199 This adds electricity resistance to the weapon. The number is a percent-value in
5200 the range 0-100. Treat this with CARE. Look at other maps and what they
5201 require to do for getting this-and-that artifact.
5202 </attribute>
5203 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5204 This adds fire resistance to the weapon. The number is a percent-value in
5205 the range 0-100. Treat this with CARE. Look at other maps and what they
5206 require to do for getting this-and-that artifact.
5207 </attribute>
5208 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5209 This adds confusion resistance to the weapon. The number is a percent-value in
5210 the range 0-100. Confusion resistance is not very effective
5211 unless the value comes close to 100 (= perfect immunity).
5212 </attribute>
5213 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5214 This adds acid resistance to the weapon. The number is a percent-value in
5215 the range 0-100. Treat this with CARE. Look at other maps and what they
5216 require to do for getting this-and-that artifact.
5217 </attribute>
5218 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5219 This adds draining resistance to the weapon. The number is a percent-value
5220 in the range 0-100. Draining resistance is little effective
5221 unless the value is 100 (= perfect immunity).
5222 </attribute>
5223 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5224 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5225 the range 0-100. Weaponmagic resistance generally should not exist on
5226 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5227 are not meant to be easily resisted.
5228 </attribute>
5229 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5230 This adds ghosthit resistance to the weapon. The number is a percent-value
5231 in the range 0-100. Treat this with CARE. Look at other maps and what they
5232 require to do for getting this-and-that artifact.
5233 </attribute>
5234 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5235 This adds poison resistance to the weapon. The number is a percent-value in
5236 the range 0-100. Treat this with CARE. Look at other maps and what they
5237 require to do for getting this-and-that artifact.
5238 </attribute>
5239 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5240 This adds fear resistance to the weapon. The number is a percent-value in
5241 the range 0-100. Resistance to fear is pretty useless.
5242 </attribute>
5243 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5244 This adds paralyze resistance to the weapon. The number is a percent-value in
5245 the range 0-100. Paralyze resistance is little effective
5246 unless the value is 100 (= perfect immunity).
5247 </attribute>
5248 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5249 This adds fear resistance to the weapon. The number is a percent-value in
5250 the range 0-100. Resistance to fear is pretty useless.
5251 </attribute>
5252 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5253 This adds depletion resistance to the weapon. The number is a percent-value
5254 in the range 0-100. Depletion resistance is little effective
5255 unless the value is 100 (= perfect immunity).
5256 </attribute>
5257 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5258 This adds death-attack resistance to the weapon. The number is a
5259 percent-value in the range 0-100. Death-attack resistance is little
5260 effective unless the value is 100 (= perfect immunity).
5261 Generally, resistance to death-attack is not supposed to be
5262 available to players!
5263 </attribute>
5264 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5265 This adds chaos resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Treat this with CARE. Look at other maps and what they
5267 require to do for getting this-and-that artifact.
5268 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5269 combination of other attacktypes.
5270 </attribute>
5271 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5272 This adds blinding resistance to the weapon. The number is a percent-value
5273 in the range 0-100. Treat this with CARE. Look at other maps and what they
5274 require to do for getting this-and-that artifact.
5275 </attribute>
5276 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5277 This adds holy power resistance to the weapon. The number is a percent-value
5278 in the range 0-100. Holy power is the attacktype that holyword-type spells
5279 use to hurt undead creatures. This kind of resistance is only reasonable
5280 for undead players (wraith or devourer cult).
5281 Generally, resistance to holy word should not be available for players.
5282 </attribute>
5283 </section>
5284 <section name="stats">
5285 <attribute arch="Str" editor="strength" type="int">
5286 The player's strentgh will rise/fall by the given value
5287 while wearing this weapon.
5288 </attribute>
5289 <attribute arch="Dex" editor="dexterity" type="int">
5290 The player's dexterity will rise/fall by the given value
5291 while wearing this weapon.
5292 </attribute>
5293 <attribute arch="Con" editor="constitution" type="int">
5294 The player's constitution will rise/fall by the given value
5295 while wearing this weapon.
5296 </attribute>
5297 <attribute arch="Int" editor="intelligence" type="int">
5298 The player's intelligence will rise/fall by the given value
5299 while wearing this weapon.
5300 </attribute>
5301 <attribute arch="Pow" editor="power" type="int">
5302 The player's power will rise/fall by the given value
5303 while wearing this weapon.
5304 </attribute>
5305 <attribute arch="Wis" editor="wisdom" type="int">
5306 The player's wisdom will rise/fall by the given value while
5307 wearing this weapon.
5308 </attribute>
5309 <attribute arch="Cha" editor="charisma" type="int">
5310 The player's charisma will rise/fall by the given value
5311 while wearing this weapon.
5312 </attribute>
5313 </section>
5314 <section name="misc">
5315 <attribute arch="luck" editor="luck bonus" type="int">
5316 With positive luck bonus, the player is more likely to
5317 succeed in all sorts of things (spellcasting, praying,...).
5318 Unless the &lt;luck bonus&gt; is very high, the effect will be
5319 barely visible in-game. Luck bonus on one piece of equipment
5320 should never exceed 3, and such bonus should not be too
5321 frequently available.
5322 </attribute>
5323 <attribute arch="hp" editor="health regen." type="int">
5324 Positive &lt;health regen.&gt; bonus speeds up the
5325 player's healing process. Negative values slow it down.
5326 </attribute>
5327 <attribute arch="sp" editor="mana regen." type="int">
5328 Positive &lt;mana regen.&gt; bonus speeds up the
5329 player's mana regeneration. Negative values slow it down.
5330 </attribute>
5331 <attribute arch="grace" editor="grace regen." type="int">
5332 Positive &lt;grace regen.&gt; bonus speeds up the
5333 player's grace regeneration. Negative values slow it down.
5334 Since grace can be regenerated rather easy with praying,
5335 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5336 </attribute>
5337 <attribute arch="food" editor="food bonus" type="int">
5338 Positive &lt;food bonus&gt; slows down the player's digestion,
5339 thus he consumes less food. Negative values speed it up.
5340
5341 Note that food is consumed not only for "being alive", but
5342 also for healing and mana-regeneration.
5343 &lt;food bonus&gt; only affects the amount of food consumed
5344 for "being alive". Hence, even with high &lt;food bonus&gt;,
5345 during a fight a player can run out of food quickly.
5346 </attribute>
5347 <attribute arch="xrays" editor="xray vision" type="bool">
5348 Xray vision allows the player to see through obstacles
5349 in a two-square-wide radius. This is extremely helpful and
5350 desirable, so don't give it away for cheap on equipment.
5351 </attribute>
5352 <attribute arch="stealth" editor="stealth" type="bool">
5353 Stealth allows the player to move silently.
5354 This comes to effect if a player turns himself
5355 invisible and tries to sneak around monsters.
5356 (At least that was the idea behind it)
5357 </attribute>
5358 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5359 If a player is wearing any piece of equipment with
5360 the ability to &lt;reflect spells&gt;, all kinds of
5361 spell-bullets and -beams will bounce off him.
5362 This works only about 90% of all times, to
5363 avoid players being completely immune to certain
5364 types of attacks.
5365
5366 This is a very powerful ability and it
5367 shouldn't be handed out cheap!
5368 </attribute>
5369 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5370 If a player is wearing any piece of equipment with
5371 the ability to &lt;reflect missiles&gt;, all kinds of
5372 projectiles (e.g. arrows, bolts, boulders) will
5373 bounce off him. This works only about 90% of all
5374 times, to avoid players being completely immune to
5375 certain types of attacks.
5376 </attribute>
5377 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5378 Click on the &lt;attuned paths&gt; button to select spellpaths.
5379 The player will get attuned to the specified spellpaths
5380 while wearing this weapon.
5381 </attribute>
5382 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5383 Click on the &lt;repelled paths&gt; button to select spellpaths.
5384 The player will get repelled to the specified spellpaths
5385 while wearing this weapon.
5386 </attribute>
5387 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5388 Click on the &lt;denied paths&gt; button to select spellpaths.
5389 The specified spellpaths will be denied to the player
5390 while wearing this weapon.
5391 </attribute>
5392 </section>
5393 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5394 This text describes the weapons's "story". Every decent artifact weapon
5395 should have such a description.
5396 </attribute>
5397 </type>
5398
5399 <type number="116" name="Event Connector">
5400 <description><![CDATA[
5401 Event connectors link specific events that happen to objects to
5402 a crossfire plug-in. ]]>
5403 </description>
5404 <attribute arch="subtype" editor="event type" type="list_event_type">
5405 The type of event that triggers a notify to the plug-in.
5406 </attribute>
5407 <attribute arch="title" editor="plug-in" type="string">
5408 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5409 for python and "perl" for the Crossfire-Perl plug-in.
5410 </attribute>
5411 <attribute arch="slaying" editor="extension" type="string">
5412 The name of the extension to invoke (for python, this is the path to a script,
5413 for perl this is the name of a extension package without the ".ext" extension.
5414 </attribute>
5415 <attribute arch="name" editor="options" type="string">
5416 A string that is passed unaltered to the extension above. Often used to pass
5417 options to the extension that alter its behaviour.
5418 </attribute>
5419 </type>
5420
5421 </types>