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Revision: 1.19
Committed: Tue Aug 15 18:17:10 2006 UTC (17 years, 9 months ago) by elmex
Content type: text/xml
Branch: MAIN
Changes since 1.18: +21 -0 lines
Log Message:
added safe ground

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="165" name="Safe ground (CF+)">
1082 <ignore>
1083 <ignore_list name="non_pickable" />
1084 </ignore>
1085 <description><![CDATA[
1086 Safe ground is a special object that prevents any effects that might
1087 be harmful for the map, other players or items on the map.
1088 It blocks all magic and prayers, usage of alchemy, prevents potions
1089 from being used and blocks bombs from exploding.
1090 (This is a Crossfire+ feature, and might not work elsewhere)
1091 ]]>
1092 </description>
1093 <use><![CDATA[
1094 Safe ground is meant mostly for shops, it prevents any means of burning
1095 or destroying the items on this ground. Put this object below all floor tiles
1096 in your map and your shop will be safe. ]]>
1097 </use>
1098 <attribute arch="no_pick" value="1" type="fixed" />
1099 </type>
1100
1101 <!--####################################################################-->
1102 <type number="8" name="Book">
1103 <description><![CDATA[
1104 Applying a book, the containing message is displayed to the player. ]]>
1105 </description>
1106 <attribute arch="level" editor="literacy level" type="int">
1107 If this value is set to be greater than zero, the player needs a
1108 certain literacy level to succeed reading the book. The book can be
1109 read if: mental_level greater &lt;literacy level&gt; - 5. Adding level to a
1110 book can be a nice idea, personally I like it when a player needs
1111 more than his fighting skills to solve a quest. However, keep the
1112 booklevel at least below 15 because it is quite hard to gain high
1113 mental levels.
1114 </attribute>
1115 <attribute arch="startequip" editor="godgiven item" type="bool">
1116 A godgiven item vanishes as soon as the player
1117 drops it to the ground.
1118 </attribute>
1119 <attribute arch="unique" editor="unique item" type="bool">
1120 Unique items exist only one time on a server. If the item
1121 is taken, lost or destroyed - it's gone for good.
1122 </attribute>
1123 <attribute arch_begin="msg" arch_end="endmsg" editor="book content" type="text">
1124 This is the text that appears "written" in the book.
1125 </attribute>
1126 <attribute arch="slaying" editor="key string" type="string">
1127 This is the key string of the book. The key string is checked by an inventory checker.
1128 (This is used eg. for the gate/port passes in scorn)
1129 </attribute>
1130 </type>
1131
1132 <!--####################################################################-->
1133 <type number="99" name="Boots">
1134 <import_type name="Amulet" />
1135 <description><![CDATA[
1136 Wearing boots, the object's stats will directly be inherited to
1137 the player. Usually enhancing his speed, or granting some minor
1138 protection bonus. ]]>
1139 </description>
1140 <use><![CDATA[
1141 Feel free to create your own special artifacts. However, it is very
1142 important that you keep your artifact in balance with existing maps. ]]>
1143 </use>
1144 <attribute arch="exp" editor="speed bonus" type="int">
1145 Boots with &lt;speed bonus&gt; will increase the player's walking speed
1146 while worn. This kind of bonus is quite desirable for players of low-
1147 and medium level. High level players usually have fastest possible
1148 walking speed and thus don't need &lt;speed bonus&gt; anymore.
1149 Still, this bonus is good for nice artifacts - not everything has
1150 to be for highest level.
1151 </attribute>
1152 <attribute arch="magic" editor="magic bonus" type="int">
1153 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1154 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1155 than direct armour-class bonus on the boots.
1156
1157 Important: &lt;magic bonus&gt; on boots has no effect if there is no
1158 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1159 </attribute>
1160 </type>
1161
1162 <!--####################################################################-->
1163 <type number="104" name="Bracers">
1164 <import_type name="Amulet" />
1165 <description><![CDATA[
1166 Bracers are armour-plates worn around the wrists.
1167 Wearing bracer, the object's stats will directly be inherited to
1168 the player. Usually enhancing his defense. ]]>
1169 </description>
1170 <use><![CDATA[
1171 Feel free to create your own special artifacts. However, it is very
1172 important that you keep your artifact in balance with existing maps. ]]>
1173 </use>
1174 <attribute arch="magic" editor="magic bonus" type="int">
1175 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1176 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1177 than direct armour-class bonus on the bracers.
1178 </attribute>
1179 </type>
1180
1181 <!--####################################################################-->
1182 <type number="16" name="Brestplate Armour">
1183 <import_type name="Amulet" />
1184 <description><![CDATA[
1185 Wearing an armour, the object's stats will directly be inherited to
1186 the player. Usually enhancing his defense. ]]>
1187 </description>
1188 <use><![CDATA[
1189 Feel free to create your own special artifacts. However, it is very
1190 important that you keep your artifact in balance with existing maps. ]]>
1191 </use>
1192 <attribute arch="last_heal" editor="spellpoint penalty" type="int">
1193 This poses a penalty to spell regeneration speed, for wearing the armour.
1194 The bigger the spellpoint penalty, the worse.
1195 </attribute>
1196 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1197 Slowdown penalty reduces the player's walking speed when wearing the
1198 armour. Bigger values are worse - zero is best.
1199 </attribute>
1200 <attribute arch="magic" editor="magic bonus" type="int">
1201 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1202 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1203 than direct armour-class bonus on the armour.
1204 </attribute>
1205 </type>
1206
1207 <!--####################################################################-->
1208 <type number="92" name="Button">
1209 <ignore>
1210 <ignore_list name="non_pickable" />
1211 </ignore>
1212 <description><![CDATA[
1213 When a predefined amount of weigh is placed on a button, the
1214 &lt;connection&gt; value is triggered. In most cases this happens when a
1215 player or monster steps on it. When the button is "released", the
1216 &lt;connection&gt; value get's triggered a second time. ]]>
1217 </description>
1218 &move_on;
1219 &move_off;
1220 <attribute arch="no_pick" value="1" type="fixed" />
1221 <attribute arch="weight" editor="press weight" type="int">
1222 The button is pressed (triggered), as soon as
1223 &lt;press weigh&gt; gram are placed ontop of it.
1224 </attribute>
1225 <attribute arch="connected" editor="connection" type="int">
1226 Every time the button is pressed or released, all objects
1227 with the same &lt;connection&gt; value are activated.
1228 </attribute>
1229 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1230 This text may describe the item. You can use this
1231 message to explain the button's purpose to the player.
1232 </attribute>
1233 </type>
1234
1235 <!--####################################################################-->
1236 <type number="30" name="Button Trigger">
1237 <import_type name="Button" />
1238 <ignore>
1239 <ignore_list name="non_pickable" />
1240 </ignore>
1241 <description><![CDATA[
1242 Handle buttons are buttons which reset after a short period
1243 of time. Every time it is either applied or reset, the
1244 &lt;connection&gt; value is triggered. ]]>
1245 </description>
1246 </type>
1247
1248 <!--####################################################################-->
1249 <type number="37" name="Class Changer">
1250 <ignore>
1251 <ignore_list name="non_pickable" />
1252 </ignore>
1253 <description><![CDATA[
1254 Class changer are used while creating a character. ]]>
1255 </description>
1256 <attribute arch="randomitems" editor="class items" type="treasurelist">
1257 This entry determines which initial items the character receives.
1258 </attribute>
1259 <section name="stats">
1260 <attribute arch="Str" editor="strength" type="int">
1261 The player's strength will rise by the given value if he chooses this
1262 class. (Negative values make strength fall)
1263 </attribute>
1264 <attribute arch="Dex" editor="dexterity" type="int">
1265 The player's dexterity will rise by the given value if he chooses this
1266 class. (Negative values make dexterity fall)
1267 </attribute>
1268 <attribute arch="Con" editor="constitution" type="int">
1269 The player's constitution will rise by the given value if he chooses this
1270 class. (Negative values make constitution fall)
1271 </attribute>
1272 <attribute arch="Int" editor="intelligence" type="int">
1273 The player's intelligence will rise by the given value if he chooses this
1274 class. (Negative values make intelligence fall)
1275 </attribute>
1276 <attribute arch="Pow" editor="power" type="int">
1277 The player's power will rise by the given value if he chooses this
1278 class. (Negative values make power fall)
1279 </attribute>
1280 <attribute arch="Wis" editor="wisdom" type="int">
1281 The player's wisdom will rise by the given value if he chooses this
1282 class. (Negative values make wisdom fall)
1283 </attribute>
1284 <attribute arch="Cha" editor="charisma" type="int">
1285 The player's charisma will rise by the given value if he chooses this
1286 class. (Negative values make charisma fall)
1287 </attribute>
1288 </section>
1289 </type>
1290
1291 <!--####################################################################-->
1292 <type number="87" name="Cloak">
1293 <import_type name="Amulet" />
1294 <description><![CDATA[
1295 Wearing a cloak, the object's stats will directly be inherited to
1296 the player. Cloaks usually add minor &lt;armour class&gt; and
1297 sometimes a bit of resistance. ]]>
1298 </description>
1299 <use><![CDATA[
1300 Feel free to create your own special artifacts. However, it is very
1301 important that you keep your artifact in balance with existing maps. ]]>
1302 </use>
1303 <attribute arch="magic" editor="magic bonus" type="int">
1304 &lt;magic bonus&gt; works just like ac, except that it can be improved by
1305 "scrolls of Enchant Armour" or reduced by acid. It is less useful
1306 than direct armour-class bonus on the cloak.
1307
1308 Important: &lt;magic bonus&gt; on cloaks has no effect if there is no
1309 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
1310 </attribute>
1311 </type>
1312
1313 <!--####################################################################-->
1314 <type number="9" name="Clock">
1315 <description><![CDATA[
1316 Applying a clock, the time is displayed to the player. ]]>
1317 </description>
1318 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1319 This text may describe the item
1320 </attribute>
1321 </type>
1322
1323 <!--####################################################################-->
1324 <type number="122" name="Container">
1325 <description><![CDATA[
1326 A player can put (certain kinds of) items in the container.
1327 The overall weight of items is reduced when put inside a
1328 container, depending on the settings.
1329 <br><br>
1330 A special feature of containers is the "cauldron",
1331 capable of mixing alchemical receipes. ]]>
1332 </description>
1333 <use><![CDATA[
1334 Note on chests - There are two types of chests:
1335 <UL>
1336 <LI> First the random treasure chests - Those are NOT containers
1337 (but object type Treasure), they create random treasures when
1338 applied. Archetype name is "chest".
1339 <LI> Second there are the permanent chests - Those are containers,
1340 they can be opened and closed again. Archetype name is "chest_2".
1341 </UL> ]]>
1342 </use>
1343 <attribute arch="race" editor="container class" type="string">
1344 If set, the container will hold only certain types of objects.
1345 Possible choices for &lt;container class&gt; are: "gold and jewels",
1346 "arrows" and "keys".
1347
1348 Unfortunately it is not easy to create new container
1349 classes, because items need a matching counterpiece-attribute
1350 to the &lt;container class&gt; before they can be put inside a
1351 container. This attribute ("race") is set only for the existing
1352 container classes.
1353 </attribute>
1354 <attribute arch="slaying" editor="key string" type="string">
1355 If &lt;key string&gt; is set, only players with a special key
1356 of matching &lt;key string&gt; are able to open the container.
1357 </attribute>
1358 <attribute arch="container" editor="maximum weight" type="int">
1359 The container can hold a maximum total weight of the given value
1360 in gram. Note that this weight limit is calculated *after* the
1361 weight reduction (&lt;reduce weight&gt;) has been applied.
1362 </attribute>
1363 <attribute arch="Str" editor="reduce weight %" type="int">
1364 This value determines how much the weight of items is reduced in
1365 percent, when put inside the container. &lt;reduce weight %&gt; 0 means no
1366 reduction, &lt;reduce weight %&gt; 100 means items are weightless inside.
1367 Most default values are in the range of ten.
1368 </attribute>
1369 <attribute arch="is_cauldron" editor="alchemy cauldron" type="bool">
1370 If set, the container can be used as alchemy-cauldron.
1371 The player can put ingredients inside, close it, cast alchemy
1372 and if his formulae is true, he'll get what he longed for.
1373 </attribute>
1374 <attribute arch="unique" editor="unique item" type="bool">
1375 Unique items exist only one time on a server. If the item
1376 is taken, lost or destroyed - it's gone for good.
1377 All contents of a unique container are unique as well.
1378 </attribute>
1379 <attribute arch="startequip" editor="godgiven item" type="bool">
1380 A godgiven item vanishes as soon as the player
1381 drops it to the ground.
1382 </attribute>
1383 <attribute arch="other_arch" editor="animation arch" type="string">
1384 This is used for a certain kind of... "animation" when
1385 opening the container. Stick to the default arches here
1386 and you won't get into trouble.
1387 </attribute>
1388 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1389 This text may contain a description of the container.
1390 </attribute>
1391 </type>
1392
1393 <!--####################################################################-->
1394 <type number="103" name="Converter">
1395 <ignore>
1396 <attribute arch="value" />
1397 <attribute arch="nrof" />
1398 <attribute arch="name_pl" />
1399 <attribute arch="no_pick" />
1400 <attribute arch="unpaid" />
1401 <attribute arch="title" />
1402 </ignore>
1403 <description><![CDATA[
1404 Converters are like "exchange tables". When the player drops a
1405 specific type of items, they get converted into other items, at a
1406 predefined exchange-ratio. ]]>
1407 </description>
1408 <use><![CDATA[
1409 Converters are better than shopping with doormats, because the
1410 converters never get sold out. For some items like food or jewels
1411 those "exchange tables" are really nice, while for the more important
1412 stuff like potions converters should not exist.
1413 <br><br>
1414 VERY IMPORTANT: Be careful with the exchange-ratio! When you drop
1415 items on a converter, the stuff you get must be of equal or lesser
1416 value than before! (Except if you are using "rare" items like
1417 dragonscales for payment). The code will not check if your ratio is
1418 sane, so the player could gain infinite wealth by using your converter. ]]>
1419 </use>
1420 <attribute arch="no_pick" value="1" type="fixed" />
1421 <attribute arch="slaying" editor="cost arch" type="string">
1422 &lt;cost arch&gt; is the name of the archetype the player has to
1423 put on the converter, as payment.
1424 </attribute>
1425 <attribute arch="food" editor="cost number" type="int">
1426 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1427 on the converter, in order to get &lt;receive number&gt; items
1428 of &lt;receive arch&gt;.
1429 </attribute>
1430 <attribute arch="other_arch" editor="receive arch" type="string">
1431 &lt;receive arch&gt; is the name of the archetype to convert into.
1432 This field is ignored if the converter has items in inventory. In this
1433 case one of the inventory items is duplicated. The duplicated item is
1434 randomly chosen from all items present.
1435 </attribute>
1436 <attribute arch="sp" editor="receive number" type="int">
1437 The player has to put &lt;cost number&gt; items of &lt;cost arch&gt;
1438 on the converter, in order to get &lt;receive number&gt; items
1439 of &lt;receive arch&gt;.
1440 </attribute>
1441 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
1442 This text may contain a description of the converter.
1443 </attribute>
1444 </type>
1445
1446 <!--####################################################################-->
1447 <type number="42" name="Creator">
1448 <ignore>
1449 <ignore_list name="system_object" />
1450 </ignore>
1451 <description><![CDATA[
1452 A creator is an object which creates another object when it
1453 is triggered. The child object can be anything. Creators are
1454 VERY useful for all kinds of map-mechanisms. ]]>
1455 </description>
1456 <use><![CDATA[
1457 Don't hesitate to hide your creators under the floor.
1458 The created items will still always appear ontop of the floor. ]]>
1459 </use>
1460 <attribute arch="no_pick" value="1" type="fixed" />
1461 <attribute arch="other_arch" editor="create arch" type="string">
1462 This string defines the object that will be created.
1463 You can choose any of the existing arches.
1464 This field is ignored if the creator has items in inventory. In this case
1465 one of the inventory items is duplicated. The duplicated item is randomly
1466 chosen from all items present.
1467 </attribute>
1468 <attribute arch="connected" editor="connection" type="int">
1469 Whenever the connection value is activated,
1470 the creator gets triggered.
1471 </attribute>
1472 &activate_on;
1473 <attribute arch="lifesave" editor="infinit uses" type="bool">
1474 If &lt;infinit uses&gt; is set, the creator will work
1475 infinitely, regardless of the value in &lt;number of uses&gt;.
1476 </attribute>
1477 <attribute arch="hp" editor="number of uses" type="int">
1478 The creator can be triggered &lt;number of uses&gt; times, thus
1479 creating that many objects, before it dissappears.
1480 Default is &lt;number of uses&gt; 1 (-&gt; one-time usage).
1481 </attribute>
1482 <attribute arch="slaying" editor="name of creation" type="string">
1483 The created object will bear the name and title specified in &lt;name of
1484 creation&gt;. If nothing is set, the standard name and title of the
1485 archetype is used.
1486 </attribute>
1487 <attribute arch="level" editor="level of creation" type="int">
1488 The created object will be of that level. If zero/unset,
1489 the standard level of the archetype is used.
1490 </attribute>
1491 </type>
1492
1493 <!--####################################################################-->
1494 <type number="51" name="Detector">
1495 <ignore>
1496 <ignore_list name="system_object" />
1497 </ignore>
1498 <description><![CDATA[
1499 Detectors work quite much like inv. checkers/pedestals: If the detector
1500 finds a specific object, it toggles its connected value.
1501 <br><br>
1502 What is "unique" about them, compared to inv. checkers/ pedestals?
1503 - First, detectors check their square for a match periodically, not
1504 instantly. Second, detectors check directly for object names. Third,
1505 detectors do not check the inventory of players/monsters. ]]>
1506 </description>
1507 <use><![CDATA[
1508 There is one major speciality about detectors: You can detect spells
1509 blown over a detector! To detect a lighting bolt for example, set
1510 "slaying ligthing" and "speed 1.0". In combination with spellcasting
1511 walls, this can be very useful for map-mechanisms. ]]>
1512 </use>
1513 <attribute arch="no_pick" value="1" type="fixed" />
1514 <attribute arch="slaying" editor="match name" type="string">
1515 &lt;match name&gt; specifies the name of the object we are looking for.
1516 Actually it does also check for the &lt;key string&gt; in key-objects,
1517 but for this case inventory checkers are often more powerful to use.
1518 </attribute>
1519 <attribute arch="connected" editor="connection" type="int">
1520 When the detector is triggered, all objects with the same
1521 connection value get activated.
1522 </attribute>
1523 <attribute arch="speed" editor="detection speed" type="float">
1524 This value defines the time between two detector-checks.
1525 If you want the detector to behave almost like pedestals/buttons,
1526 set speed rather high, like &lt;detection speed&gt; 1.0.
1527 </attribute>
1528 &speed_left;
1529 <attribute arch="speed_left" editor="speed left" type="float">
1530 The speed left. This value is incremented by &lt;speed&gt; on every tick.
1531 If it is larger than 0, the detector checks, and the speed is decremented
1532 by 1.
1533 </attribute>
1534 </type>
1535
1536 <!--####################################################################-->
1537 <type number="112" name="Director">
1538 <ignore>
1539 <ignore_list name="non_pickable" />
1540 </ignore>
1541 <description><![CDATA[
1542 Directors change the direction of spell objects and other projectiles
1543 that fly past. Unlike spinners, directors always move objects in the
1544 same direction. It does not make a difference from what angle you
1545 shoot into it.<br>
1546 Directors are visible per default. ]]>
1547 </description>
1548 <use><![CDATA[
1549 Directors are rarely used in maps. Sometimes they are placed to
1550 change the direction of spells coming out of magic walls,
1551 "channeling" spell-projectiles in some direction. When doing this,
1552 <B>never place directors facing each other with magic walls fireing
1553 into them!</B> The spell-projectiles bouncing between the directors
1554 would accumulate to huge numbers and at some point slow down the
1555 server by eating memory- and CPU-time.
1556 <br><br>
1557 You'd better not place directors in monster vs. player combat
1558 areas too much, because that freaks out wizard-type players. ]]>
1559 </use>
1560 <attribute arch="sp" editor="direction" type="list_direction">
1561 Projectiles will leave the director flying in the selected &lt;direction&gt;.
1562 A director with direction &lt;none&gt; simply stops projectiles.
1563 (The latter works out a bit strange for some spells).
1564 </attribute>
1565 &move_on;
1566 </type>
1567
1568 <!--####################################################################-->
1569 <type number="158" name="Disease">
1570 <ignore>
1571 <ignore_list name="system_object" />
1572 </ignore>
1573 <description><![CDATA[
1574 Diseases are an intersting form of spellcraft in Crossfire.
1575 Once casted, they can spread out and infect creatures in a large
1576 area. Being infected can have various effects, from amusing farts
1577 to horrible damage - almost everything is possible. ]]>
1578 </description>
1579 <use><![CDATA[
1580 Diseases are extremely flexible and usable in a many ways.
1581 So far they are mostly used for causing bad, unwanted effects.
1582 You could just as well create a disease which helps the player
1583 (recharging mana for example).
1584 Infection with a "positive disease" could even be a quest reward. ]]>
1585 </use>
1586 <attribute arch="invisible" value="1" type="fixed" />
1587 <attribute arch="level" editor="plaque level" type="int">
1588 The &lt;plaque level&gt; is proportional to the disease's deadliness.
1589 This mainly reflects in the &lt;damage&gt;. It has no effect on
1590 most other symptoms. Neverthless, it is a very important value for
1591 all damage-inflicting diseases.
1592 </attribute>
1593 <attribute arch="race" editor="infect race" type="string">
1594 The disease will only infect creatures of the specified &lt;race&gt;.
1595 "&lt;race&gt; *" means every creature can be infected.
1596 </attribute>
1597 <attribute arch="ac" editor="progressiveness" type="int">
1598 Every time the disease "moves" the severity of the symptoms are increased
1599 by &lt;progressiveness&gt;/100. (severity = 1 + (accumlated progression)/100)
1600 </attribute>
1601 <section name="spreading">
1602 <attribute arch="wc" editor="infectiosness" type="int">
1603 The &lt;infectiosness&gt; defines the chance of new creatures getting
1604 infected. If you set this too high, the disease is very likely to
1605 be too effective.
1606
1607 &lt;infectiosness&gt;/127 is the chance of someone in range catching it.
1608 </attribute>
1609 <attribute arch="last_grace" editor="attenuation" type="int">
1610 The &lt;attenuation&gt; value reduces the diseases' &lt;infectiosness&gt;
1611 everytime it infects someone new. This limits how many generations
1612 a disease can propagate.
1613 </attribute>
1614 <attribute arch="magic" editor="infection range" type="int">
1615 &lt;infection range&gt; sets the range at which infection may occur.
1616 If positive, the &lt;infection range&gt; is level dependant - If negative,
1617 it is not:
1618 E.g. "&lt;infection range&gt; -6" means creatures can be infected in
1619 six square range, and &lt;plaque level&gt; doesn't modify that.
1620 </attribute>
1621 <attribute arch="maxhp" editor="persistence" type="int">
1622 &lt;persistence&gt; defines how long the disease can persist OUTSIDE a host.
1623 The disease can "move" &lt;persistence&gt; times outside a host before it
1624 vanishes. A negative value means the disease lasts for permanent
1625 (which is only recommended to use in maps without monsters).
1626 </attribute>
1627 <attribute arch="maxgrace" editor="curing duration" type="int">
1628 The disease will last in the host for &lt;curing duration&gt; "disease moves"
1629 (Assuming the host survives and doesn't use a curing spell).
1630 After this period the disease is naturally cured, which provides the
1631 host with immunity from this particular disease of lower or equal level.
1632
1633 A negative value means the disease can never be cured naturally.
1634
1635 Note that this value can be further modulated by spell-parameters,
1636 if the disease is registered as spell in the code. Due to that,
1637 most default diseases take a lot longer to cure than it seems.
1638 </attribute>
1639 <attribute arch="speed" editor="moving speed" type="float">
1640 The &lt;speed&gt; of the disease determines how fast the disease will
1641 "move", thus how fast the symptoms strike the host.
1642 </attribute>
1643 &speed_left;
1644 </section>
1645 <section name="symptoms">
1646 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
1647 The disease will attack the host with the given &lt;attacktype&gt;.
1648 Godpower attacktype is commonly used for "unresistable" diseases.
1649 </attribute>
1650 <attribute arch="dam" editor="damage" type="int">
1651 A disease with a positive &lt;damage&gt; value will strike the player for that
1652 amount of damage every time the symptoms occur.
1653 A negative &lt;damage&gt; value produces %-based damage: "&lt;damage&gt; -10" means
1654 the player's health is reduced by 10% every time the symptoms strike.
1655
1656 Diseases with %-based damage can be dangerous - but not deadly -
1657 for players of all levels.
1658 </attribute>
1659 <attribute arch="other_arch" editor="create arch" type="string">
1660 If set, the specified arch is created and dropped every time the
1661 symptoms strike.
1662
1663 This can be various things: farts, body pieces, eggs ...
1664 Even monsters can be created that way. You could also make a
1665 disease where some exotic stuff like money/gems is created.
1666 </attribute>
1667 <attribute arch="last_sp" editor="slowdown penalty" type="int">
1668 If set, the disease imposes a &lt;slowdown penalty&gt; while being infected.
1669 The player's speed is reduced by &lt;slowdown penalty&gt; % of normal value.
1670 </attribute>
1671 <attribute arch="exp" editor="exp. for curing" type="int">
1672 When the player manages to cure this disease (with a curing spell),
1673 he is awarded with &lt;exp. for curing&gt; experience.
1674 </attribute>
1675 <attribute arch="maxsp" editor="mana depletion" type="int">
1676 Every time the disease "moves", the player's mana is
1677 reduced by the value of &lt;mana depletion&gt;.
1678 For negative values, a %-based amount is taken.
1679 </attribute>
1680 <attribute arch="last_eat" editor="food depletion" type="int">
1681 Every time the disease "moves", the player's food is
1682 reduced by the value of &lt;food depletion&gt;.
1683 For negative values, a %-based amount is taken.
1684 </attribute>
1685 <attribute arch="hp" editor="health regen." type="int">
1686 This value increases the player's healing rate.
1687 Negative values decrease it.
1688 </attribute>
1689 <attribute arch="sp" editor="mana regen." type="int">
1690 This value increases the player's rate of mana regeneration.
1691 Negative values decrease it.
1692 </attribute>
1693 </section>
1694 <section name="disability">
1695 <attribute arch="Str" editor="strength" type="int">
1696 The player's strength will rise by the given value
1697 while being infected. (Negative values make strength fall)
1698 </attribute>
1699 <attribute arch="Dex" editor="dexterity" type="int">
1700 The player's dexterity will rise by the given value
1701 while being infected. (Negative values make dexterity fall)
1702 </attribute>
1703 <attribute arch="Con" editor="constitution" type="int">
1704 The player's constitution will rise by the given value
1705 while being infected. (Negative values make constitution fall)
1706 </attribute>
1707 <attribute arch="Int" editor="intelligence" type="int">
1708 The player's intelligence will rise by the given value
1709 while being infected. (Negative values make intelligence fall)
1710 </attribute>
1711 <attribute arch="Pow" editor="power" type="int">
1712 The player's power will rise by the given value
1713 while being infected. (Negative values make power fall)
1714 </attribute>
1715 <attribute arch="Wis" editor="wisdom" type="int">
1716 The player's wisdom will rise by the given value
1717 while being infected. (Negative values make wisdom fall)
1718 </attribute>
1719 <attribute arch="Cha" editor="charisma" type="int">
1720 The player's charisma will rise by the given value
1721 while being infected. (Negative values make charisma fall)
1722 </attribute>
1723 </section>
1724 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
1725 This text is displayed to the player every time the
1726 symptoms strike.
1727 </attribute>
1728 </type>
1729
1730 <!--####################################################################-->
1731 <type number="23" name="Door">
1732 <ignore>
1733 <ignore_list name="non_pickable" />
1734 </ignore>
1735 <description><![CDATA[
1736 A door can be opened with a normal key. It also can be broken by attacking
1737 it, and it can be defeated with the lockpicking skill. If a door is
1738 defeated, horizontally and vertically adjacent doors are automatically
1739 removed. ]]>
1740 </description>
1741 <attribute arch="no_pick" value="1" type="fixed" />
1742 <attribute arch="alive" value="1" type="fixed" />
1743 &movement_types_terrain;
1744 <attribute arch="hp" editor="hitpoints" type="int">
1745 The more &lt;hitpoints&gt; the door has, the longer it takes to be broken.
1746 </attribute>
1747 <attribute arch="ac" editor="armour class" type="int">
1748 Doors of high &lt;armour class&gt; are less likely to get hit.
1749 &lt;armour class&gt; can be considered the "counterpiece" to
1750 &lt;weapon class&gt;.
1751 </attribute>
1752 <attribute arch="other_arch" editor="drop arch" type="string">
1753 This string defines the object that will be created when the door was
1754 defeated.
1755 </attribute>
1756 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
1757 This entry determines what kind of traps will appear in the door.
1758 </attribute>
1759 </type>
1760
1761 <!--####################################################################-->
1762 <type number="83" name="Duplicator">
1763 <ignore>
1764 <ignore_list name="system_object" />
1765 </ignore>
1766 <description><![CDATA[
1767 When activated, a duplicator can duplicate, multiply or destroy a pile of
1768 objects which lies somewhere on top of the duplicator.
1769 The duplicator has one arch name specified as &lt;target arch&gt;,
1770 and only objects of this archetype can be affected.<br>
1771 It will multiply the number of items in the pile, by the &lt;multiply factor&gt;.
1772 If the latter is set to zero, it will destroy objects. ]]>
1773 </description>
1774 <use><![CDATA[
1775 I hope it is clear that one must be very cautious when inserting a duplicator
1776 anywhere with &lt;multiply factor&gt; greater than one.
1777 It is designed to be used for betting mechanisms only (bet -&gt; win/loose).
1778 It is <b>not acceptable</b> to allow duplication of anything other than
1779 coins, gold and jewels. Besides, it is very important that the chance to
1780 loose the input matches the chance to earn winnings.<br>
1781 A duplicator with &lt;multiply factor&gt; 3 for example should have a
1782 loosing rate of 2/3 = 67%. ]]>
1783 </use>
1784 <attribute arch="other_arch" editor="target arch" type="string">
1785 Only objects of matching archtype, lying ontop of the duplicator will be
1786 duplicated, multiplied or removed. All other objects will be ignored.
1787 </attribute>
1788 <attribute arch="level" editor="multiply factor" type="int">
1789 The number of items in the target pile will be multiplied by the
1790 &lt;multiply factor&gt;. If it is set to zero, all target objects
1791 will be destroyed.
1792 </attribute>
1793 <attribute arch="connected" editor="connection" type="int">
1794 An activator (lever, altar, button, etc) with matching connection value
1795 is able to trigger this duplicator. Be very careful that players cannot
1796 abuse it to create endless amounts of money or other valuable stuff!
1797 </attribute>
1798 &activate_on;
1799 </type>
1800
1801 <!--####################################################################-->
1802 <type number="66" name="Exit">
1803 <ignore>
1804 <ignore_list name="non_pickable" />
1805 </ignore>
1806 <description><![CDATA[
1807 When the player applies an exit, he is transferred to a different location.
1808 (Monsters cannot use exits.) Depending on how it is set, the player applies
1809 the exit just by walking into it, or by pressing &lt;a&gt;pply when standing on
1810 the exit. ]]>
1811 </description>
1812 <use><![CDATA[
1813 If you want to have an invisible exit, set &lt;invisible&gt; (, of course
1814 &lt;apply by walking&gt;), and put it *under* the floor. Otherwise it could be
1815 detected with the show_invisible spell.
1816 <br><br>
1817 You can be quite creative with the outlook of secret exits (their "face").
1818 Don't forget to give the player relyable hints about them though. ]]>
1819 </use>
1820 <attribute arch="slaying" editor="exit path" type="string">
1821 The exit path defines the map that the player is transferred to.
1822 You can enter an absolute path, beginning with '/' (for example
1823 "/peterm/FireTemple/fire1"). It can also be a relative path, not beginning
1824 with '/' (On the map "/peterm/FireTemple/Fire2" for example I could use the
1825 relative path "Fire1"). Use relative paths whenever possible! Note that
1826 upper/lower case must always be set correctly. However, please use lower
1827 case only.
1828 It is well possible to have an exit pointing to the same map that the exit
1829 is on. If slaying is not set in an exit, the player will see a message like
1830 "the exit is closed".
1831 </attribute>
1832 <attribute arch="hp" editor="destination X" type="int">
1833 The exit destinations define the (x, y)-coordinates where the exit
1834 leads to.
1835 If both are set to zero, the player will be transferred to the "default
1836 enter location" of the destined map. The latter can be set in the map-
1837 properties as "Enter X/Y". Though, please DO NOT use that.
1838 It turned out to be a source for numerous map-bugs.
1839 </attribute>
1840 <attribute arch="sp" editor="destination Y" type="int">
1841 The exit destinations define the (x, y)-coordinates where the exit
1842 leads to.
1843 If both are set to zero, the player will be transferred to the "default
1844 enter location" of the destined map. The latter can be set in the map-
1845 properties as "Enter X/Y". Though, please DO NOT use that.
1846 It turned out to be a source for numerous map-bugs.
1847 </attribute>
1848 &move_on;
1849 <attribute arch_begin="msg" arch_end="endmsg" editor="exit message" type="text">
1850 If set, this message will be displayed to the player when he applies the exit.
1851 This is quite useful to throw in some "role-play feeling": "As you enter the
1852 dark cave you hear the sound of rustling dragonscales...". Well, my english
1853 is poor, but you get the point. =)
1854 </attribute>
1855 <attribute arch="unique" editor="unique destination" type="bool">
1856 This flag defines the destined map as "personal unique map". If set,
1857 there will be a seperate version of that map for every player out there.
1858 This feature is used for the permanent apartments
1859 (in Scorn/Nuernberg/Caterham...). It should not be used for anything else
1860 than apartments, since Crossfire is a *multi*player game. In such a permanent
1861 apartment don't forget to set the unique-flag for all floor tiles too
1862 (see floors).
1863 An exit pointing outside of a personal unique map must have the
1864 "unique destination"-flag unset.
1865 </attribute>
1866 </type>
1867
1868 <!--####################################################################-->
1869 <type number="72" name="Flesh">
1870 <description><![CDATA[
1871 Just like with food, the player can fill his stomache and gain a
1872 little health by eating flesh-objects. <br>
1873 For dragon players, flesh plays a very special role though: If the
1874 flesh has resistances set, a dragon player has a chance to gain resistance in
1875 those categories. The only constraint to this process is the &lt;flesh level&gt;.
1876 Don't forget that flesh items with resistances have to be balanced
1877 according to map/monster difficulty. ]]>
1878 </description>
1879 <use><![CDATA[
1880 For dragon players, flesh items can be highly valuable. Note that many
1881 standard monsters carry flesh items from their &lt;treasurelist&gt;.
1882 These flesh items "inherit" resistances and level from the monster they belong to.
1883 When you add special flesh items to the inventory of a monster, this is
1884 not the case - so you have to set it manually.
1885 <br><br>
1886 Generally adding special flesh-treaties for dragon players is a great thing
1887 to do. Always consider that dragon players might really not be interested
1888 in that special piece of weapon or armour, so don't let the dragon-fellows miss
1889 out on the reward completely. ]]>
1890 </use>
1891 <attribute arch="food" editor="foodpoints" type="int">
1892 The player's stomache will get filled with this amount of foodpoints.
1893 The player's health will increase by &lt;foodpoints&gt;/50 hp.
1894 </attribute>
1895 <attribute arch="level" editor="flesh level" type="int">
1896 The &lt;flesh level&gt; is not visible to the players and it affects only
1897 dragon players. Normally this value reflects the level of the monster
1898 from which the flesh item originates.
1899 Dragon players always search for flesh of highest level possible,
1900 because it bears the best chance to gain high resistances.
1901 </attribute>
1902 <attribute arch="startequip" editor="godgiven item" type="bool">
1903 A godgiven item vanishes as soon as the player
1904 drops it to the ground.
1905 </attribute>
1906 <section name="resistance">
1907 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
1908 Resistances on flesh items make them more durable against spellcraft
1909 of the appropriate kind. It also allows dragon players to eventually gain
1910 resistance by eating it. Usually resistance should only be set for flesh
1911 items in a monster's inventory.
1912 </attribute>
1913 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
1914 Resistances on flesh items make them more durable against spellcraft
1915 of the appropriate kind. It also allows dragon players to eventually gain
1916 resistance by eating it. Usually resistance should only be set for flesh
1917 items in a monster's inventory.
1918 </attribute>
1919 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
1920 Resistances on flesh items make them more durable against spellcraft
1921 of the appropriate kind. It also allows dragon players to eventually gain
1922 resistance by eating it. Usually resistance should only be set for flesh
1923 items in a monster's inventory.
1924 </attribute>
1925 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
1926 Resistances on flesh items make them more durable against spellcraft
1927 of the appropriate kind. It also allows dragon players to eventually gain
1928 resistance by eating it. Usually resistance should only be set for flesh
1929 items in a monster's inventory.
1930 </attribute>
1931 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
1932 Resistances on flesh items make them more durable against spellcraft
1933 of the appropriate kind. It also allows dragon players to eventually gain
1934 resistance by eating it. Usually resistance should only be set for flesh
1935 items in a monster's inventory.
1936 </attribute>
1937 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
1938 Resistances on flesh items make them more durable against spellcraft
1939 of the appropriate kind. It also allows dragon players to eventually gain
1940 resistance by eating it. Usually resistance should only be set for flesh
1941 items in a monster's inventory.
1942 </attribute>
1943 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
1944 Resistances on flesh items make them more durable against spellcraft
1945 of the appropriate kind. It also allows dragon players to eventually gain
1946 resistance by eating it. Usually resistance should only be set for flesh
1947 items in a monster's inventory.
1948 </attribute>
1949 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
1950 Resistances on flesh items make them more durable against spellcraft
1951 of the appropriate kind. It also allows dragon players to eventually gain
1952 resistance by eating it. Usually resistance should only be set for flesh
1953 items in a monster's inventory.
1954 </attribute>
1955 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
1956 Resistances on flesh items make them more durable against spellcraft
1957 of the appropriate kind. It also allows dragon players to eventually gain
1958 resistance by eating it. Usually resistance should only be set for flesh
1959 items in a monster's inventory.
1960 </attribute>
1961 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
1962 Resistances on flesh items make them more durable against spellcraft
1963 of the appropriate kind. It also allows dragon players to eventually gain
1964 resistance by eating it. Usually resistance should only be set for flesh
1965 items in a monster's inventory.
1966 </attribute>
1967 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
1968 Resistances on flesh items make them more durable against spellcraft
1969 of the appropriate kind. It also allows dragon players to eventually gain
1970 resistance by eating it. Usually resistance should only be set for flesh
1971 items in a monster's inventory.
1972 </attribute>
1973 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
1974 Resistances on flesh items make them more durable against spellcraft
1975 of the appropriate kind. It also allows dragon players to eventually gain
1976 resistance by eating it. Usually resistance should only be set for flesh
1977 items in a monster's inventory.
1978 </attribute>
1979 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
1980 Resistances on flesh items make them more durable against spellcraft
1981 of the appropriate kind. It also allows dragon players to eventually gain
1982 resistance by eating it. Usually resistance should only be set for flesh
1983 items in a monster's inventory.
1984 </attribute>
1985 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
1986 Resistances on flesh items make them more durable against spellcraft
1987 of the appropriate kind. It also allows dragon players to eventually gain
1988 resistance by eating it. Usually resistance should only be set for flesh
1989 items in a monster's inventory.
1990 </attribute>
1991 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
1992 Resistances on flesh items make them more durable against spellcraft
1993 of the appropriate kind. It also allows dragon players to eventually gain
1994 resistance by eating it. Usually resistance should only be set for flesh
1995 items in a monster's inventory.
1996 </attribute>
1997 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
1998 RResistances on flesh items make them more durable against spellcraft
1999 of the appropriate kind. It also allows dragon players to eventually gain
2000 resistance by eating it. Usually resistance should only be set for flesh
2001 items in a monster's inventory.
2002 </attribute>
2003 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2004 Resistances on flesh items make them more durable against spellcraft
2005 of the appropriate kind. It also allows dragon players to eventually gain
2006 resistance by eating it. Usually resistance should only be set for flesh
2007 items in a monster's inventory.
2008 </attribute>
2009 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2010 Resistances on flesh items make them more durable against spellcraft
2011 of the appropriate kind. It also allows dragon players to eventually gain
2012 resistance by eating it. Usually resistance should only be set for flesh
2013 items in a monster's inventory.
2014 </attribute>
2015 </section>
2016 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2017 This text may describe the item.
2018 </attribute>
2019 </type>
2020
2021 <!--####################################################################-->
2022 <type number="0" name="Floor">
2023 <required>
2024 <attribute arch="is_floor" value="1" />
2025 <attribute arch="alive" value="0" />
2026 </required>
2027 <ignore>
2028 <ignore_list name="non_pickable" />
2029 </ignore>
2030 <description><![CDATA[
2031 Floor is a very basic thing whithout too much
2032 functionality. It's a floor - you stand on it. ]]>
2033 </description>
2034 <attribute arch="is_floor" value="1" type="fixed" />
2035 <attribute arch="no_pick" value="1" type="fixed" />
2036 <section name="terrain">
2037 &movement_types_terrain;
2038 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2039 This flag indicates this spot contains wood or high grass.
2040 Players with activated woodsman skill can move faster here.
2041 </attribute>
2042 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2043 This flag indicates this spot contains hills or large rocks.
2044 Players with activated mountaineer skill can move faster here.
2045 </attribute>
2046 </section>
2047 <attribute arch="no_magic" editor="no spells" type="bool">
2048 If enabled, it is impossible for players to use (wizard-)
2049 spells on that spot.
2050 </attribute>
2051 <attribute arch="damned" editor="no prayers" type="bool">
2052 If enabled, it is impossible for players to use prayers
2053 on that spot. It also prevents players from saving.
2054 </attribute>
2055 <attribute arch="unique" editor="unique map" type="bool">
2056 Unique floor means that any items dropped on that spot
2057 will be saved byond map reset. For permanent apartments,
2058 all floor tiles must be set &lt;unique map&gt;.
2059 </attribute>
2060 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2061 This text may describe the object.
2062 </attribute>
2063 </type>
2064
2065 <!--####################################################################-->
2066 <type number="67" name="Floor (Encounter)">
2067 <ignore>
2068 <ignore_list name="non_pickable" />
2069 </ignore>
2070 <description><![CDATA[
2071 Encounter-Floor is pretty much the same as normal floor.
2072 Most outdoor floor/ground-arches are set to be "encounters".
2073 That is kind of a relict from former code: When walking over
2074 encounter-floor, players sometimes got beamed to little maps
2075 with monsters on them. Nowadays this feature is disabled -
2076 Hence encounter floor is not different from normal floor. ]]>
2077 </description>
2078 <attribute arch="is_floor" value="1" type="fixed" />
2079 <attribute arch="no_pick" value="1" type="fixed" />
2080 <section name="terrain">
2081 &movement_types_terrain;
2082 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2083 This flag indicates this spot contains wood or high grass.
2084 Players with activated woodsman skill can move faster here.
2085 </attribute>
2086 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2087 This flag indicates this spot contains hills or large rocks.
2088 Players with activated mountaineer skill can move faster here.
2089 </attribute>
2090 </section>
2091 <attribute arch="no_magic" editor="no spells" type="bool">
2092 If enabled, it is impossible for players to use (wizard-)
2093 spells on that spot.
2094 </attribute>
2095 <attribute arch="damned" editor="no prayers" type="bool">
2096 If enabled, it is impossible for players to use prayers
2097 on that spot. It also prevents players from saving.
2098 </attribute>
2099 <attribute arch="unique" editor="unique map" type="bool">
2100 Unique floor means that any items dropped on that spot
2101 will be saved byond map reset. For permanent apartments,
2102 all floor tiles must be set &lt;unique map&gt;.
2103 </attribute>
2104 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2105 This text may describe the object.
2106 </attribute>
2107 </type>
2108
2109 <!--####################################################################-->
2110 <type number="6" name="Food">
2111 <description><![CDATA[
2112 By eating/drinking food-objects, the player can fill his
2113 stomache and gain a little health. ]]>
2114 </description>
2115 <attribute arch="food" editor="foodpoints" type="int">
2116 The player's stomache will get filled with this amount of foodpoints.
2117 The player's health will increase by &lt;foodpoints&gt;/50 hp.
2118 </attribute>
2119 <attribute arch="startequip" editor="godgiven item" type="bool">
2120 A godgiven item vanishes as soon as the player
2121 drops it to the ground.
2122 </attribute>
2123 </type>
2124
2125 <!--####################################################################-->
2126 <type number="91" name="Gate">
2127 <ignore>
2128 <ignore_list name="non_pickable" />
2129 </ignore>
2130 <description><![CDATA[
2131 Gates play an important role in Crossfire. Gates can be opened
2132 by activating a button/trigger, by speaking passwords (-> magic_ear)
2133 or carrying special key-objects (-> inventory checker).
2134 Unlike locked doors, gates can get shut again after a player has
2135 passed, which makes them more practical in many cases. ]]>
2136 </description>
2137 <use><![CDATA[
2138 Use gates to divide your maps into seperated areas. After solving
2139 area A, the player gains access to area B, and so on. Make your
2140 maps more complex than "one-way". ]]>
2141 </use>
2142 <attribute arch="no_pick" value="1" type="fixed" />
2143 <attribute arch="speed" value="1" type="float">
2144 The speed of the gate affects how fast it is closing/opening.
2145 </attribute>
2146 <attribute arch="connected" editor="connection" type="int">
2147 Whenever the inventory checker is triggered, all objects with identical
2148 &lt;connection&gt; value get activated. This only makes sense together with
2149 &lt;blocking passage&gt; disabled.
2150 </attribute>
2151 <attribute arch="wc" editor="position state" type="int">
2152 The &lt;position state&gt; defines the position of the gate:
2153 Zero means completely open/down, the "number of animation-steps" (usually
2154 about 6 or 7) means completely closed/up state. I suggest you don't
2155 mess with this value - Leave the default in place.
2156 </attribute>
2157 &movement_types_terrain;
2158 <attribute arch="no_magic" editor="restrict spells" type="bool">
2159 Restricting the use of spells to pass this gate. This has
2160 an effect only if &lt;block view&gt; is disabled.
2161 </attribute>
2162 <attribute arch="damned" editor="restrict prayers" type="bool">
2163 Restricting the use of prayers to pass this door. This has
2164 an effect only if &lt;block view&gt; is disabled.
2165 </attribute>
2166 </type>
2167
2168 <!--####################################################################-->
2169 <type number="113" name="Girdle">
2170 <import_type name="Amulet" />
2171 <description><![CDATA[
2172 Wearing a girdle, the object's stats will directly be inherited to
2173 the player. Girdles usually provide stats- or damage bonuses and no
2174 defense. ]]>
2175 </description>
2176 <use><![CDATA[
2177 Feel free to create your own special artifacts. However, it is very
2178 important that you keep your artifact in balance with existing maps. ]]>
2179 </use>
2180 <attribute arch="magic" editor="magic bonus" type="int">
2181 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2182 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2183 than direct armour-class bonus on the helmet.
2184
2185 Important: &lt;magic bonus&gt; on girdles has no effect if there is no
2186 &lt;armour class&gt; set. Girdles shouldn't have &lt;armour class&gt;, thus
2187 &lt;magic bonus&gt; is pointless here.
2188 </attribute>
2189 </type>
2190
2191 <!--####################################################################-->
2192 <type number="100" name="Gloves">
2193 <import_type name="Amulet" />
2194 <description><![CDATA[
2195 Wearing gloves, the object's stats will directly be inherited to
2196 the player. Gloves can add defense or damage bonuses. ]]>
2197 </description>
2198 <use><![CDATA[
2199 Feel free to create your own special artifacts. However, it is very
2200 important that you keep your artifact in balance with existing maps. ]]>
2201 </use>
2202 <attribute arch="magic" editor="magic bonus" type="int">
2203 If the gloves provide &lt;armour class&gt;, &lt;magic bonus&gt; will increase it.
2204 If the gloves have &lt;weapon class&gt; instead, then &lt;magic bonus&gt;
2205 will increase that.
2206 </attribute>
2207 </type>
2208
2209 <!--####################################################################-->
2210 <type number="93" name="Handle">
2211 <ignore>
2212 <ignore_list name="non_pickable" />
2213 </ignore>
2214 <description><![CDATA[
2215 A handle can be applied by players and (certain) monsters.
2216 Every time it is applied, the &lt;connection&gt; value is triggered. ]]>
2217 </description>
2218 <use><![CDATA[
2219 Handles are commonly used to move gates. When placing your lever,
2220 don't forget that some monsters are able to apply it.
2221 The ability to apply levers is rare among monsters -
2222 but vampires can do it for example. ]]>
2223 </use>
2224 <attribute arch="no_pick" value="1" type="fixed" />
2225 <attribute arch="connected" editor="connection" type="int">
2226 Every time the handle is applied, all objects
2227 with the same &lt;connection&gt; value are activated.
2228 </attribute>
2229 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2230 This text may describe the item. You can use this
2231 message to explain the handle's purpose to the player.
2232 </attribute>
2233 </type>
2234
2235 <!--####################################################################-->
2236 <type number="27" name="Handle Trigger">
2237 <import_type name="Handle" />
2238 <ignore>
2239 <ignore_list name="non_pickable" />
2240 </ignore>
2241 <description><![CDATA[
2242 Handle triggers are handles which reset after a short period
2243 of time. Every time it is either applied or reset, the
2244 &lt;connection&gt; value is triggered. ]]>
2245 </description>
2246 <use><![CDATA[
2247 When you connect an ordinary handle to a gate, the gate normally remains
2248 opened after the first player passed. If you want to keep the gate shut,
2249 connecting it to a handle trigger is an easy solution. ]]>
2250 </use>
2251 </type>
2252
2253 <!--####################################################################-->
2254 <type number="88" name="Hazard Floor">
2255 <required>
2256 <attribute arch="is_floor" value="1" />
2257 </required>
2258 <ignore>
2259 <ignore_list name="non_pickable" />
2260 </ignore>
2261 <description><![CDATA[
2262 The best example for Hazard Floor is lava. It works like standard
2263 floor, but damages all creatures standing on it.
2264 Damage is taken in regular time intervals. ]]>
2265 </description>
2266 <use><![CDATA[
2267 The default lava for example does minor damage. But you can turn
2268 it up so that your hazard floor poses a real threat.<br>
2269 Like magic walls, such floors add a permanent thrill to your map.
2270 You can use that to safely chase off too-weak players, or just
2271 to have something different. ]]>
2272 </use>
2273 <attribute arch="is_floor" value="1" type="fixed" />
2274 <attribute arch="lifesave" value="1" type="fixed" />
2275 &move_on;
2276 <attribute arch="no_pick" value="1" type="fixed" />
2277 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
2278 This attribute specifys the attacktypes that this floor uses to
2279 damage it's victims. Attacktypes are: physical, fire, cold.. etc.
2280 If you want a real tough hazard floor, add more than just one attacktype.
2281 </attribute>
2282 <attribute arch="dam" editor="base damage" type="int">
2283 The &lt;base damage&gt; defines how much damage is inflicted to the
2284 victim per hit. The final damage is influenced by several other
2285 factors like the victim's resistance and level.
2286 </attribute>
2287 <attribute arch="wc" editor="weaponclass" type="int">
2288 &lt;weapon class&gt; improves the chance of hitting the victim.
2289 Lower values are better.
2290 Usually, hazard floors like lava are supposed to hit the
2291 victim all the time. Therefore, &lt;weaponclass&gt; should be set
2292 to something like -30.
2293 </attribute>
2294 <attribute arch="level" editor="attack level" type="int">
2295 I guess this value is supposed to work similar to monster levels.
2296 But in fact, it does not seem to have an effect. Set any non-zero
2297 value to be on the safe side.
2298 </attribute>
2299 <section name="terrain">
2300 &movement_types_terrain;
2301 <attribute arch="is_wooded" editor="wooded terrain" type="bool">
2302 This flag indicates this spot contains wood or high grass.
2303 Players with activated woodsman skill can move faster here.
2304 </attribute>
2305 <attribute arch="is_hilly" editor="hilly terrain" type="bool">
2306 This flag indicates this spot contains hills or large rocks.
2307 Players with activated mountaineer skill can move faster here.
2308 </attribute>
2309 </section>
2310 <attribute arch="no_magic" editor="no spells" type="bool">
2311 If enabled, it is impossible for players to use (wizard-)
2312 spells on that spot.
2313 </attribute>
2314 <attribute arch="damned" editor="no prayers" type="bool">
2315 If enabled, it is impossible for players to use prayers
2316 on that spot. It also prevents players from saving.
2317 </attribute>
2318 <attribute arch="unique" editor="unique map" type="bool">
2319 Unique floor means that any items dropped on that spot
2320 will be saved byond map reset. For permanent apartments,
2321 all floor tiles must be set &lt;unique map&gt;.
2322 </attribute>
2323 </type>
2324
2325 <!--####################################################################-->
2326 <type number="34" name="Helmet">
2327 <import_type name="Amulet" />
2328 <description><![CDATA[
2329 Wearing a helmet, the object's stats will directly be inherited to
2330 the player. Normal helmets usually increase defense, while crowns
2331 add more special bonuses like stats/resistances paired with
2332 low defense. ]]>
2333 </description>
2334 <use><![CDATA[
2335 Feel free to create your own special artifacts. However, it is very
2336 important that you keep your artifact in balance with existing maps. ]]>
2337 </use>
2338 <attribute arch="magic" editor="magic bonus" type="int">
2339 &lt;magic bonus&gt; works just like ac, except that it can be improved by
2340 "scrolls of Enchant Armour" or reduced by acid. It is less useful
2341 than direct armour-class bonus on the helmet.
2342
2343 Important: &lt;magic bonus&gt; on helmets has no effect if there is no
2344 &lt;armour class&gt; set. It only works in combination with &lt;armour class&gt;.
2345 Crowns for instance typically provide no &lt;amour class&gt;.
2346 </attribute>
2347 </type>
2348
2349 <!--####################################################################-->
2350 <type number="56" name="Holy Altar">
2351 <ignore>
2352 <ignore_list name="non_pickable" />
2353 </ignore>
2354 <description><![CDATA[
2355 Holy_altars are altars for the various religions. Praying
2356 at a Holy_altar will make you a follower of that god, and
2357 if you already follow that god, you may get some extra bonus. ]]>
2358 </description>
2359 <attribute arch="no_pick" value="1" type="fixed" />
2360 <attribute arch="other_arch" editor="god name" type="string">
2361 The altar belongs to the god of the given name. Possible options for
2362 &lt;god name&gt; are: Devourers, Lythander, Mostrai, Gaea, Ruggilli, Gnarg,
2363 Gorokh, Valriel and Sorig.
2364
2365 If you want to have an unconsecrated altar, set
2366 &lt;god name&gt; 0 and eventually &lt;reconsecrate level&gt; 0.
2367 </attribute>
2368 <attribute arch="level" editor="reconsecrate level" type="int">
2369 To re-consecrate an altar, the player's wisdom level must be as
2370 high or higher than this value. In that way, some altars can not
2371 be re-consecrated, while other altars, like those in dungeons, could be.
2372
2373 Altars located in temples should have at least &lt;reconsecrate level&gt; 120.
2374 Some characters might need those altars, they would be very unhappy to
2375 see them re-consecrated to another cult.
2376 </attribute>
2377 </type>
2378
2379 <!--####################################################################-->
2380 <type number="35" name="Horn">
2381 <ignore>
2382 <attribute arch="title" />
2383 </ignore>
2384 <description><![CDATA[
2385 Horns are very similar to rods. The difference is that horns regenerate
2386 spellpoints faster and thus are more valuable than rods.
2387 <br><br>
2388 A horn contains a spell. The player can use this spell by applying and
2389 "fireing" (blowing) the horn. Unlike wands/scrolls, horns can be
2390 used endlessly. ]]>
2391 </description>
2392 <use><![CDATA[
2393 Horns are powerful due to their fast recharge rate. They should
2394 never contain high level attacking spells. Even curing/healing spells
2395 are almost too good on a horn. ]]>
2396 </use>
2397 <attribute arch="sp" editor="spell" type="spell">
2398 Sets the &lt;spell&gt; of the horn. Consider twice before handing out any
2399 horns to players, since they can be used endlessly without any mana cost!
2400 Horns with heal/ restoration/ protection spells, IF available, MUST be
2401 very very VERY hard to get!
2402 </attribute>
2403 <attribute arch="level" editor="casting level" type="int">
2404 The casting level of the &lt;spell&gt; determines it's power.
2405 For attack spells, level should not be set too high.
2406 </attribute>
2407 <attribute arch="hp" editor="initial spellpoints" type="int">
2408 This value represents the initial amount of spellpoints in the horn.
2409 Naturally, this is quite unimportant.
2410 </attribute>
2411 <attribute arch="maxhp" editor="max. spellpoints" type="int">
2412 When the horn is fully charged up, it will hold this maximum amount of
2413 spellpoints. Make sure it is enough to cast the contained spell at least
2414 once. But don't set the value too high, as that might make the horn way
2415 too effective.
2416 </attribute>
2417 <attribute arch="startequip" editor="godgiven item" type="bool">
2418 A godgiven item vanishes as soon as the player
2419 drops it to the ground.
2420 </attribute>
2421 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2422 This text may contain a description of the horn.
2423 </attribute>
2424 </type>
2425
2426 <!--####################################################################-->
2427 <type number="73" name="Inorganic">
2428 <description><![CDATA[
2429 Inorganic materials are generally used as ingredients for
2430 alchemical receipes. By themselves, they have no special
2431 functionalities. ]]>
2432 </description>
2433 <attribute arch="is_dust" editor="is dust" type="bool">
2434 </attribute>
2435 <section name="resistance">
2436 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2437 </attribute>
2438 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2439 </attribute>
2440 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2441 </attribute>
2442 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2443 </attribute>
2444 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2445 </attribute>
2446 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2447 </attribute>
2448 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2449 </attribute>
2450 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2451 </attribute>
2452 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2453 </attribute>
2454 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2455 </attribute>
2456 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2457 </attribute>
2458 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2459 </attribute>
2460 </section>
2461 </type>
2462
2463 <!--####################################################################-->
2464 <type number="64" name="Inventory Checker">
2465 <ignore>
2466 <ignore_list name="system_object" />
2467 </ignore>
2468 <description><![CDATA[
2469 Inventory checkers passively check the players inventory for a
2470 specific object. You can set a connected value that is triggered
2471 either if that object is present or missing (-&gt; "last_sp") when a
2472 player walks over the inv. checker. A valid option is to remove the
2473 matching object (usually not recommended, see "last_heal").
2474 <br><br>
2475 Alternatively, you can set your inv. checker to block all players
2476 that do/don't carry the matching object.
2477 <br><br>
2478 As you can see, inv. checkers are quite powerful, holding a
2479 great variety of possibilities. ]]>
2480 </description>
2481 <use><![CDATA[
2482 Putting a check_inventory space in front of a gate (one below) and
2483 one on the opposite side works reasonably well as a control mechanism.
2484 Unlike the key/door-combo, this one works infinite since it is
2485 independant from map reset. Use it to put a "structure" into your
2486 maps: Player must solve area A to gain access to area B. This concept
2487 can be found in nearly every RPG - simple but effective. ]]>
2488 </use>
2489 <attribute arch="no_pick" value="1" type="fixed" />
2490 <attribute arch="slaying" editor="match key string" type="string">
2491 This string specifies the object we are looking for: We have a match
2492 if the player does/don't carry a key object or a mark with identical
2493 &lt;key string&gt;. Note that key objects usually appear as "passports" in
2494 this context. A typical example is the city gate mechanism of scorn.
2495 </attribute>
2496 <attribute arch="race" editor="match arch name" type="string">
2497 This string specifies the object we are looking for: We have a match
2498 if the player does/don't carry an object of archtype &lt;match arch name&gt;.
2499 </attribute>
2500 <attribute arch="hp" editor="match type" type="int">
2501 This value specifies the object we are looking for: We have a match
2502 if the player does/don't carry an object that is of type &lt;match type&gt;.
2503
2504 Example: Set &lt;match type&gt; 15 (type 15 =&gt; weapon) and &lt;blocking passage&gt;
2505 enabled. Now you have an inv. checker blocking all players that carry any
2506 kind of melee weapon. To pass, a player is forced to leave behind all
2507 his weaponry... bad news for a warrior. ;)
2508 </attribute>
2509 <attribute arch="last_sp" editor="match = having" type="bool">
2510 Enabled means having that object is a match.
2511 Disabled means not having that object is a match.
2512 </attribute>
2513 <attribute arch="connected" editor="connection" type="int">
2514 Whenever the inventory checker is triggered, all objects with identical
2515 &lt;connection&gt; value get activated. This only makes sense together with
2516 &lt;blocking passage&gt; disabled.
2517 </attribute>
2518 &movement_types_terrain;
2519 <attribute arch="last_heal" editor="remove match" type="bool">
2520 &lt;remove match&gt; means remove object if found. Setting this is usually not
2521 recommended because inv. checkers are in general invisible. So, unlike
2522 for altars/ locked doors, the player won't expect to lose an object when
2523 walking over that square. And he doesn't even get a message either.
2524
2525 So, *if* you enable &lt;remove match&gt;, make sure
2526 to inform the player what's going on!
2527 </attribute>
2528 </type>
2529
2530 <!--####################################################################-->
2531 <type number="163" name="Item Transformer">
2532 <description><![CDATA[
2533 An item transformer is simply applied, after having marked a 'victim'
2534 item. If the victim is suitable, it will be transformed into something
2535 else.]]>
2536 </description>
2537 <use><![CDATA[
2538 To make an item transformable, you just have to fill the 'slaying' field.
2539 The syntax is:
2540 <br>
2541 <pre>slaying slayer:[yield ]new_item[;slayer:[yield ]new_item]*</pre>
2542 <br>
2543 with [] denoting optional part, and * any number of preceding [].
2544 'new_item' must be the name of an existing archetype.
2545 <br><br>
2546 Example, for object apple: slaying knife:2 half_apple
2547 <br><br>
2548 This means that, when applying a knife (should be an Item Transformer),
2549 one 'apple' will be transformed into 2 'half_apple'.]]>
2550 </use>
2551 <attribute arch="food" editor="number of uses" type="int">
2552 &lt;number of uses&gt; controls how many times the item transformer can
2553 be used. The value 0 means "unlimited"
2554 </attribute>
2555 <attribute arch="slaying" editor="verb" type="string">
2556 Contains the verb that is used to construct a message to the player
2557 applying the item transformer.
2558 </attribute>
2559 <attribute arch="startequip" editor="godgiven item" type="bool">
2560 A godgiven item vanishes as soon as the player
2561 drops it to the ground.
2562 </attribute>
2563 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2564 This text may contain a description of the item transformer.
2565 </attribute>
2566 </type>
2567
2568 <!--####################################################################-->
2569 <type number="60" name="Jewel">
2570 <description><![CDATA[
2571 Items of the type Gold &amp; Jewels are handled like a currency.
2572 Unlike for any other type of item, in shops, the buy- and selling
2573 prices differ only marginally. ]]>
2574 </description>
2575 <attribute arch="race" value="gold and jewels" type="fixed" />
2576 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
2577 This text may describe the object.
2578 </attribute>
2579 </type>
2580
2581 <!--####################################################################-->
2582 <type number="24" name="Key">
2583 <description><![CDATA[
2584 When carrying a key, a normal door can be opened. The key will
2585 disappear. ]]>
2586 </description>
2587 <attribute arch="startequip" editor="godgiven item" type="bool">
2588 A godgiven item vanishes as soon as the player
2589 drops it to the ground.
2590 </attribute>
2591 </type>
2592
2593 <!--####################################################################-->
2594 <type number="20" name="Locked Door">
2595 <ignore>
2596 <ignore_list name="non_pickable" />
2597 </ignore>
2598 <description><![CDATA[
2599 A locked door can be opened only when carrying
2600 the appropriate special key. ]]>
2601 </description>
2602 <use><![CDATA[
2603 If you want to create a locked door that cannot be opened (no key),
2604 set a &lt;key string&gt; like "no_key_available". This will clearify things
2605 and only a fool would create a key matching that string.
2606
2607 Door-objects can not only be used for "doors". In many maps these
2608 are used with all kinds of faces/names, especially often as
2609 "magic force". A good example is the map "Lake_Country/ebony/masterlev".
2610 There you have magic forces (door objects) put under certain artifact
2611 items. To get your hands on the artifacts, you need to bring up the
2612 appropriate quest items (key objects). ]]>
2613 </use>
2614 <attribute arch="move_type" value="0" type="fixed" />
2615 <attribute arch="no_pick" value="1" type="fixed" />
2616 <attribute arch="slaying" editor="key string" type="string">
2617 The &lt;key string&gt; in the door must be identical with the
2618 &lt;key string&gt; in the special key, then the door is unlocked.
2619 It is VERY important to set the &lt;key string&gt; to something that
2620 is unique among the CF mapset.
2621
2622 DONT EVER USE the default string "set_individual_value".
2623 </attribute>
2624 <attribute arch="no_magic" editor="restrict spells" type="bool">
2625 Restricting the use of spells to pass this door.
2626 This should be set in most cases.
2627 (Don't forget that the spell "dimension door" is easily
2628 available at about wisdom level 10).
2629 </attribute>
2630 <attribute arch="damned" editor="restrict prayers" type="bool">
2631 Restricting the use of prayers to pass this door.
2632 This should be set in most cases.
2633 </attribute>
2634 <attribute arch_begin="msg" arch_end="endmsg" editor="lock message" type="text">
2635 When a player is trying to open the door without carrying the
2636 appropriate key, this text is displayed to the player. This is
2637 a good opportunity to place hints about the special key needed
2638 to unlock the door.
2639 </attribute>
2640 </type>
2641
2642 <!--####################################################################-->
2643 <type number="29" name="Magic Ear">
2644 <ignore>
2645 <ignore_list name="system_object" />
2646 </ignore>
2647 <description><![CDATA[
2648 Magic_ears trigger a connected value
2649 when the player speaks a specific keyword. ]]>
2650 </description>
2651 <use><![CDATA[
2652 Whenever you put magic_ears on your maps, make sure there are
2653 CLEAR and RELYABLE hints about the keywords somewhere. Don't make
2654 something like a gate that is opened by speaking "open" or
2655 "sesame", expecting the player to figure this out all by himself.
2656 <br><br>
2657 Magic_ears are typically used for interaction with NPCs. You
2658 can create the impression that the NPC actually *does* something
2659 according to his conversation with a player. Mostly this means
2660 opening a gate or handing out some item, but you could be quite
2661 creative here. ]]>
2662 </use>
2663 <attribute arch="no_pick" value="1" type="fixed" />
2664 <attribute arch="connected" editor="connection" type="int">
2665 The Magic_ear will trigger all objects with the
2666 same connection value, every time it is activated.
2667 </attribute>
2668 <attribute arch_begin="msg" arch_end="endmsg" editor="keyword-matching" type="text">
2669 This textfield contains the keyword-matching-syntax. The text should
2670 have the following format: "@match &lt;keyword1&gt;|&lt;keyword2&gt;|... ".
2671 Any number of keywords from one to infinite is allowed. Make sure
2672 they are seperated by a '|'.
2673
2674 Examples: "@match yes", "@match gold|treasure". The connected
2675 value will be triggerd when the player speaks any of the given
2676 keywords within a two-square radius. IMPORTANT: Upper/lower case
2677 does not make a difference!
2678 </attribute>
2679 </type>
2680
2681 <!--####################################################################-->
2682 <type number="62" name="Magic Wall">
2683 <ignore>
2684 <ignore_list name="non_pickable" />
2685 </ignore>
2686 <description><![CDATA[
2687 Magic walls fire spells in a given direction, in regular intervals.
2688 Magic walls can contain any spell. However, some spells do not
2689 operate very successfully in them. The only way to know is to test
2690 the spell you want to use with a wall.
2691 <br><br>
2692 Several types of magical walls are predefined for you in the
2693 archetypes, and can be found on the "connected" Pickmap. ]]>
2694 </description>
2695 <use><![CDATA[
2696 Spellcasting walls pose an interesting alternative to monsters.
2697 Usually they are set to be undestroyable. Thus, while monsters
2698 in a map can be cleared out, the magic walls remain. Low level
2699 characters for example will not be able to pass through their
2700 spell-area, hence they cannot loot a map that a high level character
2701 might have cleared out.
2702 <br><br>
2703 Another point of magic walls is that if the player dies, he has to face
2704 them all again. Magic walls can add a kind of "permanent thrill" to
2705 your maps.
2706 <br><br>
2707 Be careful that your magic walls don't kill the monsters on a map. If
2708 placing monsters, eventually take ones that are immune to the
2709 walls' spell(s).
2710 <br><br>
2711 It is possible to make walls rotate when triggered. But that is so
2712 confusing (and useless IMHO) that I did not mention it above. You
2713 can find a working example on the map
2714 "/pup_land/castle_eureca/castle_eureca8". ]]>
2715 </use>
2716 <attribute arch="dam" editor="spell" type="spell">
2717 The magic wall will cast this &lt;spell&gt;.
2718 </attribute>
2719 <attribute arch="level" editor="spell level" type="int">
2720 The wall will cast it's spells at level &lt;spell level&gt;. "level 1"
2721 walls cast spells at minimal strength. "level 100" walls cast deadly
2722 spells. Arch default is level 1 - you should always set this value
2723 to meet the overall difficulty of your map.
2724 </attribute>
2725 <attribute arch="connected" editor="connection" type="int">
2726 Every time the &lt;connection&gt; value is triggered, the wall will cast
2727 it's spell. You should set &lt;casting speed&gt; to zero, or this won't
2728 have much visible effect.
2729 </attribute>
2730 &activate_on;
2731 <attribute arch="speed" editor="casting speed" type="float">
2732 The &lt;casting speed&gt; defines the spellcasting speed of the wall.
2733 You can fine-tune how long the duration between two casts shall
2734 be. If you want to create a wall that can be activated (cast per
2735 trigger) via connected lever/button/etc, you must set "speed 0".
2736 </attribute>
2737 &speed_left;
2738 <attribute arch="sp" editor="direction" type="list_direction">
2739 The magic wall will cast it's spells always in the specified
2740 &lt;direction&gt;. A magic wall with direction set to &lt;none&gt; will
2741 always fire in a random direction.
2742 </attribute>
2743 &movement_types_terrain;
2744 <section name="destroyable">
2745 <attribute arch="alive" editor="is destroyable" type="bool">
2746 Walls with &lt;is destroyable&gt; enabled can be attacked and (eventually)
2747 destroyed by the player. If disabled, all other attributes on
2748 this tab, as well as resistances, are meaningless.
2749 </attribute>
2750 <attribute arch="hp" editor="hitpoints" type="int">
2751 The more &lt;hitpoints&gt; the wall has, the longer
2752 it takes to be destroyed.
2753 </attribute>
2754 <attribute arch="maxhp" editor="max hitpoints" type="int">
2755 &lt;max hitpoints&gt; are the maximum amount of hitpoints the wall
2756 can have. This only makes sense if the wall can regain health.
2757 </attribute>
2758 <attribute arch="ac" editor="armour class" type="int">
2759 A magic wall of high &lt;armour class&gt; is less likely to get hit from
2760 an opponent. &lt;armour class&gt; can be considered the "counterpiece"
2761 to &lt;weapon class&gt;.
2762 </attribute>
2763 </section>
2764 <section name="resistance">
2765 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
2766 </attribute>
2767 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
2768 </attribute>
2769 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
2770 </attribute>
2771 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
2772 </attribute>
2773 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
2774 </attribute>
2775 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
2776 </attribute>
2777 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
2778 </attribute>
2779 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
2780 </attribute>
2781 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
2782 </attribute>
2783 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
2784 </attribute>
2785 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
2786 </attribute>
2787 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
2788 </attribute>
2789 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
2790 </attribute>
2791 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
2792 </attribute>
2793 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
2794 </attribute>
2795 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
2796 </attribute>
2797 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
2798 </attribute>
2799 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
2800 </attribute>
2801 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
2802 </attribute>
2803 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
2804 </attribute>
2805 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
2806 </attribute>
2807 </section>
2808 </type>
2809
2810 <!--####################################################################-->
2811 <type number="55" name="Marker">
2812 <ignore>
2813 <ignore_list name="system_object" />
2814 </ignore>
2815 <description><![CDATA[
2816 A marker is an object that inserts an invisible force (a mark) into a
2817 player stepping on it. This force does nothing except containing a
2818 &lt;key string&gt; which can be discovered by detectors or inventory
2819 checkers. It is also possible to use markers for removing marks again.
2820 <br><br>
2821 Note that the player has no possibility to "see" his own marks,
2822 except by the effect that they cause on the maps. ]]>
2823 </description>
2824 <use><![CDATA[
2825 Markers hold real cool possibilities for map-making. I encourage
2826 you to use them frequently. However there is one negative point
2827 about markers: Players don't "see" what's going on with them. It is
2828 your task, as map-creator, to make sure the player is always well
2829 informed and never confused.
2830 <br><br>
2831 Please avoid infinite markers when they aren't needed. They're
2832 using a little space in the player file after all, so if there
2833 is no real purpose, set an expire time. ]]>
2834 </use>
2835 <attribute arch="no_pick" value="1" type="fixed" />
2836 <attribute arch="slaying" editor="key string" type="string">
2837 The &lt;key string&gt; can be detected by inv. checkers/detectors.
2838 If the player already has a force with that &lt;key string&gt;,
2839 there won't be inserted a second one.
2840 </attribute>
2841 <attribute arch="connected" editor="connection" type="int">
2842 When the detector is triggered, all objects with the same
2843 connection value get activated.
2844 </attribute>
2845 <attribute arch="speed" editor="marking speed" type="float">
2846 The &lt;marking speed&gt; defines how quickly it will mark something
2847 standing on the marker. Set this value rather high to make
2848 sure the player really gets his mark. I think &lt;marking speed&gt; 1.0
2849 should do fine.
2850 </attribute>
2851 &speed_left;
2852 <attribute arch="food" editor="mark duration" type="int">
2853 This value defines the duration of the force it inserts.
2854 If nonzero, the duration of the player's mark is finite:
2855 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
2856 means the mark will stay on the player forever.
2857 </attribute>
2858 <attribute arch="name" editor="delete mark" type="string">
2859 When the player steps onto the marker, all existing forces in
2860 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
2861 will be removed. If you don't want to remove any marks, leave
2862 this textfield empty.
2863
2864 Note that the string &lt;delete mark&gt; is set as the name of
2865 this marker. So don't be confused, and remember changing the
2866 name will take effect on the marker's functionality.
2867 </attribute>
2868 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
2869 In the moment when the player gets marked, this text is displayed
2870 to him. You should really set a message in any marker you create,
2871 because it's the only way for the player to notice what's going on.
2872 </attribute>
2873 </type>
2874
2875 <!--####################################################################-->
2876 <type number="36" name="Money">
2877 <ignore>
2878 <attribute arch="unpaid" />
2879 </ignore>
2880 <description><![CDATA[
2881 Items of the type Money are handled as currency.
2882 Money cannot be sold/bought in shops. When money is dropped
2883 in a shop, it stays the same.<br>
2884 When a player picks an item from a shop and attempts to
2885 walk over the shop mat, the item's selling-price is automatically
2886 subtracted from the player's money.
2887 <br><br>
2888 For money, always use the default arches.
2889 Don't modify them. ]]>
2890 </description>
2891 <attribute arch="race" value="gold and jewels" type="fixed" />
2892 </type>
2893
2894 <!--####################################################################-->
2895 <type number="0" name="Monster &amp; NPC">
2896 <required>
2897 <attribute arch="is_floor" value="0" />
2898 <attribute arch="alive" value="1" />
2899 <attribute arch="tear_down" value="0" />
2900 </required>
2901 <ignore>
2902 <attribute arch="material" />
2903 <attribute arch="name_pl" />
2904 <attribute arch="nrof" />
2905 <attribute arch="value" />
2906 <attribute arch="unpaid" />
2907 </ignore>
2908 <description><![CDATA[
2909 Monsters can behave in various kinds of ways.
2910 They can be aggressive, attacking the player. Or peaceful,
2911 helping the player - maybe joining him as pet.
2912 The unagressive creatures who communicate with players are
2913 usually called "NPCs" (Non Player Character), a well-known
2914 term in role-play environments. ]]>
2915 </description>
2916 <use><![CDATA[
2917 Monsters play a central role in most maps. Choosing the right
2918 combination of monsters for your map is vital:
2919 <UL>
2920 <LI> Place only monsters of slightly varying (increasing) strength.
2921 It's no fun to play for two hours just to find out the last
2922 monster is unbeatable. Similar, it's not exciting to fight orcs
2923 after passing a room of dragons.<br>
2924 This rule applies only for linear maps (one room after the other),
2925 with treasure at the end. You can sprinkle the treasure around,
2926 or make non-linear maps - That is often more entertaining.
2927 <LI> Places with high level monsters must not be easy to reach.
2928 Balrogs, Dragonmen and the likes should be at the end of a quest,
2929 not at the beginning.
2930 <LI> Don't stick monsters together that tend to kill each other.
2931 Fire- and cold dragons in one room for example is a bad idea.
2932 By weakening and killing each other they are easy prey for players,
2933 not worth the experience they hold.
2934 <LI> Create your own monsters, especially for "boss"-type monsters.
2935 Having stage-bosses guarding treasure is a lot of fun when done right.
2936 Avoid to create monsters with completely non-intuitive abilities:
2937 Don't give ice-spells to firedragons or vice versa. Don't add
2938 draining attack to trolls, etc. Additionally, you should inform the
2939 player before he bumps right into some very special/unusual monster.
2940 <LI> Last but not least: Always keep an eye on the experience your monsters
2941 hold. Design your maps in a way that high experience
2942 is always well-defended. Don't make large rooms full with only one kind
2943 of monster. Keep in mind the different abilities/techniques players
2944 can use.
2945 </UL>
2946 I know it's impossible to make the perfectly balanced map. There's always
2947 some part which is found too easy or too hard for a certain kind of player.
2948 Just give it your best shot. And listen to feedback from players if you
2949 receive some. :-) ]]>
2950 </use>
2951 <attribute arch="alive" value="1" type="fixed" />
2952 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
2953 When the monster is killed, items from the treasurelist will
2954 drop to the ground. This is a common way to reward players
2955 for killing (masses of) monsters.
2956
2957 Note that you can always put items into the monster's
2958 inventory. Those will drop-at-kill just like the stuff
2959 from the &lt;treasurelist&gt;.
2960 </attribute>
2961 <attribute arch="level" editor="level" type="int">
2962 A monster's &lt;level&gt; is the most important attribute.
2963 &lt;level&gt; affects the power of a monster in various ways.
2964 </attribute>
2965 <attribute arch="race" editor="race" type="string">
2966 Every monster should have a race set to categorize it.
2967 The monster's &lt;race&gt; can have different effects:
2968 Slaying weapons inflict tripple damage against enemy races
2969 and holy word kills only enemy races of the god.
2970 </attribute>
2971 <attribute arch="exp" editor="experience" type="int">
2972 When a player kills this monster, he will get exactly this
2973 amount of &lt;experience&gt;. The experience will flow into
2974 the skill-category the player used for the kill.
2975
2976 If you create special monsters of tweaked strenght/abilities,
2977 always make sure that the &lt;experience&gt; is set to a
2978 reasonable value. Compare with existing arches to get a feeling
2979 what reasonable means. Keep in mind that spellcasting monsters
2980 are a lot harder to kill than non-spellcasters!
2981 </attribute>
2982 <attribute arch="speed" editor="speed" type="float">
2983 The &lt;speed&gt; determines how fast a monster will both move
2984 and fight. High &lt;speed&gt; makes a monster considerably stronger.
2985 </attribute>
2986 &speed_left;
2987 <attribute arch="other_arch" editor="breed monster" type="string">
2988 This only takes effect if &lt;multiply&gt; is enabled. The monster will
2989 create a &lt;breed monster&gt; every once in a while. &lt;breed monster&gt;
2990 can be set to any valid arch-name of a monster. Multipart monster
2991 should not be used.
2992 </attribute>
2993 <attribute arch="generator" editor="multiply" type="bool">
2994 Monsters with &lt;generator&gt; enabled will create a &lt;breed monster&gt;
2995 every once in a while. Mice are a good example for this effect.
2996 If enabled, you must also set &lt;breed monster&gt; or check
2997 &lt;template generation&gt; and put other monsters in the inventory.
2998 </attribute>
2999 <attribute arch="use_content_on_gen" editor="template generation" type="bool">
3000 This only takes effect if &lt;multiply&gt; is enabled. The monster
3001 will create a new monster every once in a while by duplicating it's inventory.
3002 In this case, the &lt;breed monster&gt; value is never used and can be forgotten.
3003 Each time the monster need to generate an object, it will be
3004 a randomly chosen item from the inventory. When generator is destroyed,
3005 inventory is destroyed.
3006 </attribute>
3007 &move_type;
3008 <attribute arch="undead" editor="undead" type="bool">
3009 Several spells only affect undead monsters:
3010 turn undead, banish undead, holy word, etc.
3011 </attribute>
3012 <attribute arch="carrying" editor="carries weight" type="int">
3013 If a monster has something in the inventory, this
3014 value can be set to reflect the slowdown due to
3015 the carried weight.
3016 </attribute>
3017
3018 <section name="melee">
3019 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3020 This number is a bitmask, specifying the monster's attacktypes
3021 for melee damage. Attacktypes are: physical, magical, fire, cold.. etc.
3022 Strong monsters often have more than just physical attacktype.
3023
3024 When a monster with multiple attacktypes hits aan oponent, it will do
3025 as much damage as the "best" of it's attacktypes does. So, the more
3026 attacktypes, the more dangerous. Attacktypes "magic" and "chaos" are
3027 somehow exceptions.
3028 </attribute>
3029 <attribute arch="dam" editor="damage" type="int">
3030 Among other parameters, &lt;damage&gt; affects how much melee damage
3031 a monster inflicts. &lt;damage&gt; is used as base value for damage per
3032 hit. &lt;level&gt;, &lt;speed&gt;, &lt;weapon class&gt; and resistances also
3033 take effect on the melee damage of a monster.
3034 </attribute>
3035 <attribute arch="wc" editor="weapon class" type="int">
3036 Monsters of high &lt;weapon class&gt; are more likely to really hit
3037 their opponent. &lt;weapon class&gt; can be considered the "counterpiece"
3038 to &lt;armour class&gt;.
3039 </attribute>
3040 <attribute arch="hp" editor="health points" type="int">
3041 The &lt;health points&gt; of a monster define how long it takes to
3042 kill it. With every successful hit from an opponent, &lt;health points&gt;
3043 get drained - The monster dies by zero &lt;health points&gt;.
3044 </attribute>
3045 <attribute arch="maxhp" editor="max health" type="int">
3046 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
3047 monster can have.
3048 </attribute>
3049 <attribute arch="ac" editor="armour class" type="int">
3050 Monsters of low &lt;armour class&gt; are less likely to get hit from
3051 their opponent. &lt;armour class&gt; can be considered the "counterpiece"
3052 to &lt;weapon class&gt;.
3053 Values typically range between +20 (very bad) to -20 (quite good).
3054 </attribute>
3055 <attribute arch="Con" editor="healing rate" type="int">
3056 Monsters regenerate this many health points each 4 ticks. Hence, the
3057 healing rate is independent of &lt;speed&gt;.
3058 </attribute>
3059 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
3060 A monster with this flag has the ability to &lt;reflect missiles&gt;,
3061 all kinds of projectiles (e.g. arrows, bolts, boulders) will
3062 bounce off.
3063 </attribute>
3064 <attribute arch="hitback" editor="hitback" type="bool">
3065 Monsters with &lt;hitback&gt; enabled hurt the attacker in proportion
3066 to the amount of damage the *attacker* inflicted. This damage
3067 is additional to the regular melee damage of the monster.
3068 As far as I know, hitback uses acid attacktype, and it only takes
3069 effect if the monster actually has acid attacktype at it's disposal.
3070 Acid spheres for example use this feature.
3071 </attribute>
3072 <attribute arch="one_hit" editor="one hit only" type="bool">
3073 Monsters with &lt;one hit only&gt; dissapear after one successful hit
3074 to a player.
3075 </attribute>
3076 </section>
3077
3078 <section name="spellcraft">
3079 <attribute arch="can_cast_spell" editor="can cast spell" type="bool">
3080 If &lt;can cast spell&gt; is disabled, the monster cannot cast any spell.
3081 Only wands/rods/etc can be used, given the appropriate abilities.
3082 </attribute>
3083 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
3084 A monster with this flag has the ability to &lt;reflect spells&gt;,
3085 all kinds of spell-bullets and -beams will bounce off.
3086
3087 Generally this flag should not be set because it puts
3088 wizard-type players at an unfair disadvantage.
3089 </attribute>
3090 <attribute arch="sp" editor="spellpoints" type="int">
3091 Like players, monsters need &lt;spellpoints&gt; to do magic. Monsters use
3092 them for both wizard- and prayer-spells. However, this value defines
3093 only the amount of *initial* spellpoints the monster starts with.
3094 When creating a spellcasting monster, remember that &lt;max spellpoints&gt;
3095 and &lt;spellpoint regen.&gt; are more important than just initial
3096 &lt;spellpoints&gt;.
3097 </attribute>
3098 <attribute arch="maxsp" editor="max spellpoints" type="int">
3099 &lt;max spellpoints&gt; is the maximum number of spellpoints a monster
3100 can hold. Setting this to high values has little effect unless
3101 the monster has a decent &lt;spellpoint regen.&gt;, or the spell
3102 "regenerate mana" at it's disposal.
3103 </attribute>
3104 <attribute arch="Pow" editor="spellpoint regen." type="int">
3105 Monsters regenerate this many spellpoints each 16 ticks. Hence, the
3106 spellpoint regeneration rate is independent of &lt;speed&gt;.
3107
3108 To make a real tough spellcasting monster, the rate of spellpoint
3109 regeneration is most important. If your monster is still not casting
3110 fast enough, give it the spell-ability of "regenerate mana".
3111 That, paired with high &lt;max spellpoints&gt;, is the ultimate thing.
3112 </attribute>
3113 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
3114 Click on the &lt;attuned paths&gt; button to select spellpaths.
3115 The creature will get attuned to the specified spellpaths.
3116 </attribute>
3117 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
3118 Click on the &lt;repelled paths&gt; button to select spellpaths.
3119 The creature will get repelled to the specified spellpaths.
3120 </attribute>
3121 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
3122 Click on the &lt;denied paths&gt; button to select spellpaths.
3123 The creature won't be able to cast spells of the specified paths.
3124 </attribute>
3125 </section>
3126
3127 <section name="ability">
3128 <attribute arch="Int" editor="detect hidden" type="int">
3129 The &lt;detect hidden&gt; value gives monsters the ablitity to find
3130 hidden/invisible creatures. Higher values make for better
3131 detection-skills. Enabling &lt;see invisible&gt; makes this value
3132 obsolete.
3133 </attribute>
3134 <attribute arch="see_invisible" editor="see invisible" type="bool">
3135 A monster with the ability to &lt;see invisible&gt; cannot be fooled
3136 with by invisible or hiding players. This flag is a must-have
3137 for high-level monsters. When a monster is unable to detect
3138 invisible players, it can be killed without fighting back.
3139 </attribute>
3140 <attribute arch="can_see_in_dark" editor="see in darkness" type="bool">
3141 A monster with the ability to &lt;see in darkness&gt; cannot be fooled
3142 by spells of darkness or dark maps. This flag is a "should-have"
3143 for high-level monsters. When a monster is unable to see in
3144 darkness, players can cast darkness and sneak around it safely.
3145 </attribute>
3146 <attribute arch="can_use_weapon" editor="can use weapons" type="bool">
3147 Monster is able to wield weapon type objects.
3148 </attribute>
3149 <attribute arch="can_use_bow" editor="can use bows" type="bool">
3150 Monster is able to use missile-weapon type objects.
3151 </attribute>
3152 <attribute arch="can_use_armour" editor="can use armour" type="bool">
3153 Monster is able to wear protective equipment like brestplate
3154 armour, shields, helmets etc.
3155 </attribute>
3156 <attribute arch="can_use_ring" editor="can use rings" type="bool">
3157 Monster is able to wear rings.
3158 </attribute>
3159 <attribute arch="can_use_wand" editor="can use wands" type="bool">
3160 Monster is able to use wands and staves.
3161 </attribute>
3162 <attribute arch="can_use_rod" editor="can use rods" type="bool">
3163 Monster is able to use rods.
3164 </attribute>
3165 <attribute arch="can_use_scroll" editor="can use scrolls" type="bool">
3166 Monster is able to read scrolls.
3167 </attribute>
3168 <attribute arch="can_use_skill" editor="can use skills" type="bool">
3169 Monster is able to use skills from it's inventory.
3170 For example, you can put a throwing skill object and some
3171 boulders into the monster's object and set &lt;can use skills&gt;.
3172 </attribute>
3173 </section>
3174
3175 <section name="behave">
3176 <attribute arch="monster" editor="monster behaviour" type="bool">
3177 When &lt;monster behaviour&gt; is enabled, this object will behave
3178 like a monster: It can move and attack enemies (which are
3179 typically players).
3180 This flag should be set for all monsters as-such.
3181 Monsters which don't move, like guards, should also have
3182 &lt;monster behaviour&gt;, but in combination with &lt;stand still&gt;.
3183 It should *not* be set for things like immobile generators.
3184 </attribute>
3185 <attribute arch="unaggressive" editor="unaggressive" type="bool">
3186 &lt;unaggressive&gt; monsters do not attack players unless attacked first.
3187 </attribute>
3188 <attribute arch="friendly" editor="friendly" type="bool">
3189 &lt;friendly&gt; monsters help the player, attacking any
3190 non-friendly monsters in range.
3191 </attribute>
3192 <attribute arch="stand_still" editor="stand still" type="bool">
3193 Monsters which &lt;stand still&gt; won't move to leave their position.
3194 When agressive, they will attack all enemies who get close to
3195 them. This behaviour is commonly known from castle guards.
3196
3197 In older versions of Crossfire it was possible to eventually
3198 push a &lt;stand still&gt;-monster out of position by force.
3199 I believe this is no longer possible. Neverthless, you should
3200 still be cautious when lining up &lt;stand still&gt;-monster in order
3201 to "defend" something: Such monsters are rather easy to kill.
3202 It's good for low level maps, but not much more.
3203 </attribute>
3204 <attribute arch="sleep" editor="asleep" type="bool">
3205 Being &lt;asleep&gt;, a monster won't move unless a player enters the
3206 &lt;sensing range&gt; of the monster. Usually the sensing range is
3207 larger than the players line of sight. Due to that, in most cases
3208 the player won't ever notice weither a monster was asleep or not.
3209 </attribute>
3210 <attribute arch="will_apply" editor="misc. actions" type="bitmask_will_apply">
3211 This entry defines which kinds of environment actions the
3212 creature is able to perform.
3213 </attribute>
3214 <attribute arch="pick_up" editor="pick up" type="bitmask_pick_up">
3215 Click on the &lt;pick up&gt; button and select which types of objects
3216 the creature should try to pick up.
3217
3218 Note also that if &lt;can use armor&gt;, &lt;can use weapon&gt;, &lt;can use ring&gt;...
3219 etc are set, then the creature will pick up the matching items even
3220 if this is not set here.
3221 </attribute>
3222 <attribute arch="Wis" editor="sensing range" type="int">
3223 &lt;sensing range&gt; determines how close a player needs to be before
3224 the creature wakes up. This is done as a square, for reasons of speed.
3225 Thus, if the &lt;sensing range&gt; is 11, any player that moves within the
3226 11x11 square of the monster will wake the monster up. If the player
3227 has stealth, the size of this square is reduced in half plus 1.
3228 </attribute>
3229 <attribute arch="attack_movement_bits_0_3" editor="attack movement" type="list_attack_movement_bits_0_3">
3230 If this is set to default, the standard mode of movement will be used.
3231 </attribute>
3232 <attribute arch="attack_movement_bits_4_7" editor="normal movement" type="list_attack_movement_bits_4_7">
3233 This movement is not in effect when the monster has an enemy and should
3234 only be used for non agressive monsters.
3235 </attribute>
3236 <attribute arch="run_away" editor="run at % health" type="int">
3237 This is a percentage value in the range 0-100.
3238 When the monster's health points drop below this percentage
3239 (relative to max health), it attempts to run away from the
3240 attacker.
3241 </attribute>
3242 </section>
3243
3244 <section name="resistance">
3245 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3246 </attribute>
3247 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3248 </attribute>
3249 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3250 </attribute>
3251 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3252 </attribute>
3253 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3254 </attribute>
3255 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3256 </attribute>
3257 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3258 </attribute>
3259 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3260 </attribute>
3261 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3262 </attribute>
3263 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
3264 </attribute>
3265 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3266 </attribute>
3267 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
3268 </attribute>
3269 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3270 </attribute>
3271 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
3272 </attribute>
3273 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3274 </attribute>
3275 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
3276 </attribute>
3277 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
3278 </attribute>
3279 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
3280 </attribute>
3281 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
3282 </attribute>
3283 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
3284 </attribute>
3285 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
3286 </attribute>
3287 </section>
3288 <attribute arch_begin="msg" arch_end="endmsg" editor="npc message" type="text">
3289 </attribute>
3290 </type>
3291
3292 <!--####################################################################-->
3293 <type number="28" name="Monster (Grimreaper)">
3294 <import_type name="Monster &amp; NPC" />
3295 <ignore>
3296 <attribute arch="material" />
3297 <attribute arch="name_pl" />
3298 <attribute arch="nrof" />
3299 <attribute arch="value" />
3300 <attribute arch="unpaid" />
3301 </ignore>
3302 <description><![CDATA[
3303 A grimreaper is a monster that vanishes after it did some number of
3304 draining attacks. ]]> <!-- XXX: is this ok? -->
3305 </description>
3306 <section name="grimreaper">
3307 <attribute arch="value" editor="attacks" type="int">
3308 The object vanishes after this number of draining attacks.
3309 </attribute>
3310 </section>
3311 </type>
3312
3313 <!--####################################################################-->
3314 <type number="65" name="Mood Floor">
3315 <ignore>
3316 <ignore_list name="system_object" />
3317 </ignore>
3318 <description><![CDATA[
3319 As the name implies, mood floors can change the "mood" of
3320 a monsters/NPC. For example, an unagressive monster could be
3321 turned mad to start attacking. Similar, an agressive monster
3322 could be calmed. ]]>
3323 </description>
3324 <use><![CDATA[
3325 Mood floors are absolutely cool for NPC interaction. To make an
3326 unaggressive monster/NPC attack, put a creator with "other_arch
3327 furious_floor" under it. Connect the creator to a magic_ear, so the
3328 player speaks a keyword like "stupid sucker" - and the monster attacks.
3329 <br><br>
3330 To turn an NPC into a pet, put a charm_floor under it and connect
3331 it directly to a magic_ear. Then the player speaks a keyword like
3332 "help me" - and the NPC joins him as pet.
3333 <br><br>
3334 (Of course you must always give clear hints about keywords!
3335 And there is no reason why you couldn't use a button/lever/pedestal
3336 etc. instead of a magic_ear.) ]]>
3337 </use>
3338 <attribute arch="no_pick" value="1" type="fixed" />
3339 <attribute arch="last_sp" editor="mood" type="list_mood">
3340 &lt;mood&gt; is used to determine what will happen to the
3341 monster when affected by the mood floor:
3342
3343 &lt;mood&gt; 'furious': Makes all monsters aggressive
3344
3345 &lt;mood&gt; 'angry': As above but pets are unaffected
3346
3347 &lt;mood&gt; 'calm': Makes all monsters unaggressive
3348
3349 &lt;mood&gt; 'sleep': Puts all monsters to sleep
3350
3351 &lt;mood&gt; 'charm': Turns monster into a pet of person
3352 who triggers the square. This setting is not
3353 enabled for continous operation, you need to
3354 insert a &lt;connection&gt; value!
3355 </attribute>
3356 <attribute arch="connected" editor="connection" type="int">
3357 This should only be set in combination with &lt;mood number&gt; 4.
3358 Normally, monsters are affected by the mood floor as soon as they
3359 step on it. But charming (monster -&gt; pet) is too powerful,
3360 so it needs to be activated.
3361
3362 Typically it is connected to an altar, for buying a "hireling".
3363 But a powerful pet could as well be the reward for solving a
3364 quest. Or even better: It could be *part* of a quest!
3365 </attribute>
3366 <attribute arch="no_magic" editor="no spells" type="bool">
3367 If enabled, it is impossible for players to use (wizard-)
3368 spells on that spot.
3369 </attribute>
3370 <attribute arch="damned" editor="no prayers" type="bool">
3371 If enabled, it is impossible for players to use prayers
3372 on that spot. It also prevents players from saving.
3373 </attribute>
3374 </type>
3375
3376 <!--####################################################################-->
3377 <type number="40" name="Mover">
3378 <ignore>
3379 <ignore_list name="non_pickable" />
3380 </ignore>
3381 <description><![CDATA[
3382 Movers move the objects above them. However, only living objects
3383 are affected (monsters/NPCs always, players optional). Movers have
3384 a direction, so players can be made to move in a pattern, and so
3385 can monsters. Motion is involuntary. Additionally, players or
3386 monsters can be "frozen" while ontop of movers so that they MUST
3387 move along a chain of them.
3388 <br><br>
3389 Multisquare monsters can be moved as well, given
3390 enough space. Movers are usually invisible. ]]>
3391 </description>
3392 <use><![CDATA[
3393 NEVER EVER consider a mover being unpassable in the backwards
3394 direction. Setting "forced movement" makes it seemingly impossible
3395 but there is still a trick: One player can push a second player
3396 past the mover, in opposite to the mover's direction! The more
3397 movers, the more players needed. Hence, don't make a treasure
3398 room that is surrounded by movers instead of solid walls/gates.
3399 <br><br>
3400 Btw, it does not make a difference putting movers above or
3401 below the floor. Moreover, movers that are set to be invisible
3402 cannot be discovered with the show_invisible spell.
3403 <br><br>
3404 Note that Movers and Directors are seperate objects, even though
3405 they look and act similar. Directors only do spells/missiles,
3406 while movers only do living creatures (depending on how it
3407 is set: monsters and players). ]]>
3408 </use>
3409 <attribute arch="attacktype" editor="forced movement" type="bool">
3410 If forced movement is enabled, the mover "freezes" anyone it
3411 moves (so they are forced to move along a chain).
3412 For players there is no way to escape this forced movement,
3413 except being pushed by a second player.
3414 </attribute>
3415 <attribute arch="maxsp" editor="freeze duration" type="int">
3416 The player will be "frozen" for that many moves.
3417 If &lt;freeze duration&gt; is zero, with &lt;forced movement&gt;
3418 enabled, then &lt;freeze duration&gt; gets assigned the
3419 "default value" 2 automatically.
3420 </attribute>
3421 <attribute arch="speed" editor="movement speed" type="float">
3422 The movement speed value determines how fast a chain of
3423 these movers will push a player along (default is -0.2).
3424 </attribute>
3425 &speed_left;
3426 <attribute arch="sp" editor="direction" type="list_direction">
3427 The mover will push creatures in the specified &lt;direction&gt;.
3428 A mover with direction set to &lt;none&gt; will spin clockwise,
3429 thus pushing creatures in unpredictable directions.
3430 </attribute>
3431 <attribute arch="lifesave" editor="gets used up" type="bool">
3432 If enabled, the mover gets "used up" after a certain number of moves
3433 (specified by &lt;number of uses&gt;). If disabled, the mover works infinitely.
3434 </attribute>
3435 <attribute arch="hp" editor="number of uses" type="int">
3436 This value has only a meaning if &lt;gets used up&gt; is set:
3437 &lt;number of uses&gt; is the number of times minus one, that it
3438 will move a creature before disappearing. (It will move
3439 someone &lt;number of uses&gt;+1 times, then vanish).
3440 </attribute>
3441 <section name="targets">
3442 <attribute arch="level" editor="move players" type="bool">
3443 If &lt;move players&gt; is enabled, both players and monsters will be
3444 moved. In the arches' default it is disabled - thus ONLY monsters
3445 get moved. Remember that "monsters" includes NPCs!
3446
3447 This feature provides you with the possibility to make NPCs
3448 literally "come to life". Example: The player is talking with an
3449 NPC, speaking a certain keyword. This triggers a magic_ear and
3450 activates creators, creating (per default: monster-only) movers
3451 under the NPC's feet. The NPC starts "walking" on a predefined
3452 route! Note that it's useful to set this NPC immune to everything,
3453 preventing the player to push the NPC off his trace.
3454 </attribute>
3455 <attribute arch="move_on" editor="movement type" type="movement_type">
3456 Which movement types activate the mover.
3457 </attribute>
3458 </section>
3459 </type>
3460
3461 <!--####################################################################-->
3462 <type number="17" name="Pedestal">
3463 <ignore>
3464 <ignore_list name="non_pickable" />
3465 </ignore>
3466 <description><![CDATA[
3467 Pedestals are designed to detect certain types of living objects.
3468 When a predefined type of living creature steps on the pedestal, the
3469 connected value is triggered. ]]>
3470 </description>
3471 <use><![CDATA[
3472 If you want to create a place where only players of a certain race
3473 can enter, put a teleporter over your pedestal. So the teleporter is
3474 only activated for players of the matching race. Do not use gates,
3475 because many other players could sneak in. If you put powerful
3476 artifacts into such places, generally set "startequip 1", so that
3477 they are preserved for that one race and can't be traded to others. ]]>
3478 </use>
3479 <attribute arch="no_pick" value="1" type="fixed" />
3480 <attribute arch="slaying" editor="match race" type="string">
3481 the &lt;match race&gt; defines the object we're looking for. If &lt;match race&gt;
3482 matches the monster's or the player's race, we have a match.
3483 Yes, pedestals can detect a player's race! E.g. you could create a
3484 place where only fireborns can enter, by setting "slaying unnatural".
3485
3486 If it is set to "player", any player stepping on the pedestal
3487 is a match. Very useful if you want to open a gate for players
3488 but not for monsters.
3489 </attribute>
3490 <attribute arch="connected" editor="connection" type="int">
3491 When the pedestal is triggered, all objects with the same
3492 connection value get activated.
3493 </attribute>
3494 &move_on;
3495 </type>
3496
3497 <!--####################################################################-->
3498 <type number="94" name="Pit">
3499 <ignore>
3500 <ignore_list name="non_pickable" />
3501 </ignore>
3502 <description><![CDATA[
3503 Pits are holes, transporting the player when he walks (and falls) into them.
3504 A speciality about pits is that they don't transport the player to
3505 the exact destination, but within a two-square radius of the destination
3506 (never on blocked squares).<br>
3507 Optionally, pits can get closed and opened, similar to gates.<br><br>
3508 Monsters and items are affected by pits just as well as players.
3509 Even multipart monsters can fall through them, given enough space. ]]>
3510 </description>
3511 <use><![CDATA[
3512 Pits can add interesting effects to your map. When using them, make
3513 sure to use them in a "logical way": Pits should always drop the
3514 player to some kind of lower level. They should not be used to
3515 randomly interconnect maps like teleporters do. ]]>
3516 </use>
3517 <attribute arch="no_pick" value="1" type="fixed" />
3518 <attribute arch="connected" editor="connection" type="int">
3519 When a &lt;connection&gt; value is set, the pit can be opened/closed
3520 by activating the connection.
3521 </attribute>
3522 &activate_on;
3523 <attribute arch="hp" editor="destination X" type="int">
3524 The pit will transport creatures (and items) randomly into a two-square
3525 radius of the destination coordinates.
3526 If the destination square becomes blocked, the pit will act like
3527 being filled up and not work anymore!
3528 </attribute>
3529 <attribute arch="sp" editor="destination Y" type="int">
3530 The pit will transport creatures (and items) randomly into a two-square
3531 radius of the destination coordinates.
3532 If the destination square becomes blocked, the pit will act like
3533 being filled up and not work anymore!
3534 </attribute>
3535 <attribute arch="wc" editor="position state" type="int">
3536 The &lt;position state&gt; defines the position of the gate:
3537 Zero means completely open/down, the "number of animation-steps" (usually
3538 about 6 or 7) means completely closed/up state. I suggest you don't
3539 mess with this value - Leave the default in place.
3540 </attribute>
3541 &move_on;
3542 </type>
3543
3544 <!--####################################################################-->
3545 <type number="7" name="Poison Food">
3546 <description><![CDATA[
3547 When eating, the player's stomache is drained by 1/4 of food.
3548 If his food drops to zero, the player might even die. ]]>
3549 </description>
3550 </type>
3551
3552 <!--####################################################################-->
3553 <type number="5" name="Potion">
3554 <description><![CDATA[
3555 The player can drink these and gain various kinds of benefits
3556 (/penalties) by doing so. ]]>
3557 </description>
3558 <use><![CDATA[
3559 One potion should never give multiple benefits at once. ]]>
3560 </use>
3561 <attribute arch="level" editor="potion level" type="int">
3562 If the potion contains a spell, the spell is cast at this level.
3563 For other potions it should be set at least to 1.
3564 </attribute>
3565 <attribute arch="sp" editor="spell" type="spell">
3566 When a player drinks this potion, the selected spell
3567 will be casted (once). This should work for any given spell.
3568 E.g. heal is "sp 35", magic power is "sp 67".
3569 </attribute>
3570 <attribute arch="attacktype" editor="special effect" type="list_potion_effect">
3571 There are two types of special effects for potions:
3572 'life restoration' - restore the player's stats lost by death or draining
3573 (this has nothing in common with the restoration spell!)
3574 'improvement' - increase the player's maximum health/mana/grace
3575 by a very small amount.
3576 </attribute>
3577 <attribute arch="cursed" editor="cursed" type="bool">
3578 If a potion is cursed, benefits generally turn into penalties.
3579 Note that potions can be "uncursed" by praying over an altar,
3580 with relative ease. *But* the potion must be identified to notice
3581 that it is cursed &gt;:)
3582 </attribute>
3583 <attribute arch="startequip" editor="godgiven item" type="bool">
3584 A godgiven item vanishes as soon as the player
3585 drops it to the ground.
3586 </attribute>
3587 <section name="stats">
3588 <attribute arch="Str" editor="strength" type="int">
3589 The player's strentgh will rise/fall by the given value for permanent
3590 (of course there is an upper limit). Generally there shouldn't be stat
3591 potions granting more than one stat. Cursed potions will subtract the
3592 stats if positive.
3593 </attribute>
3594 <attribute arch="Dex" editor="dexterity" type="int">
3595 The player's dexterity will rise/fall by the given value for permanent
3596 (of course there is an upper limit). Generally there shouldn't be stat
3597 potions granting more than one stat. Cursed potions will subtract the
3598 stats if positive.
3599 </attribute>
3600 <attribute arch="Con" editor="constitution" type="int">
3601 The player's constitution will rise/fall by the given value for permanent
3602 (of course there is an upper limit). Generally there shouldn't be stat
3603 potions granting more than one stat. Cursed potions will subtract the
3604 stats if positive.
3605 </attribute>
3606 <attribute arch="Int" editor="intelligence" type="int">
3607 The player's intelligence will rise/fall by the given value for permanent
3608 (of course there is an upper limit). Generally there shouldn't be stat
3609 potions granting more than one stat. Cursed potions will subtract the
3610 stats if positive.
3611 </attribute>
3612 <attribute arch="Pow" editor="power" type="int">
3613 The player's power will rise/fall by the given value for permanent
3614 (of course there is an upper limit). Generally there shouldn't be stat
3615 potions granting more than one stat. Cursed potions will subtract the
3616 stats if positive.
3617 </attribute>
3618 <attribute arch="Wis" editor="wisdom" type="int">
3619 The player's wisdom will rise/fall by the given value for permanent
3620 (of course there is an upper limit). Generally there shouldn't be stat
3621 potions granting more than one stat. Cursed potions will subtract the
3622 stats if positive.
3623 </attribute>
3624 <attribute arch="Cha" editor="charisma" type="int">
3625 The player's charisma will rise/fall by the given value for permanent
3626 (of course there is an upper limit). Generally there shouldn't be stat
3627 potions granting more than one stat. Cursed potions will subtract the
3628 stats if positive.
3629 </attribute>
3630 </section>
3631 <section name="resistance">
3632 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
3633 The player's resistance to physical will rise by this value in percent
3634 (range -100 till +100). The effect is only temporare, and it does NOT
3635 add on the values from the player's equipment.
3636 Cursed potions will make negative resistance.. very nasty in combat!
3637 </attribute>
3638 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
3639 The player's resistance to magic will rise by this value in percent
3640 (range -100 till +100). The effect is only temporare, and it does NOT
3641 add on the values from the player's equipment.
3642 Cursed potions will make negative resistance.. very nasty in combat!
3643 </attribute>
3644 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
3645 The player's resistance to fire will rise by this value in percent
3646 (range -100 till +100). The effect is only temporare, and it does NOT
3647 add on the values from the player's equipment.
3648 Cursed potions will make negative resistance.. very nasty in combat!
3649 </attribute>
3650 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
3651 The player's resistance to electricity will rise by this value in percent
3652 (range -100 till +100). The effect is only temporare, and it does NOT
3653 add on the values from the player's equipment.
3654 Cursed potions will make negative resistance.. very nasty in combat!
3655 </attribute>
3656 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
3657 The player's resistance to cold will rise by this value in percent
3658 (range -100 till +100). The effect is only temporare, and it does NOT
3659 add on the values from the player's equipment.
3660 Cursed potions will make negative resistance.. very nasty in combat!
3661 </attribute>
3662 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
3663 The player's resistance to acid will rise by this value in percent
3664 (range -100 till +100). The effect is only temporare, and it does NOT
3665 add on the values from the player's equipment.
3666 Cursed potions will make negative resistance.. very nasty in combat!
3667 </attribute>
3668 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
3669 The player's resistance to confusion will rise by this value in percent
3670 (range -100 till +100). The effect is only temporare, and it does NOT
3671 add on the values from the player's equipment.
3672 Cursed potions will make negative resistance.. very nasty in combat!
3673 </attribute>
3674 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
3675 The player's resistance to weaponmagic will rise by this value in percent
3676 (range -100 till +100). The effect is only temporare, and it does NOT
3677 add on the values from the player's equipment.
3678 Cursed potions will make negative resistance.. very nasty in combat!
3679 </attribute>
3680 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
3681 The player's resistance to paralyze will rise by this value in percent
3682 (range -100 till +100). The effect is only temporare, and it does NOT
3683 add on the values from the player's equipment.
3684 Cursed potions will make negative resistance.. very nasty in combat!
3685 </attribute>
3686 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
3687 The player's resistance to draining will rise by this value in percent
3688 (range -100 till +100). The effect is only temporare, and it does NOT
3689 add on the values from the player's equipment.
3690 Cursed potions will make negative resistance.. very nasty in combat!
3691 </attribute>
3692 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
3693 The player's resistance to depletion will rise by this value in percent
3694 (range -100 till +100). The effect is only temporare, and it does NOT
3695 add on the values from the player's equipment.
3696 Cursed potions will make negative resistance.. very nasty in combat!
3697 </attribute>
3698 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
3699 The player's resistance to poison will rise by this value in percent
3700 (range -100 till +100). The effect is only temporare, and it does NOT
3701 add on the values from the player's equipment.
3702 Cursed potions will make negative resistance.. very nasty in combat!
3703 </attribute>
3704 </section>
3705 </type>
3706
3707 <!--####################################################################-->
3708 <type number="156" name="Power Crystal">
3709 <description><![CDATA[
3710 Power crystals can store a player's mana:
3711 When the player applies the crystal with full mana, half of
3712 it flows into the crystal. When the player applies it with
3713 lacking mana, the crystal replenishes the player's mana. ]]>
3714 </description>
3715 <attribute arch="sp" editor="initial mana" type="int">
3716 &lt;initial mana&gt; is the amount of spellpoints that the
3717 crystal holds when the map is loaded.
3718 </attribute>
3719 <attribute arch="maxsp" editor="mana capacity" type="int">
3720 The &lt;mana capacity&gt; defines how much mana can be stored
3721 in the crystal. This is what makes the crystal interesting.
3722 Wizard-players will always seek for crystals with large
3723 capacities.
3724 </attribute>
3725 </type>
3726
3727 <!--####################################################################-->
3728 <type number="13" name="Projectile">
3729 <description><![CDATA[
3730 Projectiles like arrows/crossbow bolts are used as ammunition
3731 for shooting weapons.
3732 <br><br>
3733 It's very easy to add new pairs of weapons &amp; projectiles.
3734 Just set matching &lt;ammunition class&gt; both for shooting
3735 weapon and projectile. ]]>
3736 </description>
3737 <use><![CDATA[
3738 If you want to create new kinds of projectiles, you could
3739 add an alchemical receipe to create these.
3740
3741 Don't create new pairs of weapons &amp; projectiles unless
3742 they really fullfill a useful purpose. In fact, even bows
3743 and crossbows are rarely ever used. ]]>
3744 </use>
3745 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3746 This number is a bitmask, specifying the projectile's attacktypes.
3747 Attacktypes are: physical, magical, fire, cold.. etc.
3748 This works identical to melee weapons. Note that shooting
3749 weapons cannot have attacktypes.
3750 </attribute>
3751 <attribute arch="race" editor="ammunition class" type="string">
3752 Only shooting weapons with matching &lt;ammunition class&gt; can fire
3753 these projectiles. For arrows set "arrows", for crossbow bolts
3754 set "crossbow bolts" (big surprise).
3755
3756 In certain cases, the ammunition class is displayed in the game.
3757 Hence, when you create a new ammunition class, choose an
3758 intuitive name like "missiles", "spirit bolts" - whatever.
3759
3760 You can also make special containers holding these projectiles
3761 by setting the &lt;container class&gt; to match your &lt;ammunition class&gt;.
3762 </attribute>
3763 <attribute arch="slaying" editor="slaying race" type="string">
3764 Slaying means the weapon does tripple (3x) damage to monsters
3765 of the specified race. If &lt;slaying race&gt; matches an arch name,
3766 only monsters of that archtype receive tripple damage.
3767 Tripple damage is very effective.
3768 </attribute>
3769 <attribute arch="dam" editor="damage" type="int">
3770 The projectile &lt;damage&gt; significantly affects the damage
3771 done. Damage can be further increased by the shooting
3772 weapon's attributes.
3773 </attribute>
3774 <attribute arch="wc" editor="weaponclass" type="int">
3775 This value is supposed to be the base &lt;weaponclass&gt;,
3776 but it seems to have rather little effect.
3777 High values are good here, low values bad.
3778 </attribute>
3779 <attribute arch="food" editor="chance to break" type="int">
3780 The &lt;chance to break&gt; defines the breaking probability when this
3781 projectile hits an obstacle, e.g. wall or monster.
3782 The value is the %-chance to break, ranging from 0 (never breaking)
3783 to 100 (breaking at first shot).
3784 </attribute>
3785 <attribute arch="magic" editor="magic bonus" type="int">
3786 Magic bonus increases chance to hit and damage a little bit.
3787 </attribute>
3788 <attribute arch="unique" editor="unique item" type="bool">
3789 Unique items exist only one time on a server. If the item
3790 is taken, lost or destroyed - it's gone for good.
3791 </attribute>
3792 <attribute arch="startequip" editor="godgiven item" type="bool">
3793 A godgiven item vanishes as soon as the player
3794 drops it to the ground.
3795 </attribute>
3796 <attribute arch="no_drop" editor="don't drop" type="bool">
3797 When a monster carries a projectile with &lt;don't drop&gt;,
3798 this item will never drop to the ground but
3799 vanish instead. If this object is shot, it can still drop
3800 after hitting an obstacle. You can prevent this by
3801 setting &lt;chance to break&gt; 100.
3802 </attribute>
3803 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3804 This text may describe the projectile. This
3805 could be nice for very special ones.
3806 </attribute>
3807 </type>
3808
3809 <!--####################################################################-->
3810 <type number="70" name="Ring">
3811 <import_type name="Amulet" />
3812 <description><![CDATA[
3813 Rings are worn on the hands - one ring each.
3814 Wearing rings, the object's stats will directly be inherited to
3815 the player. Usually enhancing his spellcasting potential. ]]>
3816 </description>
3817 <use><![CDATA[
3818 When you create an artifact ring, never forget that players can
3819 wear <B>two</B> rings! Due to that it is extremely important to
3820 keep rings in balance with the game.
3821 <br><br>
3822 Also keep in mind that rings are generally the wizard's tools.
3823 They should primarily grant bonuses to spellcasting abilities
3824 and non-physical resistances. ]]>
3825 </use>
3826 </type>
3827
3828 <!--####################################################################-->
3829 <type number="3" name="Rod">
3830 <ignore>
3831 <attribute arch="title" />
3832 </ignore>
3833 <description><![CDATA[
3834 A rod contains a spell. The player can use this spell by applying and
3835 fireing the rod. Rods need time to regenerate their "internal" spellpoints,
3836 lowering the effectiveness in combat. But unlike wands/scrolls, rods can be
3837 used endlessly. ]]>
3838 </description>
3839 <use><![CDATA[
3840 Rods with healing/curing spells are extremely powerful. Usually, potions have
3841 to be used for that purpose. Though, potions are expensive and only good for
3842 one-time-use.<br> ]]>
3843 </use>
3844 <attribute arch="sp" editor="spell" type="spell">
3845 Sets the &lt;spell&gt; of the rod. Consider twice before handing out special
3846 rods to players, since they can be used endlessly without any mana cost!
3847 Rods with heal/ restoration/ protection spells, IF available, MUST be
3848 very very VERY hard to get!
3849 </attribute>
3850 <attribute arch="level" editor="casting level" type="int">
3851 The casting level of the &lt;spell&gt; determines it's power.
3852 For attack spells, level should be set to something reasonable.
3853 </attribute>
3854 <attribute arch="hp" editor="initial spellpoints" type="int">
3855 This value represents the initial amount of spellpoints in the rod.
3856 Naturally, this is quite unimportant.
3857 </attribute>
3858 <attribute arch="maxhp" editor="max. spellpoints" type="int">
3859 When the rod is fully charged up, it will hold this maximum amount of
3860 spellpoints. Make sure it is enough to cast the contained spell at least
3861 once. But don't set the value too high, as that might make the rod
3862 too effective.
3863 </attribute>
3864 <attribute arch="startequip" editor="godgiven item" type="bool">
3865 A godgiven item vanishes as soon as the player
3866 drops it to the ground.
3867 </attribute>
3868 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
3869 This text may contain a description of the rod.
3870 </attribute>
3871 </type>
3872
3873 <!--####################################################################-->
3874 <type number="154" name="Rune">
3875 <ignore>
3876 <attribute arch="no_pick" />
3877 <attribute arch="title" />
3878 <attribute arch="name_pl" />
3879 <attribute arch="weight" />
3880 <attribute arch="value" />
3881 <attribute arch="material" />
3882 <attribute arch="unpaid" />
3883 </ignore>
3884 <description><![CDATA[
3885 A rune is a magical enscription on the dungeon floor.
3886 <br><br>
3887 Runes hit any monster or person who steps on them for 'dam' damage in
3888 'attacktype' attacktype. Alternatively, the rune could contain any spell,
3889 and will cast this spell when it detonates. Yet another kind is the
3890 "summoning rune", summoning predefined monsters of any kind, at detonation.
3891 <br><br>
3892 Many runes are already defined in the archetypes. ]]>
3893 </description>
3894 <use><![CDATA[
3895 Avoid monsters stepping on your runes. For example, summoning runes
3896 together with spellcasting- and attack-runes is usually a bad idea. ]]>
3897 </use>
3898 <attribute arch="no_pick" value="1" type="fixed" />
3899 &move_on;
3900 <attribute arch="level" editor="rune level" type="int">
3901 This value sets the level the rune will cast the spell it contains at,
3902 if applicable. A level 99 rune casts a very, very mean spell of whatever.
3903 (&lt;rune level&gt; 0 runes won't detonate at all!)
3904
3905 Level Also effects how easily a rune may be found and disarmed, and
3906 how much experience the player gets for doing so. Beware: High level
3907 runes can be quite a cheap source of experience! So either make them
3908 tough, or keep the level low.
3909 </attribute>
3910 <attribute arch="Cha" editor="visibility" type="int">
3911 This value determines what fraction of the time the rune is visible:
3912 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
3913 how easily the rune may be found.
3914 </attribute>
3915 <attribute arch="hp" editor="number of charges" type="int">
3916 The rune will detonate &lt;number of charges&gt; times before disappearing.
3917 </attribute>
3918 <attribute arch="dam" editor="direct damage" type="int">
3919 &lt;direct damage&gt; specifies how much damage is done by the rune,
3920 if it doesn't contain a spell. This should be set in reasonable
3921 relation to the rune's level.
3922 </attribute>
3923 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
3924 If there isn't any spell (and &lt;summon monster&gt; is unset), this
3925 attribute defines what attacktype to use for direct damage when
3926 the rune detonates.
3927 </attribute>
3928 <section name="spellcraft">
3929 <attribute arch="sp" editor="spell" type="spell">
3930 The selected &lt;spell&gt; defines the spell in the rune, if any.
3931 (Many runes do direct damage).
3932 </attribute>
3933 <attribute arch="slaying" editor="spell name" type="string">
3934 Name of the spell in the rune, if any. &lt;spell name&gt; is optional,
3935 but if present, overrides the &lt;spell&gt; setting.
3936 </attribute>
3937 <attribute arch="other_arch" editor="spell arch" type="string">
3938 This string defines the spell in the rune, if any. &lt;spell arch&gt;
3939 is optional, but if present, overrides the &lt;spell&gt; setting.
3940 You can choose any of the existing arches.
3941 </attribute>
3942 <attribute arch="maxsp" editor="direction" type="list_direction">
3943 If set, the rune will cast it's containing spell (if any) in
3944 this &lt;direction&gt;.In most cases this appears useless because
3945 the spell directly hits the player.
3946 </attribute>
3947 <attribute arch="race" editor="summon monster" type="string">
3948 If this is set to the arch name of any monster, together with
3949 &lt;spell name&gt; "summon evil monster", the rune will summon a bunch
3950 of those on detonation. (dam and attacktype will still be ignored
3951 in this case). Runes are even capable of summoning multi-square
3952 monsters, given enough space. You'd better test it though.
3953 </attribute>
3954 <attribute arch="maxhp" editor="summon amount" type="int">
3955 This should only be set to a summoning rune. It will then summon
3956 that many creatures of the kind &lt;summon monster&gt;.
3957 </attribute>
3958 </section>
3959 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
3960 When the rune detonates, this text is displayed to the
3961 victim. For especially powerful runes, create an appropriate
3962 thrilling description. ;)
3963 </attribute>
3964 </type>
3965
3966 <!--####################################################################-->
3967 <type number="106" name="Savebed">
3968 <ignore>
3969 <ignore_list name="non_pickable" />
3970 </ignore>
3971 <description><![CDATA[
3972 When the player applies a savebed, he is not only saved. Both his
3973 respawn-after-death and his word-of-recall positions are pointing
3974 to the last-applied savebed. ]]>
3975 </description>
3976 <use><![CDATA[
3977 Put savebed locations in towns, do not put them into dungeons.
3978 It is absolutely neccessary that a place with savebeds is 100% secure.
3979 That means:
3980 <UL>
3981 <LI> Monsters must not be able to reach the savebeds under any circumstances!
3982 <LI> If there are NPCs around, make sure they have the friendly-flag set.
3983 <LI> Insert a relyable exit! Make sure there is no possibility that
3984 players get trapped in a savebed location.
3985 <LI> If possible, mark the whole site as no-spell area (Insert this
3986 arch called "dungeon_magic" everywhere). This is not required,
3987 but it makes the place much more safe.
3988 </UL> ]]>
3989 </use>
3990 <attribute arch="no_pick" value="1" type="fixed" />
3991 <attribute arch="no_magic" value="1" type="fixed" />
3992 <attribute arch="damned" value="1" type="fixed" />
3993 </type>
3994
3995 <!--####################################################################-->
3996 <type number="111" name="Scroll">
3997 <ignore>
3998 <attribute arch="title" />
3999 </ignore>
4000 <description><![CDATA[
4001 Scrolls contain spells (similar to spell-potions). Unlike potions,
4002 scrolls require a certain literacy skill to read successfully.
4003 Accordingly, for a successful reading, a small amount of
4004 experience is gained. Scrolls allow only one time usage, but
4005 usually they are sold in bulks. ]]>
4006 </description>
4007 <use><![CDATA[
4008 For low level quests, scrolls of healing/curing-spells
4009 can be a nice reward. At higher levels, scrolls become less
4010 and less useful. ]]>
4011 </use>
4012 <attribute arch="level" editor="casting level" type="int">
4013 The spell of the scroll will be casted at this level.
4014 This value should always be set, at least to 1.
4015 </attribute>
4016 <attribute arch="sp" editor="spell" type="spell">
4017 When a player/monster applies this scroll, the selected &lt;spell&gt;
4018 will be casted (once). This should work for any given spell.
4019 </attribute>
4020 <attribute arch="startequip" editor="godgiven item" type="bool">
4021 A godgiven item vanishes as soon as the player
4022 drops it to the ground.
4023 </attribute>
4024 </type>
4025
4026 <!--####################################################################-->
4027 <type number="33" name="Shield">
4028 <import_type name="Amulet" />
4029 <description><![CDATA[
4030 Wearing a shield, the object's stats will directly be inherited to
4031 the player. Shields usually provide good defense, only surpassed
4032 by brestplate armour. Resistances on shields aren't uncommon either. ]]>
4033 </description>
4034 <use><![CDATA[
4035 Feel free to create your own special artifacts. However, it is very
4036 important that you keep your artifact in balance with existing maps. ]]>
4037 </use>
4038 <attribute arch="magic" editor="magic bonus" type="int">
4039 &lt;magic bonus&gt; works just like ac, except that it can be improved by
4040 "scrolls of Enchant Armour" or reduced by acid. It is less useful
4041 than direct armour-class bonus on the shield.
4042 </attribute>
4043 </type>
4044
4045 <!--####################################################################-->
4046 <type number="14" name="Shooting Weapon">
4047 <description><![CDATA[
4048 Shooting weapons like bows/crossbows are used to shoot projectiles
4049 (arrows/bolts). Shooting weapons and normal (melee) weapons can be
4050 wielded both at the same time. Like with any other equipment,
4051 stats/bonuses from shooting weapons are directly inherited to the player.
4052 <br><br>
4053 It's very easy to add new pairs of weapons &amp; projectiles.
4054 Just set matching &lt;ammunition class&gt; both for shooting
4055 weapon and projectile. ]]>
4056 </description>
4057 <use><![CDATA[
4058 Shooting weapons should not add bonuses in general. There's already
4059 enough "equipment-slots" doing that: swords, rings, amulets, girdles etc.
4060 Shooting weapons should especially not add bonuses to the player
4061 that have nothing to do with schooting. A Wisdom bonus on a bow
4062 is crap for example! A name like "Longbow of great Wisdom" doesn't help
4063 - still crap. ]]>
4064 </use>
4065 <attribute arch="race" editor="ammunition class" type="string">
4066 Only projectiles with matching &lt;ammunition class&gt; can be fired
4067 with this weapon. For normal bows set "arrows", for normal
4068 crossbows set "crossbow bolts".
4069
4070 In certain cases, the ammunition class is displayed in the game.
4071 Hence, when you create a new ammunition class, choose an
4072 intuitive name like "missiles", "spirit bolts" - whatever.
4073 </attribute>
4074 <attribute arch="sp" editor="shooting speed" type="int">
4075 After shooting a projectile, the player is frozen for a short
4076 period of time (to prevent shooting arrows machine-gun-like).
4077 The greater &lt;shooting speed&gt;, the shorter this period of time.
4078 1 is minimum (=worst) and 100 is maximum (=best) value.
4079
4080 You shouldn't set &lt;shooting speed&gt; lower than 10. YOU MUST NOT
4081 SET IT TO ZERO! (That would freeze the player for eternety).
4082 </attribute>
4083 <attribute arch="dam" editor="base damage" type="int">
4084 The &lt;base damage&gt; significantly affects the damage done
4085 by using this weapon. This damage is added to the projectile
4086 damage and then (if &lt;ignore strength&gt; disabled) a bonus
4087 according to the player's strength is added.
4088 </attribute>
4089 <attribute arch="wc" editor="weaponclass" type="int">
4090 This value is supposed to be the base &lt;weaponclass&gt;,
4091 but it seems to have rather little effect.
4092 High values are good here, low values bad.
4093 </attribute>
4094 <attribute arch="item_power" editor="item power" type="int">
4095 The &lt;item power&gt; value measures how "powerful" an artifact is.
4096 Players will only be able to wear equipment with a certain total
4097 amount of &lt;item power&gt;, depending on their own level. This is the
4098 only way to prevent low level players to wear "undeserved" equipment
4099 (like gifts from other players or cheated items).
4100
4101 It is very important to adjust the &lt;item power&gt; value carefully
4102 for every artifact you create! If zero/unset, the CF server will
4103 calculate a provisional value at runtime, but this is never
4104 going to be an accurate measurement of &lt;item power&gt;.
4105 </attribute>
4106 <attribute arch="no_strength" editor="ignore strength" type="bool">
4107 Usually the player's strentgh takes effect on the damage
4108 done by the shooting weapon. If &lt;ignore strength&gt; is set,
4109 the player's strength is ignored.
4110 </attribute>
4111 <attribute arch="damned" editor="damnation" type="bool">
4112 A damned shooting weapon cannot be unwielded unless
4113 the curse is removed. Removing damnations is
4114 a tick harder than removing curses.
4115 </attribute>
4116 <attribute arch="cursed" editor="curse" type="bool">
4117 A cursed shooting weapon cannot be unwielded unless
4118 the curse is removed.
4119 </attribute>
4120 <attribute arch="unique" editor="unique item" type="bool">
4121 Unique items exist only one time on a server. If the item
4122 is taken, lost or destroyed - it's gone for good.
4123 </attribute>
4124 <attribute arch="startequip" editor="godgiven item" type="bool">
4125 A godgiven item vanishes as soon as the player
4126 drops it to the ground.
4127 </attribute>
4128 <section name="stats">
4129 <attribute arch="Str" editor="strength" type="int">
4130 The player's strentgh will rise/fall by the given value
4131 while wearing this shooting weapon.
4132 </attribute>
4133 <attribute arch="Dex" editor="dexterity" type="int">
4134 The player's dexterity will rise/fall by the given value
4135 while wearing this shooting weapon.
4136 </attribute>
4137 <attribute arch="Con" editor="constitution" type="int">
4138 The player's constitution will rise/fall by the given value
4139 while wearing this shooting weapon.
4140 </attribute>
4141 <attribute arch="Int" editor="intelligence" type="int">
4142 The player's intelligence will rise/fall by the given value
4143 while wearing this shooting weapon.
4144 </attribute>
4145 <attribute arch="Pow" editor="power" type="int">
4146 The player's power will rise/fall by the given value
4147 while wearing this shooting weapon.
4148 </attribute>
4149 <attribute arch="Wis" editor="wisdom" type="int">
4150 The player's wisdom will rise/fall by the given value while
4151 wearing this shooting weapon.
4152 </attribute>
4153 <attribute arch="Cha" editor="charisma" type="int">
4154 The player's charisma will rise/fall by the given value
4155 while wearing this shooting weapon.
4156 </attribute>
4157 </section>
4158 <section name="bonus">
4159 <attribute arch="luck" editor="luck bonus" type="int">
4160 With positive luck bonus, the player is more likely to
4161 succeed in all sorts of things (spellcasting, praying,...).
4162 Unless the &lt;luck bonus&gt; is very high, the effect will be
4163 barely visible in-game. Luck bonus on one piece of equipment
4164 should never exceed 3, and such bonus should not be too
4165 frequently available.
4166 </attribute>
4167 <attribute arch="magic" editor="magic bonus" type="int">
4168 &lt;Magic bonus&gt; improves the quality of the shooting weapon.
4169 I'm not sure what exactly is increased - maybe weaponclass?
4170 However, &lt;magic bonus&gt; seems to have a little bit of positive
4171 influence on your chance to hit.
4172 </attribute>
4173 </section>
4174 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4175 This text describes the weapons's "story". Every decent artifact weapon
4176 should have such a description.
4177 </attribute>
4178 </type>
4179
4180 <!--####################################################################-->
4181 <type number="68" name="Shop Floor">
4182 <ignore>
4183 <ignore_list name="non_pickable" />
4184 </ignore>
4185 <description><![CDATA[
4186 Shop floor is used for shops. It acts like a combination of the
4187 common floor- and the treasure type: When the map is loaded,
4188 randomitems (depending on the setings) are generated on it.
4189 These items are all flagged as unpaid.
4190 When a player drops an item onto shop floor, the item becomes
4191 unpaid and the player receives payment according to the item's
4192 selling-value.
4193 Shopfloor always prevents magic (To hinder players from burning
4194 or freezing the goods). ]]>
4195 </description>
4196 <use><![CDATA[
4197 Tile your whole shop-interior space which shop floor.
4198 (That assures players receive payment for dropping items).
4199 Place shop mats to enter/leave the shop, and make sure
4200 there is no other exit than the shop mat. ]]>
4201 </use>
4202 <attribute arch="is_floor" value="1" type="fixed" />
4203 <attribute arch="no_pick" value="1" type="fixed" />
4204 <attribute arch="no_magic" value="1" type="fixed" />
4205 <attribute arch="auto_apply" editor="generate goods" type="bool">
4206 If enabled, items will appear on this square when the map is loaded.
4207 You need to specify a &lt;treasurelist&gt; to define what kinds of items
4208 are generated. The items will be unpaid.
4209 </attribute>
4210 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4211 This entry determines what kind of treasure will appear, when
4212 &lt;generate goods&gt; is enabled. Look into /crossfire/share/crossfire/treasures
4213 for details about existing treasurelists.
4214 </attribute>
4215 <attribute arch="exp" editor="quality level" type="int">
4216 The &lt;quality level&gt; will be used for the quality of the generated
4217 goods. If zero/unset, &lt;quality level&gt; 5 is used. Usually this value
4218 doesn't need to be set, unless you want extraordinarily good/bad
4219 quality. If you want to make a shop with very high quality, meaybe
4220 charge an entrance fee, or make the shop hard-to-come-by.
4221 Note that &lt;quality level&gt; mainly affects chance of magic bonus
4222 and appearance of artifact-items.
4223 </attribute>
4224 <attribute arch="damned" editor="no prayers" type="bool">
4225 If enabled, it is impossible for players to use prayers
4226 on that spot. It also prevents players from saving.
4227 (Remember that &lt;no magic&gt; is always set for shop floors.)
4228 </attribute>
4229 </type>
4230
4231 <!--####################################################################-->
4232 <type number="69" name="Shop Mat">
4233 <ignore>
4234 <ignore_list name="non_pickable" />
4235 </ignore>
4236 <description><![CDATA[
4237 Shop mats are used for entering/leaving shops. You should always
4238 have exactly TWO shop mats on your shop-map: One inside the
4239 "shopping-area" and one outside. Shop mats don't use exit paths/
4240 or -destinations. When stepping onto a shopmat the player gets beamed
4241 to the nearest other mat. If the player has unpaid items in his
4242 inventory, the price gets charged from his coins automatically.
4243 If the player has insufficient coins to buy his unpaid items, he
4244 is unable to pass any shopmat (So he has to drop unpaid items). ]]>
4245 </description>
4246 <use><![CDATA[
4247 As stated above, always place TWO shop mats into your shop.
4248 Not more and not less than that. ]]>
4249 </use>
4250 <attribute arch="no_pick" value="1" type="fixed" />
4251 &move_on;
4252 </type>
4253
4254 <!--####################################################################-->
4255 <type number="98" name="Sign &amp; MagicMouth">
4256 <ignore>
4257 <ignore_list name="non_pickable" />
4258 </ignore>
4259 <description><![CDATA[
4260 The purpose of a sign or magic_mouth is to display a certain message to
4261 the player. There are three ways to have the player get this message:
4262 The player walking onto it (-&gt; magic_mouth), the player pressing &lt;a&gt;pply
4263 (-&gt; sign) or the player triggering a button/handle/etc (-&gt; magic_mouth). ]]>
4264 </description>
4265 <use><![CDATA[
4266 Use signs and magic_mouths, plenty of them! Place magic_mouths to add
4267 some true roleplay feeling to your maps, support your storyline or give
4268 hints about hidden secrets/dangers. Place signs to provide the player
4269 with all kinds of useful information for getting along in your maps. ]]>
4270 </use>
4271 <attribute arch="connected" editor="connection" type="int">
4272 When a connection value is set, the message will be printed whenever
4273 the connection is triggered. This should be used in combination with
4274 &lt;invisible&gt; enabled and &lt;activate by walking/flying&gt; disabled.
4275 If activating your magic_mouth this way, the message will not only be
4276 printed to one player, but all players on the current map.
4277 </attribute>
4278 &activate_on;
4279 &move_on;
4280 <attribute arch="food" editor="counter" type="int">
4281 If a counter-value is set (greater zero), the sign/magic_mouth can be applied
4282 (printing the message) only that many times. For signs this really shouldn't
4283 be used, while for magic_mouths it is extremely helpful.
4284 Monsters walking over the magic_mouth do not decrease the counter.
4285
4286 Often, you might want to have a message displayed only one time. For example:
4287 The player enters your map and you put a magic_mouth to tell him about the
4288 monsters and how dangerous they look and all. Later, when all the monsters
4289 are killed and the player leaves the map, displaying the same message a
4290 second time would be silly. &lt;counter&gt; 1 does a perfect job in such cases.
4291 Otherwise set &lt;counter&gt; zero/unset for infinite use (that is the default).
4292 </attribute>
4293 <attribute arch_begin="msg" arch_end="endmsg" editor="message" type="text">
4294 This text will be displayed to the player.
4295 </attribute>
4296 </type>
4297
4298 <!--####################################################################-->
4299 <type number="43" name="Skill">
4300 <ignore>
4301 <ignore_list name="system_object" />
4302 </ignore>
4303 <description><![CDATA[
4304 Skills are objects which exist in the player/monster inventory.
4305 Both NPC/monsters and players use the same skill archetypes. Not all skills
4306 are enabled for monster use however. ]]>
4307 </description>
4308 <use><![CDATA[
4309 For mapmaking, Skill objects serve two purposes:
4310 <p>First, the predefined skill archtypes (in the 'skills' directory)
4311 can be seen as the global skill definitions. A skill which doesn't
4312 exists as an archtype cannot be learned or used by players. When you
4313 want to use skills in your maps, you may need to look up the &lt;skill name&gt;s
4314 of defined skill archtypes, because those strings are used as a reference in
4315 many skill-related objects.
4316 </p><p>
4317 Secondly, in order to enable monsters to use skills, you will need to
4318 copy default skill archtypes into the monsters' inventories.
4319 You can even customize the skills by changing stats. It is not
4320 recommended however, to use skills in your maps which are totally
4321 unrelated to any predefined skill archtype.</p> ]]>
4322 </use>
4323 <attribute arch="invisible" value="1" type="fixed" />
4324 <attribute arch="no_drop" value="1" type="fixed" />
4325 <attribute arch="skill" editor="skill name" type="string">
4326 The &lt;skill name&gt; is used for matchings. When a usable
4327 object has an identical &lt;skill name&gt;, players
4328 (or monsters) will need this skill to apply/use the object.
4329 </attribute>
4330 <attribute arch="expmul" editor="exp multiplier" type="float">
4331 This is the ratio of experience the players total should increase by
4332 when this skill is used. If this is zero, then experience only goes to
4333 to the skill. Values higher than 1 are allowed. Note that experience
4334 rewarded to the players total is in addition to that given to the
4335 skill. Eg, if player should get 500 exp for using a skill, and
4336 expmul is 1, the player will get 500 added to that skill as well as
4337 500 to their total.
4338 </attribute>
4339 <attribute arch="subtype" editor="skill type" type="list_skill_type">
4340 The &lt;skill type&gt; defines the base functionality of the skill.
4341 Skill types are hardcoded in the Crossfire server. It isn't hard to
4342 create new skill types, but it requires a bit of server-coding.
4343 </attribute>
4344 <attribute arch="level" editor="level" type="int">
4345 </attribute>
4346 <attribute arch="exp" editor="experience" type="int">
4347 </attribute>
4348 <attribute arch="can_use_skill" editor="is native skill" type="bool">
4349 The &lt;is native skill&gt; flag has an effect only when this
4350 skill object is placed in the inventory of a monster (or player).
4351 If it is set, the monster or player knows the skill natively, which
4352 means he does not need a skill tool to use it.
4353 </attribute>
4354 </type>
4355
4356 <!--####################################################################-->
4357 <type number="130" name="Skill Scroll">
4358 <description><![CDATA[
4359 By reading a skill scroll, a player has a chance to learn the
4360 contained skill. ]]>
4361 </description>
4362 <use><![CDATA[
4363 Skill scrolls are very much sought for by players. Currently,
4364 all skill scrolls are sold in shops randomly, which is in fact not
4365 a good system. It would be nice to have some cool quests with
4366 skill scrolls rewarded at the end. ]]>
4367 </use>
4368 <attribute arch="race" value="scrolls" type="fixed" />
4369 <attribute arch="skill" editor="skill name" type="string">
4370 The &lt;skill name&gt; matches the skill object that can
4371 be learned from this scroll.
4372 </attribute>
4373 </type>
4374
4375 <!--####################################################################-->
4376 <type number="21" name="Special Key">
4377 <ignore>
4378 <attribute arch="material" />
4379 </ignore>
4380 <description><![CDATA[
4381 When carrying the appropriate special key, a locked door can
4382 be opened. The key will dissapear.
4383 <br><br>
4384 This object-type can also be used for "passport"-like items:
4385 When walking onto an invetory checker, a gate for example might
4386 get opened. The "passport" will stay in the player's inventory. ]]>
4387 </description>
4388 <use><![CDATA[
4389 How to make a "passport": You take the special key arch
4390 (archetype name is "key2"), set the face to something like
4391 card.111 and the name to "passport" - that's all. The &lt;key string&gt;
4392 certainly must match with the appropiate inventory checker.
4393 <br><br>
4394 Of course you can be creative with names and faces of
4395 key-objects. A "mysterious crystal" or a "big dragon claw"
4396 (with appropriate faces) appear more interesting than just
4397 a "strange key", or "passport". ]]>
4398 </use>
4399 <attribute arch="slaying" editor="key string" type="string">
4400 This string must be identical with the &lt;key string&gt; in the
4401 locked door, then it can be unlocked. It can also be used
4402 to trigger inventory checkers.
4403 </attribute>
4404 <attribute arch="material" editor="material" type="bitmask_material">
4405 For Special Keys, material should always be unset or set
4406 to Adamantite. This prevents the key from getting
4407 burned or otherwise destroyed.
4408 </attribute>
4409 <attribute arch="unique" editor="unique item" type="bool">
4410 Unique items exist only one time on a server. If the item
4411 is taken, lost or destroyed - it's gone for good.
4412
4413 This can be used if you want to sell apartments on your
4414 map: Simply sell a unique passport/key, and place
4415 an inventory checker at the entrance of your apartment.
4416 </attribute>
4417 <attribute arch="startequip" editor="godgiven item" type="bool">
4418 A godgiven item vanishes as soon as the player
4419 drops it to the ground.
4420 </attribute>
4421 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4422 This will add a description to the object. The player can read
4423 this text by clicking on the item in his inventory. Use this
4424 message to describe what the key/passport is good for. A player
4425 might have 50 different keys on his key-ring. Don't expect
4426 players to recall their purpose just by their names.
4427 </attribute>
4428 </type>
4429
4430 <!--####################################################################-->
4431 <type number="101" name="Spell">
4432 <ignore>
4433 <ignore_list name="system_object" />
4434 </ignore>
4435 <description><![CDATA[
4436 Spell objects define a spell. When a spell is put in a spellbook,
4437 players can learn it by reading the book. Once learned, players
4438 can use the spell as often as they like. With increasing skill level
4439 of the player, spells may gain power but also increase cost.<br>
4440 Monsters can use spells which are put in their inventory (provided
4441 that certain "enabling" settings are correct). The monster's
4442 &lt;treasurelist&gt; can also be used to provide it with spells. ]]>
4443 </description>
4444 <use><![CDATA[
4445 A lot of the spells' settings can be tuned and customized.
4446 When creating new spells which are accessible to players, it is
4447 important to think about balance. A single spell which is too
4448 powerful and/or too easy to use can eventually toss the whole skill
4449 and magic school system out of whack. Testing new spells is
4450 quite important therefore. ]]>
4451 </use>
4452 <attribute arch="no_drop" value="1" type="fixed" />
4453 <attribute arch="invisible" value="1" type="fixed" />
4454 <attribute arch="skill" editor="skill name" type="string">
4455 The &lt;skill name&gt; matches the skill which is needed
4456 to cast this spell. This should be one out of "sorcery",
4457 "pyromancy", "evocation", "summoning" or "praying".
4458 If you want to fiddle with these, please take care not
4459 to upset the concept and balance of the various skills.
4460 </attribute>
4461 <attribute arch="subtype" editor="spell type" type="list_spell_type">
4462 The &lt;spell type&gt; defines the basic type of spell.
4463 Some of these types are of a more generic nature than others.
4464 </attribute>
4465 <attribute arch="level" editor="spell level" type="int">
4466 </attribute>
4467 <attribute arch="casting_time" editor="casting time" type="int">
4468 </attribute>
4469 <attribute arch="duration" editor="duration" type="int">
4470 </attribute>
4471 <attribute arch="other_arch" editor="create object" type="string">
4472 </attribute>
4473 <attribute arch="sp" editor="cost spellpoints" type="int">
4474 </attribute>
4475 <attribute arch="grace" editor="cost grace" type="int">
4476 </attribute>
4477 <attribute arch="maxsp" editor="double cost per level" type="int">
4478 </attribute>
4479 </type>
4480
4481 <!--####################################################################-->
4482 <type number="85" name="Spellbook">
4483 <description><![CDATA[
4484 By reading a spellbook, the player has a chance of learning the
4485 contained spell. Once learned from a book, the spell is available
4486 forever. Spellbooks with high level spells require some skill-level
4487 to read.<br><br>
4488 You can create widely customized spells only by adjusting the
4489 spell object in the spellbooks inventory. Refer to the description
4490 of spell objects for detailed information how to customize spells.<br>
4491 If you want to have a random spellbook instead, choose a &lt;treasurelist&gt;
4492 with a compilation of spells that the book may contain. ]]>
4493 </description>
4494 <use><![CDATA[
4495 Don't put any of the godgiven spells into a spellbook! These are
4496 reserved for the followers of the appropriate cults. Handing them
4497 out in a spellbook would violate the balance between different religions.
4498 <br><br>
4499 Note that there is no fundamental difference between the spellbooks
4500 of varying schools (pyromancy, sorcery, evocation, summoning, and
4501 even praying). The difference lies only in the spells they contain.
4502 It is up to you, the mapmaker, to pick the right type of book
4503 for your spells. ]]>
4504 </use>
4505 <attribute arch="skill" value="literacy" type="fixed" />
4506 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4507 There are two ways to put spells into a spellbook:
4508 1. Put a spell object in the books inventory. In this case,
4509 treasurelist must be set to &lt;none&gt;.
4510 2. Choose a treasurelist which contains spells.
4511 In that way, a spell will be chosen randomly from the list.
4512 </attribute>
4513 <attribute arch="startequip" editor="godgiven item" type="bool">
4514 A godgiven item vanishes as soon as the player
4515 drops it to the ground.
4516 </attribute>
4517 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4518 This text may contain a nice description
4519 of the spellbook's cover or something.
4520 </attribute>
4521 </type>
4522
4523 <!--####################################################################-->
4524 <type number="90" name="Spinner">
4525 <ignore>
4526 <ignore_list name="non_pickable" />
4527 </ignore>
4528 <description><![CDATA[
4529 Spinners change the direction of spell objects and other projectiles
4530 that fly past. Unlike directors, it does make a difference from what
4531 angle you shoot into the spinner. The direction of objects flying past
4532 is always changed by a certain degree. ]]>
4533 </description>
4534 <use><![CDATA[
4535 Spinners are very rarely used. I believe they are quite
4536 confusing and pointless. The only use I can think of is building
4537 some puzzle about where to shoot into spinners to shoot somewhere you
4538 otherwise couldn't.
4539
4540 When placing spinners on a map with magic walls, make sure the spell-
4541 projectiles from magic walls don't get to fly in loops. ]]>
4542 </use>
4543 <attribute arch="sp" editor="direction number" type="int">
4544 The spinner will change the direction of flying objects by
4545 45 degrees per &lt;direction number&gt;. Negative values spin clockwise,
4546 positive values counter clockwise.
4547
4548 Example: &lt;direction number&gt; -2 means spin 90 degrees clockwise.
4549 </attribute>
4550 &move_on;
4551 </type>
4552
4553 <!--####################################################################-->
4554 <type number="138" name="Swamp">
4555 <ignore>
4556 <ignore_list name="non_pickable" />
4557 </ignore>
4558 <description><![CDATA[
4559 Swamp areas show a special behaviour:
4560 When a player stands still on a swamp-square for too long,
4561 he will start to sink in and eventually drown and die.
4562 Items dropped on the swamp sink in and dissapear.
4563 Players with knowledge of the woodsman skill are a lot less likely
4564 to die in the swamp. ]]>
4565 </description>
4566 <attribute arch="is_floor" value="1" type="fixed" />
4567 <attribute arch="is_wooded" value="1" type="fixed" />
4568 <attribute arch="speed" editor="drowning speed" type="float">
4569 The higher the &lt;drowning speed&gt;, the faster will players and items
4570 sink into the swamp. Swamp with very high &lt;drowning speed&gt; can be a nasty
4571 and unexpected death-trap. Players should get a warning before such areas.
4572 </attribute>
4573 &speed_left;
4574 &move_on;
4575 &movement_types_terrain;
4576 <attribute arch="no_magic" editor="no spells" type="bool">
4577 If enabled, it is impossible for players to use (wizard-)
4578 spells on that spot.
4579 </attribute>
4580 <attribute arch="damned" editor="no prayers" type="bool">
4581 If enabled, it is impossible for players to use prayers
4582 on that spot. It also prevents players from saving.
4583 </attribute>
4584 </type>
4585
4586 <!--####################################################################-->
4587 <type number="41" name="Teleporter">
4588 <ignore>
4589 <ignore_list name="non_pickable" />
4590 </ignore>
4591 <description><![CDATA[
4592 When the player walks into a teleporter, he is transferred to a
4593 different location. The main difference to the object-type exit
4594 is the possibility to have teleporters connected to levers/buttons/etc.
4595 Sometimes teleporters are activated even against the players will.
4596 <br><br>
4597 Unlike exits, teleporters can also transfer items and
4598 monsters to different locations on the same map. ]]>
4599 </description>
4600 <use><![CDATA[
4601 When creating maps, I guess sooner or later you'll want to have
4602 an invisible teleporter. If using "invisible 1", the teleporter
4603 can still be discovered with the show_invisible spell. And in
4604 some cases you can't place it under the floor to prevent this.
4605 <br><br>
4606 Fortunately, there is a cool trick to make a perfectly invisible
4607 teleporter: You simply add teleporter functionality to the floor
4608 itself. That means: You take the floor arch (e.g. "flagstone"),
4609 set "type 41", and add slaying/hp/sp/connected... everything you need. ]]>
4610 </use>
4611 <attribute arch="slaying" editor="exit path" type="string">
4612 The exit path specifies the map that the player is transferred to.
4613 &lt;exit path&gt; can be an absolute path, beginning with '/'
4614 (for example "/peterm/FireTemple/fire1"). It can also be a relative
4615 path, not beginning with '/' (On the map "/peterm/FireTemple/Fire2"
4616 for example I could use the relative path "Fire1"). Use relative
4617 paths whenever possible! Note that upper/lower case must always be
4618 set correctly. However, please use lower case only.
4619
4620 If the &lt;exit path&gt; is set, ONLY players can get teleported. If the
4621 &lt;exit path&gt; is unset (empty), anything can get teleported: Players,
4622 monsters and items. In this case, the destined map is automatically
4623 the same map the teleporter is on.
4624 </attribute>
4625 <attribute arch="hp" editor="destination X" type="int">
4626 The exit destinations define the (x, y)-coordinates where the exit
4627 leads to.
4628
4629 If both are set to zero and &lt;exit path&gt; is empty, the player will
4630 get teleported to another, randomly chosen teleporter on the same
4631 map (Slightly confusing for the player though). Make sure there
4632 actually *is* a second one in that case.
4633
4634 If both are set to zero and &lt;exit path&gt; is set, the player will
4635 be transferred to the "default enter location" of the destined map.
4636 The latter can be set in the map-properties as "Enter X/Y". Though,
4637 please DO NOT use that. It turned out to be a source for numerous
4638 map-bugs.
4639 </attribute>
4640 <attribute arch="sp" editor="destination Y" type="int">
4641 The exit destinations define the (x, y)-coordinates where the exit
4642 leads to.
4643
4644 If both are set to zero and &lt;exit path&gt; is empty, the player will
4645 get teleported to another, randomly chosen teleporter on the same
4646 map (Slightly confusing for the player though). Make sure there
4647 actually *is* a second one in that case.
4648
4649 If both are set to zero and &lt;exit path&gt; is set, the player will
4650 be transferred to the "default enter location" of the destined map.
4651 The latter can be set in the map-properties as "Enter X/Y". Though,
4652 please DO NOT use that. It turned out to be a source for numerous
4653 map-bugs.
4654 </attribute>
4655 <attribute arch="connected" editor="connection" type="int">
4656 If a connection value is set, the teleporter will be activated
4657 whenever the connection is triggered. To use this properly,
4658 &lt;activation speed&gt; must be zero.
4659 </attribute>
4660 &activate_on;
4661 <attribute arch="speed" editor="activation speed" type="float">
4662 If the &lt;activation speed&gt; is nonzero, the teleporter will
4663 automatically be activated in regular time-intervals. Hence, the
4664 player can just step on it and gets teleported sooner or later.
4665 The duration between two activates depends on the given value.
4666 Default in the teleporter arch is &lt;activation speed&gt; 0.1.
4667
4668 VERY IMPORTANT: If you want to have your teleporter activated via
4669 button/handle/magic_ear/etc, you must set &lt;activation speed&gt; to zero!
4670 </attribute>
4671 &speed_left;
4672 </type>
4673
4674 <!--####################################################################-->
4675 <type number="26" name="Timed Gate">
4676 <ignore>
4677 <ignore_list name="non_pickable" />
4678 </ignore>
4679 <description><![CDATA[
4680 Gates play an important role in Crossfire. Gates can be opened
4681 by activating a button/trigger, by speaking passwords (-> magic_ear)
4682 or carrying special key-objects (-> inventory checker).
4683 Unlike locked doors, gates can get shut again after a player has
4684 passed, which makes them more practical in many cases. Unlike normal
4685 gates, timed gates open when triggered but automatically close again
4686 after some time.]]>
4687 </description>
4688 <use><![CDATA[
4689 Use gates to divide your maps into separated areas. After solving
4690 area A, the player gains access to area B, and so on. Make your
4691 maps more complex than "one-way". ]]>
4692 </use>
4693 <attribute arch="no_pick" value="1" type="fixed" />
4694 <attribute arch="connected" editor="connection" type="int">
4695 Whenever the inventory checker is triggered, all objects with identical
4696 &lt;connection&gt; value get activated. This only makes sense together with
4697 &lt;blocking passage&gt; disabled. If unset, the gate opens automatically
4698 after some time.
4699 </attribute>
4700 &activate_on;
4701 <attribute arch="wc" editor="position state" type="int">
4702 The &lt;position state&gt; defines the position of the gate:
4703 Zero means completely open/down, the "number of animation-steps" (usually
4704 about 6 or 7) means completely closed/up state. I suggest you don't
4705 mess with this value - Leave the default in place.
4706 </attribute>
4707 &movement_types_terrain;
4708 <attribute arch="no_magic" editor="restrict spells" type="bool">
4709 Restricting the use of spells to pass this gate. This has
4710 an effect only if &lt;block view&gt; is disabled.
4711 </attribute>
4712 <attribute arch="damned" editor="restrict prayers" type="bool">
4713 Restricting the use of prayers to pass this door. This has
4714 an effect only if &lt;block view&gt; is disabled.
4715 </attribute>
4716 <attribute arch="hp" editor="open duration" type="int">
4717 Defines the duration the gate remains closed. This only takes effect
4718 if the gate is not connected.
4719 </attribute>
4720 </type>
4721
4722 <!--####################################################################-->
4723 <type number="155" name="Trap">
4724 <ignore>
4725 <attribute arch="no_pick" />
4726 <attribute arch="title" />
4727 <attribute arch="name_pl" />
4728 <attribute arch="weight" />
4729 <attribute arch="value" />
4730 <attribute arch="material" />
4731 <attribute arch="unpaid" />
4732 </ignore>
4733 <description><![CDATA[
4734 A trap is a object that can either do damage or trigger another connected object
4735 when detonated. Traps are like runes except they are not magical in nature,
4736 and generally have either a physical attack or trigger a reaction.
4737 <br><br>
4738 Traps hit any monster or person who steps on them for 'dam' damage in
4739 'attacktype' attacktype and/or trigger a reaction.
4740 <br><br>
4741 Many traps are already defined in the archetypes. ]]>
4742 </description>
4743 <use><![CDATA[
4744 Avoid monsters stepping on your traps. For example, a party of orcs setting
4745 off your lightning wall and pit trap is usually a bad idea. ]]>
4746 </use>
4747 <attribute arch="no_pick" value="1" type="fixed" />
4748 &move_on;
4749 <attribute arch="level" editor="trap level" type="int">
4750 Level effects how easily a trap may be found and disarmed, and
4751 how much experience the player gets for doing so. Beware: High level
4752 traps can be quite a cheap source of experience! So either make them
4753 tough, or keep the level low.
4754 </attribute>
4755 <attribute arch="Cha" editor="visibility" type="int">
4756 This value determines what fraction of the time the trap is visible:
4757 It'll be randomly visible 1/&lt;visibility&gt; of the time. Also effects
4758 how easily the trap may be found.
4759 </attribute>
4760 <attribute arch="hp" editor="number of charges" type="int">
4761 The trap will detonate &lt;number of charges&gt; times before disappearing.
4762 </attribute>
4763 <attribute arch="dam" editor="direct damage" type="int">
4764 &lt;direct damage&gt; specifies how much damage is done by the trap.
4765 This should be set in reasonable relation to the trap's level.
4766 </attribute>
4767 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
4768 This attribute defines what attacktype to use for direct damage when
4769 the trap detonates.
4770 </attribute>
4771 <attribute arch="connected" editor="connection" type="int">
4772 When the trap is detonated, all objects with the same
4773 connection value get activated.
4774 </attribute>
4775 <attribute arch_begin="msg" arch_end="endmsg" editor="detonation text" type="text">
4776 When the trap detonates, this text is displayed to the
4777 victim. For especially powerful or complex traps, create an appropriate
4778 and thrilling description. ;)
4779 </attribute>
4780 </type>
4781
4782 <!--####################################################################-->
4783 <type number="95" name="Trapdoor">
4784 <ignore>
4785 <ignore_list name="non_pickable" />
4786 </ignore>
4787 <description><![CDATA[
4788 Trapdoors are very similar to pits. The difference is that they
4789 can not be closed. Instead, the weight of the object on the
4790 trapdoor determines weither it slams the trapdoor open and falls through
4791 or not.<br>
4792 Once a trapdoor has been opened (by a creature or items of sufficient
4793 weight,) it remains open, acting like an opened pit. ]]>
4794 </description>
4795 <use><![CDATA[
4796 Trapdoors should be used in the same fashion as pits:
4797 They should always drop the victims to some kind of lower level. They
4798 are not supposed to be used to randomly interconnect maps like teleporters. ]]>
4799 </use>
4800 <attribute arch="no_pick" value="1" type="fixed" />
4801 &move_on;
4802 <attribute arch="weight" editor="hold weight" type="int">
4803 This value defines how much weight the trapdoor can hold.
4804 Once items or creatures are gathered on the trapdoor, with
4805 a total weight surpassing this value, then the trapdoor will
4806 open and things start falling through.
4807 </attribute>
4808 <attribute arch="hp" editor="destination X" type="int">
4809 The trapdoor will transport creatures (and items) randomly into
4810 a two-square radius of the destination coordinates.
4811 If the destination square becomes blocked, the trapdoor will act like
4812 being filled up and not work anymore!
4813 </attribute>
4814 <attribute arch="sp" editor="destination Y" type="int">
4815 The trapdoor will transport creatures (and items) randomly into
4816 a two-square radius of the destination coordinates.
4817 If the destination square becomes blocked, the trapdoor will act like
4818 being filled up and not work anymore!
4819 </attribute>
4820 </type>
4821
4822 <!--####################################################################-->
4823 <type number="4" name="Treasure">
4824 <ignore>
4825 <attribute arch="nrof" />
4826 <attribute arch="title" />
4827 <attribute arch="name_pl" />
4828 <attribute arch="weight" />
4829 <attribute arch="value" />
4830 <attribute arch="material" />
4831 </ignore>
4832 <description><![CDATA[
4833 A treasure-object turns into certain randomitems when the map is loaded
4834 into the game. ]]>
4835 </description>
4836 <use><![CDATA[
4837 About usage of the "random-artifact" treasurelist:
4838 This will generate powerful stuff like girdles, xray helmets, special
4839 swords etc. If you put this as reward to your quest, players might be
4840 motivated to do it more than once. BUT, by doing so they will get a huge
4841 number of different artifacts! Besides, players will always seek the place
4842 with the most easy-to-get random artifact and ignore all others.
4843 My advice: Don't use it! Attract players with good fighting experience
4844 (from monsters), potions, spellbooks, money, and non-random artifacts. ]]>
4845 </use>
4846 <attribute arch="randomitems" editor="treasurelist" type="treasurelist">
4847 This entry determines what kind of treasure will appear. Look into
4848 /crossfire/share/crossfire/treasures for details about existing
4849 treasurelists.
4850 </attribute>
4851 <attribute arch="auto_apply" editor="auto-generate" type="bool">
4852 "Auto-generate" must be set in order to have the treasure be created
4853 when the map is loaded.
4854 If you want to create a random treasure chest, you unset this flag.
4855 That way, the player has to apply the object (the chest), then the
4856 treasure is generated.
4857 </attribute>
4858 <attribute arch="hp" editor="create number" type="int">
4859 "Create number" specifies how many pieces of the given treasurelist
4860 will appear. Note that for every piece there is a chance that nothing is
4861 generated. Also, sometimes there can be stacks of items generated, like
4862 for gems/money.
4863 </attribute>
4864 <attribute arch="exp" editor="quality level" type="int">
4865 The &lt;quality level&gt; will be used for the quality of the generated
4866 treasure instead of the map difficulty (as was done with shops).
4867 If zero/unset, the map difficulty will instead be used.
4868 (Example for comparison: Shop floors generate treasure of
4869 &lt;quality level&gt; 5 per default).
4870 </attribute>
4871 </type>
4872
4873 <!--####################################################################-->
4874 <type number="52" name="Trigger Marker">
4875 <ignore>
4876 <ignore_list name="system_object" />
4877 </ignore>
4878 <description><![CDATA[
4879 A trigger marker is an object that inserts an invisible force (a mark) into a
4880 player stepping on it WHEN TRIGGERED. This force does nothing except containing a
4881 &lt;key string&gt; which can be discovered by detectors or inventory
4882 checkers. It is also possible to use markers for removing marks again.
4883 <br><br>
4884 Note that the player has no possibility to "see" his own marks,
4885 except by the effect that they cause on the maps. ]]>
4886 </description>
4887 <use><![CDATA[
4888 Markers hold real cool possibilities for map-making. I encourage
4889 you to use them frequently. However there is one negative point
4890 about markers: Players don't "see" what's going on with them. It is
4891 your task, as map-creator, to make sure the player is always well
4892 informed and never confused.
4893 <br><br>
4894 Please avoid infinite markers when they aren't needed. They're
4895 using a little space in the player file after all, so if there
4896 is no real purpose, set an expire time. ]]>
4897 </use>
4898 <attribute arch="no_pick" value="1" type="fixed" />
4899 <attribute arch="slaying" editor="key string" type="string">
4900 The &lt;key string&gt; can be detected by inv. checkers/detectors.
4901 If the player already has a force with that &lt;key string&gt;,
4902 there won't be inserted a second one.
4903 </attribute>
4904 <attribute arch="connected" editor="connection" type="int">
4905 Unlike a regular marker this is the connection that triggers this marker to activate.
4906 </attribute>
4907 <attribute arch="food" editor="mark duration" type="int">
4908 This value defines the duration of the force it inserts.
4909 If nonzero, the duration of the player's mark is finite:
4910 about 1 food per 10 seconds. &lt;mark duration&gt; zero/unset
4911 means the mark will stay on the player forever.
4912 </attribute>
4913 <attribute arch="name" editor="delete mark" type="string">
4914 When the player steps onto the marker, all existing forces in
4915 the players inventory with a &lt;key string&gt; matching &lt;delete mark&gt;
4916 will be removed. If you don't want to remove any marks, leave
4917 this textfield empty.
4918
4919 Note that the string &lt;delete mark&gt; is set as the name of
4920 this marker. So don't be confused, and remember changing the
4921 name will take effect on the marker's functionality.
4922 </attribute>
4923 <attribute arch_begin="msg" arch_end="endmsg" editor="marking message" type="text">
4924 In the moment when the player gets marked, this text is displayed
4925 to him. You should really set a message in any marker you create,
4926 because it's the only way for the player to notice what's going on.
4927 </attribute>
4928 </type>
4929
4930 <!--####################################################################-->
4931 <type number="0" name="Wall">
4932 <required>
4933 <attribute arch="is_floor" value="0" />
4934 <attribute arch="alive" value="0" />
4935 <attribute arch="no_pass" value="1" />
4936 </required>
4937 <ignore>
4938 <attribute arch="nrof" />
4939 <attribute arch="title" />
4940 <attribute arch="name_pl" />
4941 <attribute arch="value" />
4942 <attribute arch="unpaid" />
4943 </ignore>
4944 <description><![CDATA[
4945 Walls usually block passage and sight. ]]>
4946 </description>
4947 &movement_types_terrain;
4948 <attribute arch="can_roll" editor="moveable" type="bool">
4949 If set, the object is able to "roll", so it can be pushed around.
4950 This setting is used for boulders and barrels.
4951 </attribute>
4952 <attribute arch="no_magic" editor="restrict spells" type="bool">
4953 This takes effect only with &lt;blocksview&gt; disabled.
4954 Restricting the use of spells to pass this wall.
4955 </attribute>
4956 <attribute arch="damned" editor="restrict prayers" type="bool">
4957 This takes effect only with &lt;blocksview&gt; disabled.
4958 Restricting the use of spells to pass this wall.
4959 </attribute>
4960 </type>
4961
4962 <!--####################################################################-->
4963 <type number="109" name="Wand &amp; Staff">
4964 <description><![CDATA[
4965 Wands contain a certain spell. The player can apply (ready) and
4966 fire the wand. After a defined number of casts, the wand is
4967 "used up". It is possible to recharge a wand with scrolls of
4968 charging, but usually that isn't worth the cost. ]]>
4969 </description>
4970 <use><![CDATA[
4971 Wands are quite seldomly used. The reason prolly is that they're
4972 generally not cost-efficient. Handing out high-level wands with
4973 powerful special spells isn't a good idea either, because of
4974 the recharge ability.
4975 <br><br>
4976 For low levels, staffs of healing/cure and word of recall are
4977 quite desirable though. Ideal rewards for low level quests. ]]>
4978 </use>
4979 <attribute arch="sp" editor="spell" type="spell">
4980 The &lt;spell&gt; specifies the contained spell.
4981 </attribute>
4982 <attribute arch="level" editor="casting level" type="int">
4983 The &lt;casting level&gt; of the wand determines it's power.
4984 An average level for wands in shops is about 10.
4985 </attribute>
4986 <attribute arch="food" editor="number of charges" type="int">
4987 The wand can be used &lt;number of charges&gt; times before it is
4988 used up. It can be recharged with scrolls of charging.
4989 </attribute>
4990 <attribute arch="startequip" editor="godgiven item" type="bool">
4991 A godgiven item vanishes as soon as the player
4992 drops it to the ground.
4993 </attribute>
4994 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
4995 This text may contain a description of the wand.
4996 </attribute>
4997 </type>
4998
4999 <!--####################################################################-->
5000 <type number="0" name="Weak Wall">
5001 <required>
5002 <attribute arch="is_floor" value="0" />
5003 <attribute arch="alive" value="1" />
5004 <attribute arch="tear_down" value="1" />
5005 </required>
5006 <ignore>
5007 <ignore_list name="non_pickable" />
5008 </ignore>
5009 <description><![CDATA[
5010 A weak wall is a breakable spot amidsts a solid wall. Typically
5011 these weak walls look similar to their solid "relatives" except
5012 for a small crack or little chunks of wall on the ground. ]]>
5013 </description>
5014 <use><![CDATA[
5015 If you want to create hidden rooms, using weak walls is alot
5016 better than completely indiscernible passages in a wall.<br>
5017 Anyways, there can be a lot more to weak walls than just finding
5018 them: Rising their defensive stats, weak walls can become a
5019 serious obstacle. An ice wall might only be torn down by a fire
5020 attack for example. A granite wall for instance might be very
5021 hard to destroy. ]]>
5022 </use>
5023 <attribute arch="alive" value="1" type="fixed" />
5024 <attribute arch="no_pick" value="1" type="fixed" />
5025 <attribute arch="tear_down" value="1" type="fixed" />
5026 <attribute arch="race" editor="race" type="string">
5027 For weak walls, &lt;race&gt; should always be set to "wall",
5028 unless you create something fancy like a building which
5029 is in fact meant to be a huge animal.
5030 Note that shovels slay walls, so they do tripple damage
5031 against weak walls.
5032 </attribute>
5033 <attribute arch="level" editor="level" type="int">
5034 The &lt;level&gt; of a weak wall works similar to monster levels.
5035 Due to the fact that weak walls cannot attack, the level
5036 is much less important though.
5037 </attribute>
5038 <attribute arch="hp" editor="health points" type="int">
5039 The &lt;health points&gt; of a weak wall define how long it takes to
5040 tear it down. With every successful hit from an opponent,
5041 &lt;health points&gt; get drained.
5042 </attribute>
5043 <attribute arch="maxhp" editor="max health" type="int">
5044 &lt;max health&gt; is the maximum amount of &lt;health points&gt; this
5045 weak wall can have. Since walls generally don't heal, I doubt
5046 this has much real effect.
5047 </attribute>
5048 <attribute arch="ac" editor="armour class" type="int">
5049 Weak walls of high &lt;armour class&gt; are less likely to get hit.
5050 &lt;armour class&gt; can be considered the "counterpiece" to &lt;weapon class&gt;.
5051 </attribute>
5052 <section name="resistance">
5053 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5054 </attribute>
5055 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5056 </attribute>
5057 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5058 </attribute>
5059 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5060 </attribute>
5061 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5062 </attribute>
5063 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5064 </attribute>
5065 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5066 </attribute>
5067 <attribute arch="resist_drain" editor="resist draining %" length="15" type="int">
5068 </attribute>
5069 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5070 </attribute>
5071 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5072 </attribute>
5073 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5074 </attribute>
5075 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5076 </attribute>
5077 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5078 </attribute>
5079 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5080 </attribute>
5081 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5082 </attribute>
5083 <attribute arch="resist_turn_undead" editor="resist turn undead %" length="15" type="int">
5084 </attribute>
5085 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5086 </attribute>
5087 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5088 </attribute>
5089 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5090 </attribute>
5091 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5092 </attribute>
5093 <attribute arch="resist_godpower" editor="resist godpower %" length="15" type="int">
5094 </attribute>
5095 </section>
5096 </type>
5097
5098 <!--####################################################################-->
5099 <type number="15" name="Weapon">
5100 <description><![CDATA[
5101 Wielding a weapon, the object's stats will directly be inherited to the
5102 player. Usually enhancing his fighting-abilities. Non-magical weapons can
5103 be improved with scrolls. ]]>
5104 </description>
5105 <use><![CDATA[
5106 If you create artifacts (equipment) with stats- or resistance-bonus:
5107 Keep playbalance in mind! Such items mustn't be reachable without hard
5108 fighting AND questing. ]]>
5109 </use>
5110 <attribute arch="attacktype" editor="attacktype" type="bitmask_attacktype">
5111 This number is a bitmask, specifying the weapon's attacktypes.
5112 Attacktypes are: physical, magical, fire, cold.. etc. Most artifact weapons
5113 have no more than one or two attacktypes. Keep in mind that all weapons
5114 can be blessed by the player's diety, thus adding an additional attacktype.
5115
5116 When a player hits a monster with a weapon that has more than one attacktype,
5117 then he will do as much damage as the "best" of his attacktypes does. So,
5118 the more attacktypes you've got, the better your chance to take advantage
5119 of a monster's vulnerabilities. (Btw: Same rule applies for monster vs.
5120 player.). Attacktypes "magic" and "chaos" are somehow exceptions.
5121 </attribute>
5122 <attribute arch="weapontype" editor="weapontype" type="list_weapon_type">
5123 The &lt;weapontype&gt; characterizes the weapon's type of physical
5124 attack. It could best be considered a "subclassification"
5125 of the physical attacktype. For now, this is only used for
5126 attack messages!
5127
5128 You should always set this correctly when creating new
5129 weapons for your maps.
5130 </attribute>
5131 <attribute arch="skill" editor="skill name" type="string">
5132 Matching &lt;skill name&gt; of the skill that is required
5133 to use this weapon.
5134 </attribute>
5135 <attribute arch="dam" editor="damage" type="int">
5136 The damage value is used as base value for how much damage the weapon
5137 does per hit. The actual damage involves more dependencies,
5138 like wielder's level and defender's level. Look at existing weapons
5139 to get a feel for the range of weapon damage values.
5140 </attribute>
5141 <attribute arch="slaying" editor="slaying race" type="string">
5142 Slaying means the weapon does tripple (3x) damage to monsters of the
5143 specified race. If &lt;slaying race&gt; matches an arch name (e.g. "big_dragon"),
5144 only monsters of that archtype are hit with tripple damage.
5145
5146 No god blessings are possible for weapons with a race set in this entry
5147 (That's because god blessings add tripple damage against their own
5148 enemy races). Tripple damage is very effective.
5149 </attribute>
5150 <attribute arch="last_sp" editor="weapon speed" type="int">
5151 The weapon speed determines how often the wielder can swing the weapon
5152 during a certain period of time. The lower the faster, &lt;weapon speed&gt; 1
5153 is best (that is lightning- fast). A typical average value is 8.
5154 Speed and damage should be kept in reasonable relation.
5155 </attribute>
5156 <attribute arch="wc" editor="weapon class" type="int">
5157 The weapon class value adds to the overall weapon class of the wielder's
5158 melee attacks. Weapon class improves the chance of hitting the opponent.
5159 </attribute>
5160 <attribute arch="magic" editor="magic bonus" type="int">
5161 For a weapon, magic bonus works just like weapon class, except that
5162 magic bonus can be improved by the gods or reduced by acid. Hence, it is
5163 less useful than direct weapon class value on a weapon.
5164 </attribute>
5165 <attribute arch="item_power" editor="item power" type="int">
5166 The &lt;item power&gt; value measures how "powerful" an artifact is.
5167 Players will only be able to wear equipment with a certain total
5168 amount of &lt;item power&gt;, depending on their own level. This is the
5169 only way to prevent low level players to wear "undeserved" equipment
5170 (like gifts from other players or cheated items).
5171
5172 It is very important to adjust the &lt;item power&gt; value carefully
5173 for every artifact you create! If zero/unset, the CF server will
5174 calculate a provisional value at runtime, but this is never
5175 going to be an accurate measurement of &lt;item power&gt;.
5176 </attribute>
5177 <attribute arch="damned" editor="damnation" type="bool">
5178 A damned weapon cannot be unwielded unless
5179 the curse is removed. Removing damnations is
5180 a tick harder than removing curses.
5181 </attribute>
5182 <attribute arch="cursed" editor="curse" type="bool">
5183 A cursed weapon cannot be unwielded unless
5184 the curse is removed.
5185 </attribute>
5186 <attribute arch="lifesave" editor="save life" type="bool">
5187 An item with this flag enabled will save the players life
5188 for one time: When the player is wearing this item and his
5189 health points reach zero, the item disappears, replenishing
5190 half of the player's health.
5191
5192 An item with &lt;save life&gt; should not have
5193 any decent additional bonuses!
5194 </attribute>
5195 <attribute arch="unique" editor="unique item" type="bool">
5196 Unique items exist only one time on a server. If the item
5197 is taken, lost or destroyed - it's gone for good.
5198 </attribute>
5199 <attribute arch="startequip" editor="godgiven item" type="bool">
5200 A godgiven item vanishes as soon as the player
5201 drops it to the ground.
5202 </attribute>
5203 <section name="resistance">
5204 <attribute arch="resist_physical" editor="resist physical %" length="15" type="int">
5205 This adds physical resistance to the weapon (= armour value). The number is
5206 a percent-value in the range 0-100. Treat this with CARE. Look at other maps
5207 and what they require to do for getting this-and-that artifact.
5208 </attribute>
5209 <attribute arch="resist_magic" editor="resist magic %" length="15" type="int">
5210 This adds magic resistance to the weapon. The number is a percent-value in
5211 the range 0-100. Treat this with CARE. Look at other maps and what they
5212 require to do for getting this-and-that artifact.
5213 </attribute>
5214 <attribute arch="resist_fire" editor="resist fire %" length="15" type="int">
5215 This adds fire resistance to the weapon. The number is a percent-value in
5216 the range 0-100. Treat this with CARE. Look at other maps and what they
5217 require to do for getting this-and-that artifact.
5218 </attribute>
5219 <attribute arch="resist_electricity" editor="resist electricity %" length="15" type="int">
5220 This adds electricity resistance to the weapon. The number is a percent-value in
5221 the range 0-100. Treat this with CARE. Look at other maps and what they
5222 require to do for getting this-and-that artifact.
5223 </attribute>
5224 <attribute arch="resist_cold" editor="resist cold %" length="15" type="int">
5225 This adds fire resistance to the weapon. The number is a percent-value in
5226 the range 0-100. Treat this with CARE. Look at other maps and what they
5227 require to do for getting this-and-that artifact.
5228 </attribute>
5229 <attribute arch="resist_confusion" editor="resist confusion %" length="15" type="int">
5230 This adds confusion resistance to the weapon. The number is a percent-value in
5231 the range 0-100. Confusion resistance is not very effective
5232 unless the value comes close to 100 (= perfect immunity).
5233 </attribute>
5234 <attribute arch="resist_acid" editor="resist acid %" length="15" type="int">
5235 This adds acid 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_drain" editor="resist draining %" length="15" type="int">
5240 This adds draining resistance to the weapon. The number is a percent-value
5241 in the range 0-100. Draining resistance is little effective
5242 unless the value is 100 (= perfect immunity).
5243 </attribute>
5244 <attribute arch="resist_weaponmagic" editor="resist weaponmagic %" length="15" type="int">
5245 This adds weaponmagic resistance to the weapon. The number is a percent-value in
5246 the range 0-100. Weaponmagic resistance generally should not exist on
5247 equipment at all. Spells/Monsters doing weaponmagic damage (e.g. comet spell)
5248 are not meant to be easily resisted.
5249 </attribute>
5250 <attribute arch="resist_ghosthit" editor="resist ghosthit %" length="15" type="int">
5251 This adds ghosthit resistance to the weapon. The number is a percent-value
5252 in the range 0-100. Treat this with CARE. Look at other maps and what they
5253 require to do for getting this-and-that artifact.
5254 </attribute>
5255 <attribute arch="resist_poison" editor="resist poison %" length="15" type="int">
5256 This adds poison resistance to the weapon. The number is a percent-value in
5257 the range 0-100. Treat this with CARE. Look at other maps and what they
5258 require to do for getting this-and-that artifact.
5259 </attribute>
5260 <attribute arch="resist_slow" editor="resist slow %" length="15" type="int">
5261 This adds fear resistance to the weapon. The number is a percent-value in
5262 the range 0-100. Resistance to fear is pretty useless.
5263 </attribute>
5264 <attribute arch="resist_paralyze" editor="resist paralyze %" length="15" type="int">
5265 This adds paralyze resistance to the weapon. The number is a percent-value in
5266 the range 0-100. Paralyze resistance is little effective
5267 unless the value is 100 (= perfect immunity).
5268 </attribute>
5269 <attribute arch="resist_fear" editor="resist fear %" length="15" type="int">
5270 This adds fear resistance to the weapon. The number is a percent-value in
5271 the range 0-100. Resistance to fear is pretty useless.
5272 </attribute>
5273 <attribute arch="resist_deplete" editor="resist depletion %" length="15" type="int">
5274 This adds depletion resistance to the weapon. The number is a percent-value
5275 in the range 0-100. Depletion resistance is little effective
5276 unless the value is 100 (= perfect immunity).
5277 </attribute>
5278 <attribute arch="resist_death" editor="resist death-attack %" length="15" type="int">
5279 This adds death-attack resistance to the weapon. The number is a
5280 percent-value in the range 0-100. Death-attack resistance is little
5281 effective unless the value is 100 (= perfect immunity).
5282 Generally, resistance to death-attack is not supposed to be
5283 available to players!
5284 </attribute>
5285 <attribute arch="resist_chaos" editor="resist chaos %" length="15" type="int">
5286 This adds chaos resistance to the weapon. The number is a percent-value in
5287 the range 0-100. Treat this with CARE. Look at other maps and what they
5288 require to do for getting this-and-that artifact.
5289 Note that chaos is not a stand-alone attacktype. Chaos "contains" a
5290 combination of other attacktypes.
5291 </attribute>
5292 <attribute arch="resist_blind" editor="resist blinding %" length="15" type="int">
5293 This adds blinding resistance to the weapon. The number is a percent-value
5294 in the range 0-100. Treat this with CARE. Look at other maps and what they
5295 require to do for getting this-and-that artifact.
5296 </attribute>
5297 <attribute arch="resist_holyword" editor="resist holy power %" length="15" type="int">
5298 This adds holy power resistance to the weapon. The number is a percent-value
5299 in the range 0-100. Holy power is the attacktype that holyword-type spells
5300 use to hurt undead creatures. This kind of resistance is only reasonable
5301 for undead players (wraith or devourer cult).
5302 Generally, resistance to holy word should not be available for players.
5303 </attribute>
5304 </section>
5305 <section name="stats">
5306 <attribute arch="Str" editor="strength" type="int">
5307 The player's strentgh will rise/fall by the given value
5308 while wearing this weapon.
5309 </attribute>
5310 <attribute arch="Dex" editor="dexterity" type="int">
5311 The player's dexterity will rise/fall by the given value
5312 while wearing this weapon.
5313 </attribute>
5314 <attribute arch="Con" editor="constitution" type="int">
5315 The player's constitution will rise/fall by the given value
5316 while wearing this weapon.
5317 </attribute>
5318 <attribute arch="Int" editor="intelligence" type="int">
5319 The player's intelligence will rise/fall by the given value
5320 while wearing this weapon.
5321 </attribute>
5322 <attribute arch="Pow" editor="power" type="int">
5323 The player's power will rise/fall by the given value
5324 while wearing this weapon.
5325 </attribute>
5326 <attribute arch="Wis" editor="wisdom" type="int">
5327 The player's wisdom will rise/fall by the given value while
5328 wearing this weapon.
5329 </attribute>
5330 <attribute arch="Cha" editor="charisma" type="int">
5331 The player's charisma will rise/fall by the given value
5332 while wearing this weapon.
5333 </attribute>
5334 </section>
5335 <section name="misc">
5336 <attribute arch="luck" editor="luck bonus" type="int">
5337 With positive luck bonus, the player is more likely to
5338 succeed in all sorts of things (spellcasting, praying,...).
5339 Unless the &lt;luck bonus&gt; is very high, the effect will be
5340 barely visible in-game. Luck bonus on one piece of equipment
5341 should never exceed 3, and such bonus should not be too
5342 frequently available.
5343 </attribute>
5344 <attribute arch="hp" editor="health regen." type="int">
5345 Positive &lt;health regen.&gt; bonus speeds up the
5346 player's healing process. Negative values slow it down.
5347 </attribute>
5348 <attribute arch="sp" editor="mana regen." type="int">
5349 Positive &lt;mana regen.&gt; bonus speeds up the
5350 player's mana regeneration. Negative values slow it down.
5351 </attribute>
5352 <attribute arch="grace" editor="grace regen." type="int">
5353 Positive &lt;grace regen.&gt; bonus speeds up the
5354 player's grace regeneration. Negative values slow it down.
5355 Since grace can be regenerated rather easy with praying,
5356 additional &lt;grace regen.&gt; bonus should be VERY RARE!!
5357 </attribute>
5358 <attribute arch="food" editor="food bonus" type="int">
5359 Positive &lt;food bonus&gt; slows down the player's digestion,
5360 thus he consumes less food. Negative values speed it up.
5361
5362 Note that food is consumed not only for "being alive", but
5363 also for healing and mana-regeneration.
5364 &lt;food bonus&gt; only affects the amount of food consumed
5365 for "being alive". Hence, even with high &lt;food bonus&gt;,
5366 during a fight a player can run out of food quickly.
5367 </attribute>
5368 <attribute arch="xrays" editor="xray vision" type="bool">
5369 Xray vision allows the player to see through obstacles
5370 in a two-square-wide radius. This is extremely helpful and
5371 desirable, so don't give it away for cheap on equipment.
5372 </attribute>
5373 <attribute arch="stealth" editor="stealth" type="bool">
5374 Stealth allows the player to move silently.
5375 This comes to effect if a player turns himself
5376 invisible and tries to sneak around monsters.
5377 (At least that was the idea behind it)
5378 </attribute>
5379 <attribute arch="reflect_spell" editor="reflect spells" type="bool">
5380 If a player is wearing any piece of equipment with
5381 the ability to &lt;reflect spells&gt;, all kinds of
5382 spell-bullets and -beams will bounce off him.
5383 This works only about 90% of all times, to
5384 avoid players being completely immune to certain
5385 types of attacks.
5386
5387 This is a very powerful ability and it
5388 shouldn't be handed out cheap!
5389 </attribute>
5390 <attribute arch="reflect_missile" editor="reflect missiles" type="bool">
5391 If a player is wearing any piece of equipment with
5392 the ability to &lt;reflect missiles&gt;, all kinds of
5393 projectiles (e.g. arrows, bolts, boulders) will
5394 bounce off him. This works only about 90% of all
5395 times, to avoid players being completely immune to
5396 certain types of attacks.
5397 </attribute>
5398 <attribute arch="path_attuned" editor="attuned paths" type="bitmask_spellpath">
5399 Click on the &lt;attuned paths&gt; button to select spellpaths.
5400 The player will get attuned to the specified spellpaths
5401 while wearing this weapon.
5402 </attribute>
5403 <attribute arch="path_repelled" editor="repelled paths" type="bitmask_spellpath">
5404 Click on the &lt;repelled paths&gt; button to select spellpaths.
5405 The player will get repelled to the specified spellpaths
5406 while wearing this weapon.
5407 </attribute>
5408 <attribute arch="path_denied" editor="denied paths" type="bitmask_spellpath">
5409 Click on the &lt;denied paths&gt; button to select spellpaths.
5410 The specified spellpaths will be denied to the player
5411 while wearing this weapon.
5412 </attribute>
5413 </section>
5414 <attribute arch_begin="msg" arch_end="endmsg" editor="description" type="text">
5415 This text describes the weapons's "story". Every decent artifact weapon
5416 should have such a description.
5417 </attribute>
5418 </type>
5419
5420 <type number="116" name="Event Connector">
5421 <description><![CDATA[
5422 Event connectors link specific events that happen to objects to
5423 a crossfire plug-in. ]]>
5424 </description>
5425 <attribute arch="subtype" editor="event type" type="list_event_type">
5426 The type of event that triggers a notify to the plug-in.
5427 </attribute>
5428 <attribute arch="title" editor="plug-in" type="string">
5429 The name of the plug-in that should be notified of the event, e.g. "cfpython"
5430 for python and "perl" for the Crossfire-Perl plug-in.
5431 </attribute>
5432 <attribute arch="slaying" editor="extension" type="string">
5433 The name of the extension to invoke (for python, this is the path to a script,
5434 for perl this is the name of a extension package without the ".ext" extension.
5435 </attribute>
5436 <attribute arch="name" editor="options" type="string">
5437 A string that is passed unaltered to the extension above. Often used to pass
5438 options to the extension that alter its behaviour.
5439 </attribute>
5440 </type>
5441
5442 </types>